diff src/render/direct3d/SDL_d3drender.c @ 5157:fb424691cfc7

Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 02 Feb 2011 14:34:54 -0800
parents src/video/windows/SDL_d3drender.c@be02be2ea897
children 307ccc9c135e
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/render/direct3d/SDL_d3drender.c	Wed Feb 02 14:34:54 2011 -0800
@@ -0,0 +1,1260 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 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 "../../core/windows/SDL_windows.h"
+
+#include "SDL_loadso.h"
+#include "SDL_syswm.h"
+#include "../SDL_sysrender.h"
+#include "../../video/SDL_yuv_sw_c.h"
+
+#if SDL_VIDEO_RENDER_D3D
+#define D3D_DEBUG_INFO
+#include <d3d9.h>
+#endif
+
+#ifdef ASSEMBLE_SHADER
+///////////////////////////////////////////////////////////////////////////
+// ID3DXBuffer:
+// ------------
+// The buffer object is used by D3DX to return arbitrary size data.
+//
+// GetBufferPointer -
+//    Returns a pointer to the beginning of the buffer.
+//
+// GetBufferSize -
+//    Returns the size of the buffer, in bytes.
+///////////////////////////////////////////////////////////////////////////
+
+typedef interface ID3DXBuffer ID3DXBuffer;
+typedef interface ID3DXBuffer *LPD3DXBUFFER;
+
+// {8BA5FB08-5195-40e2-AC58-0D989C3A0102}
+DEFINE_GUID(IID_ID3DXBuffer, 
+0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
+
+#undef INTERFACE
+#define INTERFACE ID3DXBuffer
+
+typedef interface ID3DXBuffer {
+    const struct ID3DXBufferVtbl FAR* lpVtbl;
+} ID3DXBuffer;
+typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
+const struct ID3DXBufferVtbl
+{
+    // IUnknown
+    STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
+    STDMETHOD_(ULONG, AddRef)(THIS) PURE;
+    STDMETHOD_(ULONG, Release)(THIS) PURE;
+
+    // ID3DXBuffer
+    STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
+    STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
+};
+
+HRESULT WINAPI
+    D3DXAssembleShader(
+        LPCSTR                          pSrcData,
+        UINT                            SrcDataLen,
+        CONST LPVOID*                   pDefines,
+        LPVOID                          pInclude,
+        DWORD                           Flags,
+        LPD3DXBUFFER*                   ppShader,
+        LPD3DXBUFFER*                   ppErrorMsgs);
+
+#endif /* ASSEMBLE_SHADER */
+
+
+/* Direct3D renderer implementation */
+
+#if 1                           /* This takes more memory but you won't lose your texture data */
+#define D3DPOOL_SDL    D3DPOOL_MANAGED
+#define SDL_MEMORY_POOL_MANAGED
+#else
+#define D3DPOOL_SDL    D3DPOOL_DEFAULT
+#define SDL_MEMORY_POOL_DEFAULT
+#endif
+
+static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
+static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int D3D_QueryTexturePixels(SDL_Renderer * renderer,
+                                  SDL_Texture * texture, void **pixels,
+                                  int *pitch);
+static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                             const SDL_Rect * rect, const void *pixels,
+                             int pitch);
+static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                           const SDL_Rect * rect, int markDirty,
+                           void **pixels, int *pitch);
+static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                             int numrects, const SDL_Rect * rects);
+static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
+                                const SDL_Point * points, int count);
+static int D3D_RenderDrawLines(SDL_Renderer * renderer,
+                               const SDL_Point * points, int count);
+static int D3D_RenderFillRects(SDL_Renderer * renderer,
+                               const SDL_Rect ** rects, int count);
+static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                          const SDL_Rect * srcrect, const SDL_Rect * dstrect);
+static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                                Uint32 format, void * pixels, int pitch);
+static int D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                                 Uint32 format, const void * pixels, int pitch);
+static void D3D_RenderPresent(SDL_Renderer * renderer);
+static void D3D_DestroyTexture(SDL_Renderer * renderer,
+                               SDL_Texture * texture);
+static void D3D_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver D3D_RenderDriver = {
+    D3D_CreateRenderer,
+    {
+     "d3d",
+     (SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
+     0,
+     {0},
+     0,
+     0}
+};
+
+typedef struct
+{
+    void* d3dDLL;
+    IDirect3D9 *d3d;
+    IDirect3DDevice9 *device;
+    UINT adapter;
