Mercurial > sdl-ios-xcode
view src/video/win32/SDL_d3drender.c @ 1735:8dd28c4ef746 SDL-1.3
SDL_Rect now uses int for position and size.
Added a few more rectangle functions.
Added a dirty rectangle list implementation.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 10 Jul 2006 07:34:50 +0000 |
parents | e70477157db9 |
children | f89e49e51e89 |
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" #include "../SDL_yuv_sw_c.h" /* Direct3D renderer implementation */ static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags); static int SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors); static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors); static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color); static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect, int blendMode, int scaleMode); static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, void *pixels, int pitch); static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, const void *pixels, int pitch); static void SDL_D3D_RenderPresent(SDL_Renderer * renderer); static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver SDL_D3D_RenderDriver = { SDL_D3D_CreateRenderer, { "d3d", (SDL_Renderer_PresentDiscard | SDL_Renderer_PresentCopy | SDL_Renderer_RenderTarget), (SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend), (SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast), 11, { SDL_PixelFormat_Index8, SDL_PixelFormat_RGB555, SDL_PixelFormat_RGB565, SDL_PixelFormat_RGB888, SDL_PixelFormat_BGR888, SDL_PixelFormat_ARGB8888, SDL_PixelFormat_RGBA8888, SDL_PixelFormat_ABGR8888, SDL_PixelFormat_BGRA8888, SDL_PixelFormat_YUY2, SDL_PixelFormat_UYVY}, 0, 0} }; typedef struct { IDirect3DDevice9 *device; } SDL_D3D_RenderData; typedef struct { SDL_SW_YUVTexture *yuv; } SDL_D3D_TextureData; static void UpdateYUVTextureData(SDL_Texture * texture) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; SDL_Rect rect; rect.x = 0; rect.y = 0; rect.w = texture->w; rect.h = texture->h; //SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w, // texture->h, data->pixels, data->pitch); } void D3D_AddRenderDriver(_THIS) { SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; if (data->d3d) { SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver); } } SDL_Renderer * SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata; SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata; SDL_Renderer *renderer; SDL_D3D_RenderData *data; renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } SDL_zerop(renderer); data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data)); if (!data) { SDL_D3D_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } SDL_zerop(data); //data->device = IDirect3D9_CreateDevice(videodata->d3d, renderer->CreateTexture = SDL_D3D_CreateTexture; renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels; renderer->SetTexturePalette = SDL_D3D_SetTexturePalette; renderer->GetTexturePalette = SDL_D3D_GetTexturePalette; renderer->UpdateTexture = SDL_D3D_UpdateTexture; renderer->LockTexture = SDL_D3D_LockTexture; renderer->UnlockTexture = SDL_D3D_UnlockTexture; renderer->DirtyTexture = SDL_D3D_DirtyTexture; renderer->SelectRenderTexture = SDL_D3D_SelectRenderTexture; renderer->RenderFill = SDL_D3D_RenderFill; renderer->RenderCopy = SDL_D3D_RenderCopy; renderer->RenderReadPixels = SDL_D3D_RenderReadPixels; renderer->RenderWritePixels = SDL_D3D_RenderWritePixels; renderer->RenderPresent = SDL_D3D_RenderPresent; renderer->DestroyTexture = SDL_D3D_DestroyTexture; renderer->DestroyRenderer = SDL_D3D_DestroyRenderer; renderer->info = SDL_D3D_RenderDriver.info; renderer->window = window->id; renderer->driverdata = data; renderer->info.flags = SDL_Renderer_RenderTarget; return renderer; } static int SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { SDL_D3D_RenderData *renderdata = (SDL_D3D_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_D3D_TextureData *data; data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } SDL_zerop(data); texture->driverdata = data; return 0; } static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch); } else { return 0; } } static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors) { SDL_D3D_RenderData *renderdata = (SDL_D3D_RenderData *) renderer->driverdata; SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { SDL_SetError("YUV textures don't have a palette"); return -1; } else { return 0; } } static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { SDL_SetError("YUV textures don't have a palette"); return -1; } else { return 0; } } static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) { return -1; } UpdateYUVTextureData(texture); return 0; } else { SDL_D3D_RenderData *renderdata = (SDL_D3D_RenderData *) renderer->driverdata; return 0; } } static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels, pitch); } else { return 0; } } static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (data->yuv) { SDL_SW_UnlockYUVTexture(data->yuv); UpdateYUVTextureData(texture); } } static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects) { } static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; } static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; Uint8 r, g, b; r = (Uint8) ((color >> 16) & 0xFF); g = (Uint8) ((color >> 8) & 0xFF); b = (Uint8) (color & 0xFF); return 0; } static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect, int blendMode, int scaleMode) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; SDL_D3D_TextureData *texturedata = (SDL_D3D_TextureData *) texture->driverdata; return 0; } static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, void *pixels, int pitch) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; return 0; } static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; return 0; } static void SDL_D3D_RenderPresent(SDL_Renderer * renderer) { } static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata; if (!data) { return; } SDL_free(data); texture->driverdata = NULL; } void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; if (data) { SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_D3D */ /* vi: set ts=4 sw=4 expandtab: */