view src/video/win32/SDL_d3drender.c @ 3168:6338b7f2d024

Hi, I have prepared a set of patches to readd WindowsCE support to SDL 1.3. I've created a new GAPI/Rawframebuffer and a DirectDraw renderer. Both renderers are work in progress and there are several unimplemented cases. (Notably RenderLine/RenderPoint/RenderFill/QueryTexturePixels/UpdateTexture and texture blending ) Nevertheless I am successfully using these renderers together with the SDL software renderer. (On most devices the SDL software renderer will be much faster as there are only badly optimized vendor drivers available) I send these patches now in this unpolished state because there seems to be some interest in win ce and someone has to start supporting SDL 1.3 Now on to the patches: wince_events_window_fixes.patch fixes some wince incompatibilities and adds fullscreen support via SHFullScreen. NOTE: This patch shouldn't have any side effects on Windows, but I have NOT tested it on Windows, so please double-check. This patch doesn't dependent on the following ones. wince_renderers_system.patch This patch does all necessary modifications to the SDL system. - it adds the renderers to the configure system - it adds the renderers to win32video SDL_ceddrawrender.c SDL_ceddrawrender.h SDL_gapirender_c.h SDL_gapirender.c SDL_gapirender.h these files add the new render drivers and should be placed in src/video/win32 Some notes to people who want to test this: - I have only compiled sdl with ming32ce, so the VisualC files are not up to date - As mingw32ce has no ddraw.h this file must be taken from the MS SDK and modified to work with gcc - I had to modify line 2611 in configure.in to EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lcoredll -lcommctrl -lmmtimer -Wl,--image-base -Wl,0x10000" otherwise GetCPinfo wouldn't link. If someone knows whats causing this I'd be happy to hear about it. It would be great if these patches could make their way into SVN as this would make collaboration much much easier. I'm out of office for the next week and therefore will be unavailable via email. Regards Stefan
author Sam Lantinga <slouken@libsdl.org>
date Sun, 07 Jun 2009 02:44:46 +0000
parents 8cc00819c8d6
children 434ce3242e1c
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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 */

#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_DisplayModeChanged(SDL_Renderer * renderer);
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_SetTexturePalette(SDL_Renderer * renderer,
                                 SDL_Texture * texture,
                                 const SDL_Color * colors, int firstcolor,
                                 int ncolors);
static int D3D_GetTexturePalette(SDL_Renderer * renderer,
                                 SDL_Texture * texture, SDL_Color * colors,
                                 int firstcolor, int ncolors);
static int D3D_SetTextureColorMod(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int D3D_SetTextureAlphaMod(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int D3D_SetTextureBlendMode(SDL_Renderer * renderer,
                                   SDL_Texture * texture);
static int D3D_SetTextureScaleMode(SDL_Renderer * renderer,
                                   SDL_Texture * texture);
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_RenderPoint(SDL_Renderer * renderer, int x, int y);
static int D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2,
                          int y2);
static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY |
      SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 |
      SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC |
      SDL_RENDERER_ACCELERATED),
     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
      SDL_TEXTUREMODULATE_ALPHA),
     (SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
      SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
      SDL_TEXTURESCALEMODE_SLOW | SDL_TEXTURESCALEMODE_BEST),
     0,
     {0},
     0,
     0}
};

typedef struct
{
    IDirect3D9 *d3d;
    IDirect3DDevice9 *device;
    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_UYVY:
        return D3DFMT_UYVY;
    case SDL_PIXELFORMAT_YUY2:
        return D3DFMT_YUY2;
    default:
        return D3DFMT_UNKNOWN;
    }
}

static SDL_bool
D3D_IsTextureFormatAvailable(IDirect3D9 * d3d, Uint32 display_format,
                             Uint32 texture_format)
{
    HRESULT result;

    result = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT,      /* FIXME */
                                          D3DDEVTYPE_HAL,
                                          PixelFormatToD3DFMT(display_format),
                                          0,
                                          D3DRTYPE_TEXTURE,
                                          PixelFormatToD3DFMT
                                          (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);
}

void
D3D_AddRenderDriver(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    SDL_RendererInfo *info = &D3D_RenderDriver.info;
    SDL_DisplayMode *mode = &SDL_CurrentDisplay.desktop_mode;

    if (data->d3d) {
        int i;
        int formats[] = {
            SDL_PIXELFORMAT_INDEX8,
            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,
        };

        for (i = 0; i < SDL_arraysize(formats); ++i) {
            if (D3D_IsTextureFormatAvailable
                (data->d3d, mode->format, 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_AddRenderDriver(0, &D3D_RenderDriver);
    }
}