+    D3DPRESENT_PARAMETERS pparams;
+    SDL_bool beginScene;
+} D3D_RenderData;
+
+typedef struct
+{
+    SDL_SW_YUVTexture *yuv;
+    Uint32 format;
+    IDirect3DTexture9 *texture;
+} D3D_TextureData;
+
+typedef struct
+{
+    float x, y, z;
+    float rhw;
+    DWORD color;
+    float u, v;
+} Vertex;
+
+static void
+D3D_SetError(const char *prefix, HRESULT result)
+{
+    const char *error;
+
+    switch (result) {
+    case D3DERR_WRONGTEXTUREFORMAT:
+        error = "WRONGTEXTUREFORMAT";
+        break;
+    case D3DERR_UNSUPPORTEDCOLOROPERATION:
+        error = "UNSUPPORTEDCOLOROPERATION";
+        break;
+    case D3DERR_UNSUPPORTEDCOLORARG:
+        error = "UNSUPPORTEDCOLORARG";
+        break;
+    case D3DERR_UNSUPPORTEDALPHAOPERATION:
+        error = "UNSUPPORTEDALPHAOPERATION";
+        break;
+    case D3DERR_UNSUPPORTEDALPHAARG:
+        error = "UNSUPPORTEDALPHAARG";
+        break;
+    case D3DERR_TOOMANYOPERATIONS:
+        error = "TOOMANYOPERATIONS";
+        break;
+    case D3DERR_CONFLICTINGTEXTUREFILTER:
+        error = "CONFLICTINGTEXTUREFILTER";
+        break;
+    case D3DERR_UNSUPPORTEDFACTORVALUE:
+        error = "UNSUPPORTEDFACTORVALUE";
+        break;
+    case D3DERR_CONFLICTINGRENDERSTATE:
+        error = "CONFLICTINGRENDERSTATE";
+        break;
+    case D3DERR_UNSUPPORTEDTEXTUREFILTER:
+        error = "UNSUPPORTEDTEXTUREFILTER";
+        break;
+    case D3DERR_CONFLICTINGTEXTUREPALETTE:
+        error = "CONFLICTINGTEXTUREPALETTE";
+        break;
+    case D3DERR_DRIVERINTERNALERROR:
+        error = "DRIVERINTERNALERROR";
+        break;
+    case D3DERR_NOTFOUND:
+        error = "NOTFOUND";
+        break;
+    case D3DERR_MOREDATA:
+        error = "MOREDATA";
+        break;
+    case D3DERR_DEVICELOST:
+        error = "DEVICELOST";
+        break;
+    case D3DERR_DEVICENOTRESET:
+        error = "DEVICENOTRESET";
+        break;
+    case D3DERR_NOTAVAILABLE:
+        error = "NOTAVAILABLE";
+        break;
+    case D3DERR_OUTOFVIDEOMEMORY:
+        error = "OUTOFVIDEOMEMORY";
+        break;
+    case D3DERR_INVALIDDEVICE:
+        error = "INVALIDDEVICE";
+        break;
+    case D3DERR_INVALIDCALL:
+        error = "INVALIDCALL";
+        break;
+    case D3DERR_DRIVERINVALIDCALL:
+        error = "DRIVERINVALIDCALL";
+        break;
+    case D3DERR_WASSTILLDRAWING:
+        error = "WASSTILLDRAWING";
+        break;
+    default:
+        error = "UNKNOWN";
+        break;
+    }
+    SDL_SetError("%s: %s", prefix, error);
+}
+
+static D3DFORMAT
+PixelFormatToD3DFMT(Uint32 format)
+{
+    switch (format) {
+    case SDL_PIXELFORMAT_INDEX8:
+        return D3DFMT_P8;
+    case SDL_PIXELFORMAT_RGB332:
+        return D3DFMT_R3G3B2;
+    case SDL_PIXELFORMAT_RGB444:
+        return D3DFMT_X4R4G4B4;
+    case SDL_PIXELFORMAT_RGB555:
+        return D3DFMT_X1R5G5B5;
+    case SDL_PIXELFORMAT_ARGB4444:
+        return D3DFMT_A4R4G4B4;
+    case SDL_PIXELFORMAT_ARGB1555:
+        return D3DFMT_A1R5G5B5;
+    case SDL_PIXELFORMAT_RGB565:
+        return D3DFMT_R5G6B5;
+    case SDL_PIXELFORMAT_RGB888:
+        return D3DFMT_X8R8G8B8;
+    case SDL_PIXELFORMAT_ARGB8888:
+        return D3DFMT_A8R8G8B8;
+    case SDL_PIXELFORMAT_ARGB2101010:
+        return D3DFMT_A2R10G10B10;
+    case SDL_PIXELFORMAT_YV12:
+        return MAKEFOURCC('Y','V','1','2');
+    case SDL_PIXELFORMAT_IYUV:
+        return MAKEFOURCC('I','4','2','0');
+    case SDL_PIXELFORMAT_UYVY:
+        return D3DFMT_UYVY;
+    case SDL_PIXELFORMAT_YUY2:
+        return D3DFMT_YUY2;
+    default:
+        return D3DFMT_UNKNOWN;
+    }
+}
+
+static SDL_bool
+D3D_IsTextureFormatAvailable(IDirect3D9 * d3d, UINT adapter,
+                             D3DFORMAT display_format,
+                             D3DFORMAT texture_format)
+{
+    HRESULT result;
+
+    result = IDirect3D9_CheckDeviceFormat(d3d, adapter,
+                                          D3DDEVTYPE_HAL,
+                                          display_format,
+                                          0,
+                                          D3DRTYPE_TEXTURE,
+                                          texture_format);
+    return FAILED(result) ? SDL_FALSE : SDL_TRUE;
+}
+
+static void
+UpdateYUVTextureData(SDL_Texture * texture)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+    SDL_Rect rect;
+    RECT d3drect;
+    D3DLOCKED_RECT locked;
+    HRESULT result;
+
+    d3drect.left = 0;
+    d3drect.right = texture->w;
+    d3drect.top = 0;
+    d3drect.bottom = texture->h;
+
+    result =
+        IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
+    if (FAILED(result)) {
+        return;
+    }
+
+    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, locked.pBits, locked.Pitch);
