Beispiel #1
0
//----------------------------------------------------------------------------
void PdrRenderTarget::Enable (Renderer* renderer)
{
    IDirect3DDevice9* device = renderer->mData->mDevice;
    HRESULT hr;
    WM5_UNUSED(hr);

    hr = device->GetRenderTarget(0, &mSaveColorSurface);
    assertion(hr == D3D_OK, "Failed to get old rt 0 color surface: %s\n",
        DXGetErrorString(hr));

    // The viewport is automatically set by this call.
    hr = device->SetRenderTarget(0, mColorSurfaces[0]);
    assertion(hr == D3D_OK, "Failed to set new rt 0 color surface: %s\n",
        DXGetErrorString(hr));

    for (int i = 1; i < mNumTargets; ++i)
    {
        hr = device->SetRenderTarget((DWORD)i, mColorSurfaces[i]);
        assertion(hr == D3D_OK, "Failed to set new rt %d color surface: %s\n",
            i, DXGetErrorString(hr));
    }

    if (mHasDepthStencil)
    {
        hr = device->GetDepthStencilSurface(&mSaveDepthStencilSurface);
        assertion(hr == D3D_OK,
            "Failed to get old rt depthstencil surface: %s\n",
            DXGetErrorString(hr));

        hr = device->SetDepthStencilSurface(mDepthStencilSurface);
        assertion(hr == D3D_OK,
            "Failed to set new rt depthstencil surface: %s\n",
            DXGetErrorString(hr));
    }
}
Beispiel #2
0
void Blit::saveState()
{
    IDirect3DDevice9 *device = getDevice();

    HRESULT hr;

    device->GetDepthStencilSurface(&mSavedDepthStencil);
    device->GetRenderTarget(0, &mSavedRenderTarget);

    if (mSavedStateBlock == NULL)
    {
        hr = device->BeginStateBlock();
        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);

        setCommonBlitState();

        static const float dummyConst[4] = { 0, 0, 0, 0 };

        device->SetVertexShader(NULL);
        device->SetVertexShaderConstantF(0, dummyConst, 1);
        device->SetPixelShader(NULL);
        device->SetPixelShaderConstantF(0, dummyConst, 1);

        D3DVIEWPORT9 dummyVp;
        dummyVp.X = 0;
        dummyVp.Y = 0;
        dummyVp.Width = 1;
        dummyVp.Height = 1;
        dummyVp.MinZ = 0;
        dummyVp.MaxZ = 1;

        device->SetViewport(&dummyVp);

        device->SetTexture(0, NULL);

        device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);

        device->SetVertexDeclaration(mQuadVertexDeclaration);

        hr = device->EndStateBlock(&mSavedStateBlock);
        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    }

    ASSERT(mSavedStateBlock != NULL);

    if (mSavedStateBlock != NULL)
    {
        hr = mSavedStateBlock->Capture();
        ASSERT(SUCCEEDED(hr));
    }
}