view src/video/win32/SDL_d3drender.c @ 3846:66fb40445587 SDL-ryan-multiple-audio-device

Removed distinction between "available" and "init" in audio backends, since both had to be checked for success as a pair at the higher level and several of the Available methods were just always-succeed placeholders anyhow. Now the availability check is done in the init code, and the higher level tries all possible drivers until one manages to initialize successfully.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 17 Oct 2006 09:09:21 +0000
parents 3863ba81c1d6
children 926294b2bb4e
line wrap: on
line source

/*
    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"

/* Direct3D renderer implementation */

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_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_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
                          Uint8 a, 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_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
      SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
      SDL_TEXTUREBLENDMODE_MOD),
     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
      SDL_TEXTURESCALEMODE_SLOW | SDL_TEXTURESCALEMODE_BEST),
     12,
     {
      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,
      SDL_PIXELFORMAT_UYVY,
      SDL_PIXELFORMAT_YUY2},
     0,
     0}
};

typedef struct
{
    IDirect3DDevice9 *device;
    D3DPRESENT_PARAMETERS pparams;
    SDL_bool beginScene;
} D3D_RenderData;

typedef struct
{
    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;
    }
}

void
D3D_AddRenderDriver(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;

    if (data->d3d) {
        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;
    }

    renderer->DisplayModeChanged = D3D_DisplayModeChanged;
    renderer->CreateTexture = D3D_CreateTexture;
    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->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);
    D3D_TextureData *data;
    D3DPOOL pool;
    HRESULT result;

    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    texture->driverdata = data;

#if 1
    /* FIXME: Do we want non-managed textures?
       They need to be freed on device reset and then reloaded by the app...
     */
    texture->access = SDL_TEXTUREACCESS_LOCAL;
#endif
    if (texture->access == SDL_TEXTUREACCESS_LOCAL) {
        pool = D3DPOOL_MANAGED;
    } else {
        pool = D3DPOOL_DEFAULT;
    }
    result =
        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
                                       texture->h, 1, 0,
                                       PixelFormatToD3DFMT(texture->format),
                                       pool, &data->texture, NULL);
    if (FAILED(result)) {
        D3D_SetError("CreateTexture()", result);
        return -1;
    }

    return 0;
}

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_TEXTUREBLENDMODE_NONE:
    case SDL_TEXTUREBLENDMODE_MASK:
    case SDL_TEXTUREBLENDMODE_BLEND:
    case SDL_TEXTUREBLENDMODE_ADD:
    case SDL_TEXTUREBLENDMODE_MOD:
        return 0;
    default:
        SDL_Unsupported();
        texture->blendMode = SDL_TEXTUREBLENDMODE_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;
    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;
    }
    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;
    RECT d3drect;
    D3DLOCKED_RECT locked;
    HRESULT result;

    if (texture->access != SDL_TEXTUREACCESS_LOCAL) {
        SDL_SetError("Can't lock remote video memory");
        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(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;

    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 int
D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
               const SDL_Rect * rect)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3DRECT d3drect;
    HRESULT result;

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

    d3drect.x1 = rect->x;
    d3drect.x2 = rect->x + rect->w;
    d3drect.y1 = rect->y;
    d3drect.y2 = rect->y + rect->h;

    result =
        IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET,
                               D3DCOLOR_ARGB(a, r, g, b), 1.0f, 0);
    if (FAILED(result)) {
        D3D_SetError("Clear()", 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;

    switch (texture->blendMode) {
    case SDL_TEXTUREBLENDMODE_NONE:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        FALSE);
        break;
    case SDL_TEXTUREBLENDMODE_MASK:
    case SDL_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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;
    }

    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->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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