SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_VideoDisplay *display = window->display;
    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;
    }
    data->d3d = videodata->d3d;

    videodata->render = RENDER_D3D;

    renderer->DisplayModeChanged = D3D_DisplayModeChanged;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->QueryTexturePixels = D3D_QueryTexturePixels;
    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->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderDrawRects = D3D_RenderDrawRects;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderWritePixels = D3D_RenderWritePixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->window = window;
    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(window->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 =
            window->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;
    }

    data->adapter = D3D_FindAdapter(videodata->d3d, display);
    IDirect3D9_GetDeviceCaps(videodata->d3d, data->adapter,
                             D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(videodata->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     windowdata->hwnd,
                                     (caps.
                                      DevCaps &
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
                                     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);

    {
#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;
}
Example #2
0
static void createShadersD3D9()
{
    static HMODULE d3dx9_handle = 0;
    LPD3DXBUFFER vShaderBuffer = NULL;
    LPD3DXBUFFER pShaderBuffer = NULL;
    LPD3DXBUFFER errBuf = NULL;
    HRESULT hr;
    HRESULT (__stdcall * d3dx_assemble_shader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines,
                                               LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader,
                                               LPD3DXBUFFER* ppErrorMsgs);

    d3dx9_handle = LoadLibraryA("d3dx9_30.dll");
    if (!d3dx9_handle) {
        fprintf(stderr, "Could not load d3dx9_30.dll\n");
        return;
    }

    d3dx_assemble_shader = (void *)GetProcAddress(d3dx9_handle, "D3DXAssembleShader");
    if (!d3dx_assemble_shader) {
        fprintf(stderr, "Could not get address of D3DXAssembleShader\n");
        goto cleanup;
    }

    /* Assemble the vertex shader into bytecode and create it */
    hr = d3dx_assemble_shader(basicVertexShaderSourceD3D9, strlen(basicVertexShaderSourceD3D9), NULL, NULL, 0, &vShaderBuffer, &errBuf);
    if (FAILED(hr)) {
        fprintf(stderr, "Vertex shader assembly failed\n");
	if (errBuf) {
            fprintf(stderr, "error: %s\n", (const char*)ID3DXBuffer_GetBufferPointer(errBuf));
	    ID3DXBuffer_Release(errBuf);
	    errBuf = NULL;
	}
        goto cleanup;
    }
    hr = IDirect3DDevice9_CreateVertexShader(gDevicePtr, ID3DXBuffer_GetBufferPointer(vShaderBuffer), &gVShaderPtr);
    if (FAILED(hr)) {
        fprintf(stderr, "Vertex shader creation failed\n");
        goto cleanup;
    }

    /* Assemble the pixel shader into bytecode and create it */
    hr = d3dx_assemble_shader(basicPixelShaderSourceD3D9, strlen(basicPixelShaderSourceD3D9), NULL, NULL, 0, &pShaderBuffer, &errBuf);
    if (FAILED(hr)) {
        fprintf(stderr, "Pixel shader assembly failed\n");
	if (errBuf) {
            fprintf(stderr, "error: %s\n", (const char*)ID3DXBuffer_GetBufferPointer(errBuf));
	    ID3DXBuffer_Release(errBuf);
	    errBuf = NULL;
	}
        goto cleanup;
    }
    hr = IDirect3DDevice9_CreatePixelShader(gDevicePtr, ID3DXBuffer_GetBufferPointer(pShaderBuffer), &gPShaderPtr);
    if (FAILED(hr)) {
        fprintf(stderr, "Pixel shader creation failed\n");
        goto cleanup;
    }

    return;

cleanup:
    if (vShaderBuffer)
        ID3DXBuffer_Release(vShaderBuffer);
    if (pShaderBuffer)
        ID3DXBuffer_Release(pShaderBuffer);
    FreeLibrary(d3dx9_handle);
}