Mercurial > sdl-ios-xcode
changeset 3556:9c2e92de786a
Added a BLENDMODE_MASK pixel shader so render tests succeed
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 14 Dec 2009 04:19:00 +0000 |
parents | 7549b986ccb1 |
children | 7184580ab756 |
files | src/video/win32/SDL_d3drender.c |
diffstat | 1 files changed, 111 insertions(+), 0 deletions(-) [+] |
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line diff
--- a/src/video/win32/SDL_d3drender.c Sun Dec 13 08:00:25 2009 +0000 +++ b/src/video/win32/SDL_d3drender.c Mon Dec 14 04:19:00 2009 +0000 @@ -26,6 +26,58 @@ #include "SDL_win32video.h" #include "../SDL_yuv_sw_c.h" +#ifdef ASSEMBLE_SHADER +/////////////////////////////////////////////////////////////////////////// +// ID3DXBuffer: +// ------------ +// The buffer object is used by D3DX to return arbitrary size data. +// +// GetBufferPointer - +// Returns a pointer to the beginning of the buffer. +// +// GetBufferSize - +// Returns the size of the buffer, in bytes. +/////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXBuffer ID3DXBuffer; +typedef interface ID3DXBuffer *LPD3DXBUFFER; + +// {8BA5FB08-5195-40e2-AC58-0D989C3A0102} +DEFINE_GUID(IID_ID3DXBuffer, +0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2); + +#undef INTERFACE +#define INTERFACE ID3DXBuffer + +typedef interface ID3DXBuffer { + const struct ID3DXBufferVtbl FAR* lpVtbl; +} ID3DXBuffer; +typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl; +const struct ID3DXBufferVtbl +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXBuffer + STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE; + STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE; +}; + +HRESULT WINAPI + D3DXAssembleShader( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST LPVOID* pDefines, + LPVOID pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +#endif /* ASSEMBLE_SHADER */ + + /* Direct3D renderer implementation */ #if 1 /* This takes more memory but you won't lose your texture data */ @@ -110,6 +162,7 @@ IDirect3DDevice9 *device; UINT adapter; D3DPRESENT_PARAMETERS pparams; + LPDIRECT3DPIXELSHADER9 ps_mask; SDL_bool beginScene; } D3D_RenderData; @@ -550,6 +603,45 @@ IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + { +#ifdef ASSEMBLE_SHADER + const char *shader_text = +"ps_1_1\n" +"def c0, 0, 0, 0, 0.496\n" +"def c1, 0, 0, 0, 1\n" +"def c2, 0, 0, 0, -1\n" +"tex t0\n" +"mul r1, t0, v0\n" +"add r0, r1, c0\n" +"cnd r0, r0.a, c1, c2\n" +"add r0, r0, r1\n"; + LPD3DXBUFFER pCode; // buffer with the assembled shader code + LPD3DXBUFFER pErrorMsgs; // buffer with error messages + LPDWORD shader_data; + DWORD shader_size; + result = D3DXAssembleShader( shader_text, SDL_strlen(shader_text), NULL, NULL, 0, &pCode, &pErrorMsgs ); + if (FAILED(result)) { + D3D_SetError("D3DXAssembleShader()", result); + } + shader_data = (DWORD*)pCode->lpVtbl->GetBufferPointer(pCode); + shader_size = pCode->lpVtbl->GetBufferSize(pCode); +#else + const DWORD shader_data[] = { + 0xffff0101,0x00000051,0xa00f0000,0x00000000,0x00000000,0x00000000, + 0x3efdf3b6,0x00000051,0xa00f0001,0x00000000,0x00000000,0x00000000, + 0x3f800000,0x00000051,0xa00f0002,0x00000000,0x00000000,0x00000000, + 0xbf800000,0x00000042,0xb00f0000,0x00000005,0x800f0001,0xb0e40000, + 0x90e40000,0x00000002,0x800f0000,0x80e40001,0xa0e40000,0x00000050, + 0x800f0000,0x80ff0000,0xa0e40001,0xa0e40002,0x00000002,0x800f0000, + 0x80e40000,0x80e40001,0x0000ffff + }; +#endif + result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_mask); + if (FAILED(result)) { + D3D_SetError("CreatePixelShader()", result); + } + } + return renderer; } @@ -1115,6 +1207,7 @@ { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; + LPDIRECT3DPIXELSHADER9 shader = NULL; float minx, miny, maxx, maxy; float minu, maxu, minv, maxv; DWORD color; @@ -1172,6 +1265,10 @@ D3D_SetBlendMode(data, texture->blendMode); + if (texture->blendMode == SDL_BLENDMODE_MASK) { + shader = data->ps_mask; + } + switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: @@ -1201,6 +1298,13 @@ D3D_SetError("SetTexture()", result); return -1; } + if (shader) { + result = IDirect3DDevice9_SetPixelShader(data->device, shader); + if (FAILED(result)) { + D3D_SetError("SetShader()", result); + return -1; + } + } result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, vertices, sizeof(*vertices)); @@ -1208,6 +1312,13 @@ D3D_SetError("DrawPrimitiveUP()", result); return -1; } + if (shader) { + result = IDirect3DDevice9_SetPixelShader(data->device, NULL); + if (FAILED(result)) { + D3D_SetError("SetShader()", result); + return -1; + } + } return 0; }