+
+    IDirect3DTexture9_UnlockRect(data->texture, 0);
+}
+
+static void
+D3D_AddTextureFormats(D3D_RenderData *data, SDL_RendererInfo *info)
+{
+    int i;
+    int formats[] = {
+        SDL_PIXELFORMAT_RGB332,
+        SDL_PIXELFORMAT_RGB444,
+        SDL_PIXELFORMAT_RGB555,
+        SDL_PIXELFORMAT_ARGB4444,
+        SDL_PIXELFORMAT_ARGB1555,
+        SDL_PIXELFORMAT_RGB565,
+        SDL_PIXELFORMAT_RGB888,
+        SDL_PIXELFORMAT_ARGB8888,
+        SDL_PIXELFORMAT_ARGB2101010,
+    };
+
+    info->num_texture_formats = 0;
+    for (i = 0; i < SDL_arraysize(formats); ++i) {
+        if (D3D_IsTextureFormatAvailable
+            (data->d3d, data->adapter, data->pparams.BackBufferFormat, PixelFormatToD3DFMT(formats[i]))) {
+            info->texture_formats[info->num_texture_formats++] = formats[i];
+        }
+    }
+    info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YV12;
+    info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
+    info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YUY2;
+    info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
+    info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YVYU;
+}
+
+SDL_Renderer *
+D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+    SDL_Renderer *renderer;
+    D3D_RenderData *data;
+    SDL_SysWMinfo windowinfo;
+    HRESULT result;
+    D3DPRESENT_PARAMETERS pparams;
+    IDirect3DSwapChain9 *chain;
+    D3DCAPS9 caps;
+
+    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
+    if (!data) {
+        SDL_free(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
+    if (data->d3dDLL) {
+        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
+
+        D3DCreate =
+            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
+                                                            "Direct3DCreate9");
+        if (D3DCreate) {
+            data->d3d = D3DCreate(D3D_SDK_VERSION);
+        }
+        if (!data->d3d) {
+            SDL_UnloadObject(data->d3dDLL);
+            data->d3dDLL = NULL;
+        }
+    }
+    if (!data->d3d) {
+        SDL_free(renderer);
+        SDL_free(data);
+        SDL_SetError("Unable to create Direct3D interface");
+        return NULL;
+    }
+
+    renderer->CreateTexture = D3D_CreateTexture;
+    renderer->QueryTexturePixels = D3D_QueryTexturePixels;
+    renderer->UpdateTexture = D3D_UpdateTexture;
+    renderer->LockTexture = D3D_LockTexture;
+    renderer->UnlockTexture = D3D_UnlockTexture;
+    renderer->DirtyTexture = D3D_DirtyTexture;
+    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
+    renderer->RenderDrawLines = D3D_RenderDrawLines;
+    renderer->RenderFillRects = D3D_RenderFillRects;
+    renderer->RenderCopy = D3D_RenderCopy;
+    renderer->RenderReadPixels = D3D_RenderReadPixels;
+    renderer->RenderWritePixels = D3D_RenderWritePixels;
+    renderer->RenderPresent = D3D_RenderPresent;
+    renderer->DestroyTexture = D3D_DestroyTexture;
+    renderer->DestroyRenderer = D3D_DestroyRenderer;
+    renderer->info = D3D_RenderDriver.info;
+    renderer->window = window;
+    renderer->driverdata = data;
+
+    renderer->info.flags = SDL_RENDERER_ACCELERATED;
+
+    SDL_VERSION(&windowinfo.version);
+    SDL_GetWindowWMInfo(window, &windowinfo);
+
+    SDL_zero(pparams);
+    pparams.hDeviceWindow = windowinfo.info.win.window;
+    pparams.BackBufferWidth = window->w;
+    pparams.BackBufferHeight = window->h;
+    if (window->flags & SDL_WINDOW_FULLSCREEN) {
+        pparams.BackBufferFormat =
+            PixelFormatToD3DFMT(window->fullscreen_mode.format);
+    } else {
+        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
+    }
+    pparams.BackBufferCount = 1;
+    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
+
+    if (window->flags & SDL_WINDOW_FULLSCREEN) {
+        pparams.Windowed = FALSE;
+        pparams.FullScreen_RefreshRateInHz =
+            window->fullscreen_mode.refresh_rate;
+    } else {
+        pparams.Windowed = TRUE;
+        pparams.FullScreen_RefreshRateInHz = 0;
+    }
+    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
+    } else {
+        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
+    }
+
+    /* FIXME: Which adapter? */
+    data->adapter = D3DADAPTER_DEFAULT;
+    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
+
+    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
+                                     D3DDEVTYPE_HAL,
+                                     pparams.hDeviceWindow,
+                                     (caps.
+                                      DevCaps &
+                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
+                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