SDL_Renderer *
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;
    D3D_RenderData *data;
    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) {
        D3D_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    data->d3d = videodata->d3d;

    renderer->DisplayModeChanged = D3D_DisplayModeChanged;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->QueryTexturePixels = D3D_QueryTexturePixels;
    renderer->SetTexturePalette = D3D_SetTexturePalette;
    renderer->GetTexturePalette = D3D_GetTexturePalette;
    renderer->SetTextureColorMod = D3D_SetTextureColorMod;
    renderer->SetTextureAlphaMod = D3D_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = D3D_SetTextureBlendMode;
    renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->DirtyTexture = D3D_DirtyTexture;
    renderer->RenderPoint = D3D_RenderPoint;
    renderer->RenderLine = D3D_RenderLine;
    renderer->RenderFill = D3D_RenderFill;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->window = window->id;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_zero(pparams);
    pparams.BackBufferWidth = window->w;
    pparams.BackBufferHeight = window->h;
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(display->fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    if (flags & SDL_RENDERER_PRESENTFLIP2) {
        pparams.BackBufferCount = 2;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTFLIP3) {
        pparams.BackBufferCount = 3;
        pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
    } else if (flags & SDL_RENDERER_PRESENTCOPY) {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_COPY;
    } else {
        pparams.BackBufferCount = 1;
        pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    }
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            display->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;
    }

    result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT,        /* FIXME */
                                     D3DDEVTYPE_HAL,
                                     windowdata->hwnd,
                                     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);
    switch (pparams.SwapEffect) {
    case D3DSWAPEFFECT_COPY:
        renderer->info.flags |= SDL_RENDERER_PRESENTCOPY;
        break;
    case D3DSWAPEFFECT_FLIP:
        switch (pparams.BackBufferCount) {
        case 2:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2;
            break;
        case 3:
            renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3;
            break;
        }
        break;
    case D3DSWAPEFFECT_DISCARD:
        renderer->info.flags |= SDL_RENDERER_PRESENTDISCARD;
        break;
    }
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;

    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;
}

static int
D3D_DisplayModeChanged(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);

    data->pparams.BackBufferWidth = window->w;
    data->pparams.BackBufferHeight = window->h;
    if (window->flags & SDL_WINDOW_FULLSCREEN) {
        data->pparams.BackBufferFormat =
            PixelFormatToD3DFMT(display->fullscreen_mode.format);
    } else {
        data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    return D3D_Reset(renderer);
}

static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    Uint32 display_format = display->current_mode.format;
    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, display_format,
                                       texture->format))
        && (texture->format != SDL_PIXELFORMAT_YVYU
            || !D3D_IsTextureFormatAvailable(renderdata->d3d, display_format,
                                             texture->format))) {
        data->yuv =
            SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
        if (!data->yuv) {
            return -1;
        }
        data->format = display->current_mode.format;
    } 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_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
                      const SDL_Color * colors, int firstcolor, int ncolors)
{
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    return 0;
}

static int
D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
                      SDL_Color * colors, int firstcolor, int ncolors)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    return 0;
}

static int
D3D_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    return 0;
}

static int
D3D_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    return 0;
}

static int
D3D_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
    switch (texture->blendMode) {
    case SDL_BLENDMODE_NONE:
    case SDL_BLENDMODE_MASK:
    case SDL_BLENDMODE_BLEND:
    case SDL_BLENDMODE_ADD:
    case SDL_BLENDMODE_MOD:
        return 0;
    default:
        SDL_Unsupported();
        texture->blendMode = SDL_BLENDMODE_NONE;
        return -1;
    }
}

static int
D3D_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
    switch (texture->scaleMode) {
    case SDL_TEXTURESCALEMODE_NONE:
    case SDL_TEXTURESCALEMODE_FAST:
    case SDL_TEXTURESCALEMODE_SLOW:
    case SDL_TEXTURESCALEMODE_BEST:
        return 0;
    default:
        SDL_Unsupported();
        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
        return -1;
    }
    return 0;
}

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_MASK:
    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;
    case SDL_BLENDMODE_MOD:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_ZERO);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_SRCCOLOR);
        break;
    }
}

static int
D3D_RenderPoint(SDL_Renderer * renderer, int x, int y)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex vertices[1];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices[0].x = (float) x - 0.5f;
    vertices[0].y = (float) y - 0.5f;
    vertices[0].z = 0.0f;
    vertices[0].rhw = 1.0f;
    vertices[0].color = color;
    vertices[0].u = 0.0f;
    vertices[0].v = 0.0f;

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}

static int
D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex vertices[2];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices[0].x = (float) x1 - 0.5f;
    vertices[0].y = (float) y1 - 0.5f;
    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 = (float) x2 - 0.5f;
    vertices[1].y = (float) y2 - 0.5f;
    vertices[1].z = 0.0f;
    vertices[1].rhw = 1.0f;
    vertices[1].color = color;
    vertices[1].u = 0.0f;
    vertices[1].v = 0.0f;

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINELIST, 1,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}

static int
D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    float minx, miny, maxx, maxy;
    DWORD color;
    Vertex vertices[4];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    minx = (float) rect->x - 0.5f;
    miny = (float) rect->y - 0.5f;
    maxx = (float) rect->x + rect->w - 0.5f;
    maxy = (float) rect->y + rect->h - 0.5f;

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->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 = 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;

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    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;
    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);

    switch (texture->scaleMode) {
    case SDL_TEXTURESCALEMODE_NONE:
    case SDL_TEXTURESCALEMODE_FAST:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_POINT);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_POINT);
        break;
    case SDL_TEXTURESCALEMODE_SLOW:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_LINEAR);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_LINEAR);
        break;
    case SDL_TEXTURESCALEMODE_BEST:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_GAUSSIANQUAD);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_GAUSSIANQUAD);
        break;
    }

    result =
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
                                    texturedata->texture);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}

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);
        }
        SDL_free(data);
    }
    SDL_free(renderer);
}

#endif /* SDL_VIDEO_RENDER_D3D */

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