Mercurial > sdl-ios-xcode
diff src/video/win32/SDL_d3drender.c @ 1895:c121d94672cb
SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 10 Jul 2006 21:04:37 +0000 |
parents | |
children | f89e49e51e89 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/win32/SDL_d3drender.c Mon Jul 10 21:04:37 2006 +0000 @@ -0,0 +1,385 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2006 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +#if SDL_VIDEO_RENDER_D3D + +#include "SDL_win32video.h" +#include "../SDL_yuv_sw_c.h" + +/* Direct3D renderer implementation */ + +static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window, + Uint32 flags); +static int SDL_D3D_CreateTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, + SDL_Texture * texture, void **pixels, + int *pitch); +static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Color * colors, int firstcolor, + int ncolors); +static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, + SDL_Texture * texture, + SDL_Color * colors, int firstcolor, + int ncolors); +static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer, + SDL_Texture * texture, const SDL_Rect * rect, + const void *pixels, int pitch); +static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, int markDirty, + void **pixels, int *pitch); +static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer, + SDL_Texture * texture, int numrects, + const SDL_Rect * rects); +static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 color); +static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_Rect * dstrect, int blendMode, + int scaleMode); +static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, + const SDL_Rect * rect, void *pixels, + int pitch); +static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, + const SDL_Rect * rect, + const void *pixels, int pitch); +static void SDL_D3D_RenderPresent(SDL_Renderer * renderer); +static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer); + + +SDL_RenderDriver SDL_D3D_RenderDriver = { + SDL_D3D_CreateRenderer, + { + "d3d", + (SDL_Renderer_PresentDiscard | + SDL_Renderer_PresentCopy | SDL_Renderer_RenderTarget), + (SDL_TextureBlendMode_None | + SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend), + (SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast), + 11, + { + SDL_PixelFormat_Index8, + SDL_PixelFormat_RGB555, + SDL_PixelFormat_RGB565, + SDL_PixelFormat_RGB888, + SDL_PixelFormat_BGR888, + SDL_PixelFormat_ARGB8888, + SDL_PixelFormat_RGBA8888, + SDL_PixelFormat_ABGR8888, + SDL_PixelFormat_BGRA8888, + SDL_PixelFormat_YUY2, + SDL_PixelFormat_UYVY}, + 0, + 0} +}; + +typedef struct +{ + IDirect3DDevice9 *device; +} SDL_D3D_RenderData; + +typedef struct +{ + SDL_SW_YUVTexture *yuv; +} SDL_D3D_TextureData; + +static void +UpdateYUVTextureData(SDL_Texture * texture) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + SDL_Rect rect; + + rect.x = 0; + rect.y = 0; + rect.w = texture->w; + rect.h = texture->h; + //SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w, + // texture->h, data->pixels, data->pitch); +} + +void +D3D_AddRenderDriver(_THIS) +{ + SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; + + if (data->d3d) { + SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver); + } +} + +SDL_Renderer * +SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags) +{ + SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); + SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata; + SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata; + SDL_Renderer *renderer; + SDL_D3D_RenderData *data; + + renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } + SDL_zerop(renderer); + + data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data)); + if (!data) { + SDL_D3D_DestroyRenderer(renderer); + SDL_OutOfMemory(); + return NULL; + } + SDL_zerop(data); + + //data->device = IDirect3D9_CreateDevice(videodata->d3d, + + renderer->CreateTexture = SDL_D3D_CreateTexture; + renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels; + renderer->SetTexturePalette = SDL_D3D_SetTexturePalette; + renderer->GetTexturePalette = SDL_D3D_GetTexturePalette; + renderer->UpdateTexture = SDL_D3D_UpdateTexture; + renderer->LockTexture = SDL_D3D_LockTexture; + renderer->UnlockTexture = SDL_D3D_UnlockTexture; + renderer->DirtyTexture = SDL_D3D_DirtyTexture; + renderer->SelectRenderTexture = SDL_D3D_SelectRenderTexture; + renderer->RenderFill = SDL_D3D_RenderFill; + renderer->RenderCopy = SDL_D3D_RenderCopy; + renderer->RenderReadPixels = SDL_D3D_RenderReadPixels; + renderer->RenderWritePixels = SDL_D3D_RenderWritePixels; + renderer->RenderPresent = SDL_D3D_RenderPresent; + renderer->DestroyTexture = SDL_D3D_DestroyTexture; + renderer->DestroyRenderer = SDL_D3D_DestroyRenderer; + renderer->info = SDL_D3D_RenderDriver.info; + renderer->window = window->id; + renderer->driverdata = data; + + renderer->info.flags = SDL_Renderer_RenderTarget; + + return renderer; +} + +static int +SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_D3D_RenderData *renderdata = + (SDL_D3D_RenderData *) renderer->driverdata; + SDL_Window *window = SDL_GetWindowFromID(renderer->window); + SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); + SDL_D3D_TextureData *data; + + data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data)); + if (!data) { + SDL_OutOfMemory(); + return -1; + } + SDL_zerop(data); + + texture->driverdata = data; + + return 0; +} + +static int +SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, + void **pixels, int *pitch) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch); + } else { + return 0; + } +} + +static int +SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Color * colors, int firstcolor, + int ncolors) +{ + SDL_D3D_RenderData *renderdata = + (SDL_D3D_RenderData *) renderer->driverdata; + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SetError("YUV textures don't have a palette"); + return -1; + } else { + return 0; + } +} + +static int +SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, + SDL_Color * colors, int firstcolor, int ncolors) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SetError("YUV textures don't have a palette"); + return -1; + } else { + return 0; + } +} + +static int +SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, int pitch) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) { + return -1; + } + UpdateYUVTextureData(texture); + return 0; + } else { + SDL_D3D_RenderData *renderdata = + (SDL_D3D_RenderData *) renderer->driverdata; + + return 0; + } +} + +static int +SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, int markDirty, void **pixels, + int *pitch) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels, + pitch); + } else { + return 0; + } +} + +static void +SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SW_UnlockYUVTexture(data->yuv); + UpdateYUVTextureData(texture); + } +} + +static void +SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, + int numrects, const SDL_Rect * rects) +{ +} + +static void +SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; +} + +static int +SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 color) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; + Uint8 r, g, b; + + r = (Uint8) ((color >> 16) & 0xFF); + g = (Uint8) ((color >> 8) & 0xFF); + b = (Uint8) (color & 0xFF); + + return 0; +} + +static int +SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_Rect * dstrect, + int blendMode, int scaleMode) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; + SDL_D3D_TextureData *texturedata = + (SDL_D3D_TextureData *) texture->driverdata; + + return 0; +} + +static int +SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + void *pixels, int pitch) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; + + return 0; +} + +static int +SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, + const void *pixels, int pitch) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; + + return 0; +} + +static void +SDL_D3D_RenderPresent(SDL_Renderer * renderer) +{ +} + +static void +SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; + + if (!data) { + return; + } + SDL_free(data); + texture->driverdata = NULL; +} + +void +SDL_D3D_DestroyRenderer(SDL_Renderer * renderer) +{ + SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; + + if (data) { + SDL_free(data); + } + SDL_free(renderer); +} + +#endif /* SDL_VIDEO_RENDER_D3D */ + +/* vi: set ts=4 sw=4 expandtab: */