+                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING,
+                                     &pparams, &data->device);
+    if (FAILED(result)) {
+        D3D_DestroyRenderer(renderer);
+        D3D_SetError("CreateDevice()", result);
+        return NULL;
+    }
+    data->beginScene = SDL_TRUE;
+
+    /* Get presentation parameters to fill info */
+    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
+    if (FAILED(result)) {
+        D3D_DestroyRenderer(renderer);
+        D3D_SetError("GetSwapChain()", result);
+        return NULL;
+    }
+    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
+    if (FAILED(result)) {
+        IDirect3DSwapChain9_Release(chain);
+        D3D_DestroyRenderer(renderer);
+        D3D_SetError("GetPresentParameters()", result);
+        return NULL;
+    }
+    IDirect3DSwapChain9_Release(chain);
+    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+    }
+    data->pparams = pparams;
+
+    D3D_AddTextureFormats(data, &renderer->info);
+
+    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
+    renderer->info.max_texture_width = caps.MaxTextureWidth;
+    renderer->info.max_texture_height = caps.MaxTextureHeight;
+
+    /* Set up parameters for rendering */
+    IDirect3DDevice9_SetVertexShader(data->device, NULL);
+    IDirect3DDevice9_SetFVF(data->device,
+                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
+    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
+    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
+                                    D3DCULL_NONE);
+    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
+    /* Enable color modulation by diffuse color */
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
+                                          D3DTOP_MODULATE);
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
+                                          D3DTA_TEXTURE);
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
+                                          D3DTA_DIFFUSE);
+    /* Enable alpha modulation by diffuse alpha */
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
+                                          D3DTOP_MODULATE);
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
+                                          D3DTA_TEXTURE);
+    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
+                                          D3DTA_DIFFUSE);
+    /* Disable second texture stage, since we're done */
+    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
+                                          D3DTOP_DISABLE);
+    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
+                                          D3DTOP_DISABLE);
+
+    return renderer;
+}
+
+static int
+D3D_Reset(SDL_Renderer * renderer)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    HRESULT result;
+
+    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
+    if (FAILED(result)) {
+        if (result == D3DERR_DEVICELOST) {
+            /* Don't worry about it, we'll reset later... */
+            return 0;
+        } else {
+            D3D_SetError("Reset()", result);
+            return -1;
+        }
+    }
+    IDirect3DDevice9_SetVertexShader(data->device, NULL);
+    IDirect3DDevice9_SetFVF(data->device,
+                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
+    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
+                                    D3DCULL_NONE);
+    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
+    return 0;
+}
+
+/* FIXME: This needs to be called... when? */
+#if 0
+static int
+D3D_DisplayModeChanged(SDL_Renderer * renderer)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    SDL_Window *window = renderer->window;
+    SDL_VideoDisplay *display = window->display;
+
+    data->pparams.BackBufferWidth = window->w;
+    data->pparams.BackBufferHeight = window->h;
+    if (window->flags & SDL_WINDOW_FULLSCREEN) {
+        data->pparams.BackBufferFormat =
+            PixelFormatToD3DFMT(window->fullscreen_mode.format);
+    } else {
+        data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
+    }
+    return D3D_Reset(renderer);
+}
+#endif
+
+static int
+D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
+    SDL_Window *window = renderer->window;
+    D3DFORMAT display_format = renderdata->pparams.BackBufferFormat;
+    D3D_TextureData *data;
+    HRESULT result;
+
+    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
+    if (!data) {
+        SDL_OutOfMemory();
+        return -1;
+    }
+
+    texture->driverdata = data;
+
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format) &&
+        (texture->format != SDL_PIXELFORMAT_YUY2 ||
+         !D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
