Mercurial > sdl-ios-xcode
view src/video/win32/SDL_d3drender.c @ 1901:f1828a500391
Removed libc dependency on Windows again, to fix building with Visual C++ 2005 Express Edition.
Fixed performance problem with testsprite2 on the D3D driver.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 13 Jul 2006 08:13:02 +0000 |
parents | 5c6bdbf3aadf |
children | f132024010be |
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/* 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_Minimal | SDL_Renderer_SingleBuffer | SDL_Renderer_PresentCopy | SDL_Renderer_PresentFlip2 | SDL_Renderer_PresentFlip3 | SDL_Renderer_PresentDiscard | 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_bool beginScene; } SDL_D3D_RenderData; typedef struct { SDL_SW_YUVTexture *yuv; } SDL_D3D_TextureData; 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 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; HRESULT result; D3DPRESENT_PARAMETERS pparams; 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); 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; SDL_zero(pparams); pparams.BackBufferWidth = window->w; pparams.BackBufferHeight = window->h; pparams.BackBufferFormat = D3DFMT_UNKNOWN; /* FIXME */ 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; } else { pparams.Windowed = TRUE; } pparams.FullScreen_RefreshRateInHz = 0; /* FIXME */ 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)) { SDL_D3D_DestroyRenderer(renderer); D3D_SetError("CreateDevice()", result); return NULL; } data->beginScene = SDL_TRUE; 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 -1; } } 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; 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) color, 1.0f, 0); if (FAILED(result)) { D3D_SetError("Clear()", result); return -1; } 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; if (data->beginScene) { IDirect3DDevice9_BeginScene(data->device); data->beginScene = SDL_FALSE; } 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) { SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata; HRESULT result; if (!data->beginScene) { IDirect3DDevice9_EndScene(data->device); data->beginScene = SDL_TRUE; } result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL); if (FAILED(result)) { D3D_SetError("Present()", result); } } 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) { if (data->device) { IDirect3DDevice9_Release(data->device); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_D3D */ /* vi: set ts=4 sw=4 expandtab: */