+                                       display_format, PixelFormatToD3DFMT(texture->format)))
+        && (texture->format != SDL_PIXELFORMAT_YVYU
+            || !D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
+                                             display_format, PixelFormatToD3DFMT(texture->format)))) {
+        data->yuv =
+            SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
+        if (!data->yuv) {
+            return -1;
+        }
+        data->format = SDL_GetWindowPixelFormat(window);
+    } else {
+        data->format = texture->format;
+    }
+
+    result =
+        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
+                                       texture->h, 1, 0,
+                                       PixelFormatToD3DFMT(data->format),
+                                       D3DPOOL_SDL, &data->texture, NULL);
+    if (FAILED(result)) {
+        D3D_SetError("CreateTexture()", result);
+        return -1;
+    }
+
+    return 0;
+}
+
+static int
+D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
+                       void **pixels, int *pitch)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
+    } else {
+        /* D3D textures don't have their pixels hanging out */
+        return -1;
+    }
+}
+
+static int
+D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                  const SDL_Rect * rect, const void *pixels, int pitch)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
+
+    if (data->yuv) {
+        if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
+            return -1;
+        }
+        UpdateYUVTextureData(texture);
+        return 0;
+    } else {
+#ifdef SDL_MEMORY_POOL_DEFAULT
+        IDirect3DTexture9 *temp;
+        RECT d3drect;
+        D3DLOCKED_RECT locked;
+        const Uint8 *src;
+        Uint8 *dst;
+        int row, length;
+        HRESULT result;
+
+        result =
+            IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
+                                           texture->h, 1, 0,
+                                           PixelFormatToD3DFMT(texture->
+                                                               format),
+                                           D3DPOOL_SYSTEMMEM, &temp, NULL);
+        if (FAILED(result)) {
+            D3D_SetError("CreateTexture()", result);
+            return -1;
+        }
+
+        d3drect.left = rect->x;
+        d3drect.right = rect->x + rect->w;
+        d3drect.top = rect->y;
+        d3drect.bottom = rect->y + rect->h;
+
+        result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0);
+        if (FAILED(result)) {
+            IDirect3DTexture9_Release(temp);
+            D3D_SetError("LockRect()", result);
+            return -1;
+        }
+
+        src = pixels;
+        dst = locked.pBits;
+        length = rect->w * SDL_BYTESPERPIXEL(texture->format);
+        for (row = 0; row < rect->h; ++row) {
+            SDL_memcpy(dst, src, length);
+            src += pitch;
+            dst += locked.Pitch;
+        }
+        IDirect3DTexture9_UnlockRect(temp, 0);
+
+        result =
+            IDirect3DDevice9_UpdateTexture(renderdata->device,
+                                           (IDirect3DBaseTexture9 *) temp,
+                                           (IDirect3DBaseTexture9 *)
+                                           data->texture);
+        IDirect3DTexture9_Release(temp);
+        if (FAILED(result)) {
+            D3D_SetError("UpdateTexture()", result);
+            return -1;
+        }
+#else
+        RECT d3drect;
+        D3DLOCKED_RECT locked;
+        const Uint8 *src;
+        Uint8 *dst;
+        int row, length;
+        HRESULT result;
+
+        d3drect.left = rect->x;
+        d3drect.right = rect->x + rect->w;
+        d3drect.top = rect->y;
+        d3drect.bottom = rect->y + rect->h;
+
+        result =
+            IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
+                                       0);
+        if (FAILED(result)) {
+            D3D_SetError("LockRect()", result);
+            return -1;
+        }
+
+        src = pixels;
+        dst = locked.pBits;
+        length = rect->w * SDL_BYTESPERPIXEL(texture->format);
+        for (row = 0; row < rect->h; ++row) {
+            SDL_memcpy(dst, src, length);
+            src += pitch;
+            dst += locked.Pitch;
+        }
+        IDirect3DTexture9_UnlockRect(data->texture, 0);
+#endif // SDL_MEMORY_POOL_DEFAULT
+
+        return 0;
+    }
+}
+
+static int
+D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                const SDL_Rect * rect, int markDirty, void **pixels,
+                int *pitch)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
+                                     pitch);
+    } else {
+        RECT d3drect;
+        D3DLOCKED_RECT locked;
+        HRESULT result;
+
+        d3drect.left = rect->x;
+        d3drect.right = rect->x + rect->w;
+        d3drect.top = rect->y;
+        d3drect.bottom = rect->y + rect->h;
+
+        result =
+            IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
+                                       markDirty ? 0 :
+                                       D3DLOCK_NO_DIRTY_UPDATE);
+        if (FAILED(result)) {
+            D3D_SetError("LockRect()", result);
+            return -1;
+        }
+        *pixels = locked.pBits;
+        *pitch = locked.Pitch;
+        return 0;
+    }
+}
+
+static void
+D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        SDL_SW_UnlockYUVTexture(data->yuv);
+        UpdateYUVTextureData(texture);
+    } else {
+        IDirect3DTexture9_UnlockRect(data->texture, 0);
+    }
+}
+
+static void
+D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
+                 const SDL_Rect * rects)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+    RECT d3drect;
+    int i;
+
+    for (i = 0; i < numrects; ++i) {
+        const SDL_Rect *rect = &rects[i];
+
+        d3drect.left = rect->x;
+        d3drect.right = rect->x + rect->w;
+        d3drect.top = rect->y;
+        d3drect.bottom = rect->y + rect->h;
+
+        IDirect3DTexture9_AddDirtyRect(data->texture, &d3drect);
+    }
+}
+
+static void
+D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
+{
+    switch (blendMode) {
+    case SDL_BLENDMODE_NONE:
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
+                                        FALSE);
+        break;
+    case SDL_BLENDMODE_BLEND:
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
+                                        TRUE);
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
+                                        D3DBLEND_SRCALPHA);
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
+                                        D3DBLEND_INVSRCALPHA);
+        break;
+    case SDL_BLENDMODE_ADD:
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
+                                        TRUE);
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
+                                        D3DBLEND_SRCALPHA);
+        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
+                                        D3DBLEND_ONE);
+        break;
+    }
+}
+
+static int
+D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
+                     int count)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    DWORD color;
+    Vertex *vertices;
+    int i;
+    HRESULT result;
+
+    if (data->beginScene) {
+        IDirect3DDevice9_BeginScene(data->device);
+        data->beginScene = SDL_FALSE;
+    }
+
+    D3D_SetBlendMode(data, renderer->blendMode);
+
+    result =
+        IDirect3DDevice9_SetTexture(data->device, 0,
+                                    (IDirect3DBaseTexture9 *) 0);
+    if (FAILED(result)) {
+        D3D_SetError("SetTexture()", result);
+        return -1;
+    }
+
+    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+
+    vertices = SDL_stack_alloc(Vertex, count);
+    for (i = 0; i < count; ++i) {
+        vertices[i].x = (float) points[i].x;
+        vertices[i].y = (float) points[i].y;
+        vertices[i].z = 0.0f;
+        vertices[i].rhw = 1.0f;
+        vertices[i].color = color;
+        vertices[i].u = 0.0f;
+        vertices[i].v = 0.0f;
+    }
+    result =
+        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
+                                         vertices, sizeof(*vertices));
+    SDL_stack_free(vertices);
+    if (FAILED(result)) {
+        D3D_SetError("DrawPrimitiveUP()", result);
+        return -1;
+    }
+    return 0;
+}
+
+static int
+D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
+                    int count)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    DWORD color;
+    Vertex *vertices;
+    int i;
+    HRESULT result;
+
+    if (data->beginScene) {
+        IDirect3DDevice9_BeginScene(data->device);
+        data->beginScene = SDL_FALSE;
+    }
+
+    D3D_SetBlendMode(data, renderer->blendMode);
+
+    result =
+        IDirect3DDevice9_SetTexture(data->device, 0,
+                                    (IDirect3DBaseTexture9 *) 0);
+    if (FAILED(result)) {
+        D3D_SetError("SetTexture()", result);
+        return -1;
+    }
+
+    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+
+    vertices = SDL_stack_alloc(Vertex, count);
+    for (i = 0; i < count; ++i) {
+        vertices[i].x = (float) points[i].x;
+        vertices[i].y = (float) points[i].y;
+        vertices[i].z = 0.0f;
+        vertices[i].rhw = 1.0f;
+        vertices[i].color = color;
+        vertices[i].u = 0.0f;
+        vertices[i].v = 0.0f;
+    }
+    result =
+        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
+                                         vertices, sizeof(*vertices));
+
+    /* DirectX 9 has the same line rasterization semantics as GDI,
+       so we need to close the endpoint of the line */
+    if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
+        vertices[0].x = (float) points[count-1].x;
+        vertices[0].y = (float) points[count-1].y;
+        result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
+    }
+
+    SDL_stack_free(vertices);
+    if (FAILED(result)) {
+        D3D_SetError("DrawPrimitiveUP()", result);
+        return -1;
+    }
+    return 0;
+}
+
+static int
+D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
+                    int count)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    DWORD color;
+    int i;
+    float minx, miny, maxx, maxy;
+    Vertex vertices[4];
+    HRESULT result;
+
+    if (data->beginScene) {
+        IDirect3DDevice9_BeginScene(data->device);
+        data->beginScene = SDL_FALSE;
+    }
+
+    D3D_SetBlendMode(data, renderer->blendMode);
+
+    result =
+        IDirect3DDevice9_SetTexture(data->device, 0,
+                                    (IDirect3DBaseTexture9 *) 0);
+    if (FAILED(result)) {
+        D3D_SetError("SetTexture()", result);
+        return -1;
+    }
+
+    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+
+    for (i = 0; i < count; ++i) {
+        const SDL_Rect *rect = rects[i];
+
+        minx = (float) rect->x;
+        miny = (float) rect->y;
+        maxx = (float) rect->x + rect->w;
+        maxy = (float) rect->y + rect->h;
+
+        vertices[0].x = minx;
+        vertices[0].y = miny;
+        vertices[0].z = 0.0f;
+        vertices[0].rhw = 1.0f;
+        vertices[0].color = color;
+        vertices[0].u = 0.0f;
+        vertices[0].v = 0.0f;
+
+        vertices[1].x = maxx;
+        vertices[1].y = miny;
+        vertices[1].z = 0.0f;
+        vertices[1].rhw = 1.0f;
+        vertices[1].color = color;
+        vertices[1].u = 0.0f;
+        vertices[1].v = 0.0f;
+
+        vertices[2].x = maxx;
+        vertices[2].y = maxy;
+        vertices[2].z = 0.0f;
+        vertices[2].rhw = 1.0f;
+        vertices[2].color = color;
+        vertices[2].u = 0.0f;
+        vertices[2].v = 0.0f;
+
+        vertices[3].x = minx;
+        vertices[3].y = maxy;
+        vertices[3].z = 0.0f;
+        vertices[3].rhw = 1.0f;
+        vertices[3].color = color;
+        vertices[3].u = 0.0f;
+        vertices[3].v = 0.0f;
+
+        result =
+            IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
+                                             2, vertices, sizeof(*vertices));
+        if (FAILED(result)) {
+            D3D_SetError("DrawPrimitiveUP()", result);
+            return -1;
+        }
+    }
+    return 0;
+}
+
+static int
+D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
+    LPDIRECT3DPIXELSHADER9 shader = NULL;
+    float minx, miny, maxx, maxy;
+    float minu, maxu, minv, maxv;
+    DWORD color;
+    Vertex vertices[4];
+    HRESULT result;
+
+    if (data->beginScene) {
+        IDirect3DDevice9_BeginScene(data->device);
+        data->beginScene = SDL_FALSE;
+    }
+
+    minx = (float) dstrect->x - 0.5f;
+    miny = (float) dstrect->y - 0.5f;
+    maxx = (float) dstrect->x + dstrect->w - 0.5f;
+    maxy = (float) dstrect->y + dstrect->h - 0.5f;
+
+    minu = (float) srcrect->x / texture->w;
+    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
+    minv = (float) srcrect->y / texture->h;
+    maxv = (float) (srcrect->y + srcrect->h) / texture->h;
+
+    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
+
+    vertices[0].x = minx;
+    vertices[0].y = miny;
+    vertices[0].z = 0.0f;
+    vertices[0].rhw = 1.0f;
+    vertices[0].color = color;
+    vertices[0].u = minu;
+    vertices[0].v = minv;
+
+    vertices[1].x = maxx;
+    vertices[1].y = miny;
+    vertices[1].z = 0.0f;
+    vertices[1].rhw = 1.0f;
+    vertices[1].color = color;
+    vertices[1].u = maxu;
+    vertices[1].v = minv;
+
+    vertices[2].x = maxx;
+    vertices[2].y = maxy;
+    vertices[2].z = 0.0f;
+    vertices[2].rhw = 1.0f;
+    vertices[2].color = color;
+    vertices[2].u = maxu;
+    vertices[2].v = maxv;
+
+    vertices[3].x = minx;
+    vertices[3].y = maxy;
+    vertices[3].z = 0.0f;
+    vertices[3].rhw = 1.0f;
+    vertices[3].color = color;
+    vertices[3].u = minu;
+    vertices[3].v = maxv;
+
+    D3D_SetBlendMode(data, texture->blendMode);
+
+    IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
+                                     D3DTEXF_LINEAR);
+    IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
+                                     D3DTEXF_LINEAR);
+
+    result =
+        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
+                                    texturedata->texture);
+    if (FAILED(result)) {
+        D3D_SetError("SetTexture()", result);
+        return -1;
+    }
+    if (shader) {
+        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
+        if (FAILED(result)) {
+            D3D_SetError("SetShader()", result);
+            return -1;
+        }
+    }
+    result =
+        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
+                                         vertices, sizeof(*vertices));
+    if (FAILED(result)) {
+        D3D_SetError("DrawPrimitiveUP()", result);
+        return -1;
+    }
+    if (shader) {
+        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
+        if (FAILED(result)) {
+            D3D_SetError("SetShader()", result);
+            return -1;
+        }
+    }
+    return 0;
+}
+
+static int
+D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                     Uint32 format, void * pixels, int pitch)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    SDL_Window *window = renderer->window;
+    SDL_VideoDisplay *display = window->display;
+    D3DSURFACE_DESC desc;
+    LPDIRECT3DSURFACE9 backBuffer;
+    LPDIRECT3DSURFACE9 surface;
+    RECT d3drect;
+    D3DLOCKED_RECT locked;
+    HRESULT result;
+
+    result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
+    if (FAILED(result)) {
+        D3D_SetError("GetBackBuffer()", result);
+        return -1;
+    }
+
+    result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
+    if (FAILED(result)) {
+        D3D_SetError("GetDesc()", result);
+        IDirect3DSurface9_Release(backBuffer);
+        return -1;
+    }
+
+    result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
+    if (FAILED(result)) {
+        D3D_SetError("CreateOffscreenPlainSurface()", result);
+        IDirect3DSurface9_Release(backBuffer);
+        return -1;
+    }
+
+    result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
+    if (FAILED(result)) {
+        D3D_SetError("GetRenderTargetData()", result);
+        IDirect3DSurface9_Release(surface);
+        IDirect3DSurface9_Release(backBuffer);
+        return -1;
+    }
+
+    d3drect.left = rect->x;
+    d3drect.right = rect->x + rect->w;
+    d3drect.top = rect->y;
+    d3drect.bottom = rect->y + rect->h;
+
+    result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
+    if (FAILED(result)) {
+        D3D_SetError("LockRect()", result);
+        IDirect3DSurface9_Release(surface);
+        IDirect3DSurface9_Release(backBuffer);
+        return -1;
+    }
+
+    SDL_ConvertPixels(rect->w, rect->h,
+                      display->current_mode.format, locked.pBits, locked.Pitch,
+                      format, pixels, pitch);
+
+    IDirect3DSurface9_UnlockRect(surface);
+
+    IDirect3DSurface9_Release(surface);
+    IDirect3DSurface9_Release(backBuffer);
+
+    return 0;
+}
+
+static int
+D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                      Uint32 format, const void * pixels, int pitch)
+{
+    /* Work in progress */
+    SDL_Unsupported();
+    return -1;
+}
+
+static void
+D3D_RenderPresent(SDL_Renderer * renderer)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+    HRESULT result;
+
+    if (!data->beginScene) {
+        IDirect3DDevice9_EndScene(data->device);
+        data->beginScene = SDL_TRUE;
+    }
+
+    result = IDirect3DDevice9_TestCooperativeLevel(data->device);
+    if (result == D3DERR_DEVICELOST) {
+        /* We'll reset later */
+        return;
+    }
+    if (result == D3DERR_DEVICENOTRESET) {
+        D3D_Reset(renderer);
+    }
+    result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
+    if (FAILED(result)) {
+        D3D_SetError("Present()", result);
+    }
+}
+
+static void
+D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
+
+    if (!data) {
+        return;
+    }
+    if (data->yuv) {
+        SDL_SW_DestroyYUVTexture(data->yuv);
+    }
+    if (data->texture) {
+        IDirect3DTexture9_Release(data->texture);
+    }
+    SDL_free(data);
+    texture->driverdata = NULL;
+}
+
+static void
+D3D_DestroyRenderer(SDL_Renderer * renderer)
+{
+    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+
+    if (data) {
+        if (data->device) {
+            IDirect3DDevice9_Release(data->device);
+        }
+        if (data->d3d) {
+            IDirect3D9_Release(data->d3d);
+            SDL_UnloadObject(data->d3dDLL);
+        }
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_RENDER_D3D */
+
+/* vi: set ts=4 sw=4 expandtab: */