static int
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3D_TextureData *texturedata;
    HRESULT result;

    D3D_ActivateRenderer(renderer);

    /* Release the previous render target if it wasn't the default one */
    if (data->currentRenderTarget != NULL) {
        IDirect3DSurface9_Release(data->currentRenderTarget);
        data->currentRenderTarget = NULL;
    }

    if (texture == NULL) {
        IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
        return 0;
    }

    texturedata = (D3D_TextureData *) texture->driverdata;
    result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
    if(FAILED(result)) {
        D3D_SetError("GetSurfaceLevel()", result);
        return -1;
    }
    result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
    if(FAILED(result)) {
        D3D_SetError("SetRenderTarget()", result);
        return -1;
    }

    return 0;
}
Esempio n. 2
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static int
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                     Uint32 format, void * pixels, int pitch)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3DSURFACE_DESC desc;
    LPDIRECT3DSURFACE9 backBuffer;
    LPDIRECT3DSURFACE9 surface;
    RECT d3drect;
    D3DLOCKED_RECT locked;
    HRESULT result;

    result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
    if (FAILED(result)) {
        return D3D_SetError("GetBackBuffer()", result);
    }

    result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
    if (FAILED(result)) {
        IDirect3DSurface9_Release(backBuffer);
        return D3D_SetError("GetDesc()", result);
    }

    result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
    if (FAILED(result)) {
        IDirect3DSurface9_Release(backBuffer);
        return D3D_SetError("CreateOffscreenPlainSurface()", result);
    }

    result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
    if (FAILED(result)) {
        IDirect3DSurface9_Release(surface);
        IDirect3DSurface9_Release(backBuffer);
        return D3D_SetError("GetRenderTargetData()", result);
    }

    d3drect.left = rect->x;
    d3drect.right = rect->x + rect->w;
    d3drect.top = rect->y;
    d3drect.bottom = rect->y + rect->h;

    result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
    if (FAILED(result)) {
        IDirect3DSurface9_Release(surface);
        IDirect3DSurface9_Release(backBuffer);
        return D3D_SetError("LockRect()", result);
    }

    SDL_ConvertPixels(rect->w, rect->h,
                      D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
                      format, pixels, pitch);

    IDirect3DSurface9_UnlockRect(surface);

    IDirect3DSurface9_Release(surface);
    IDirect3DSurface9_Release(backBuffer);

    return 0;
}
static int
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                    int count)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex *vertices;
    int i;
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices = SDL_stack_alloc(Vertex, count);
    for (i = 0; i < count; ++i) {
        vertices[i].x = (float) points[i].x;
        vertices[i].y = (float) points[i].y;
        vertices[i].z = 0.0f;
        vertices[i].rhw = 1.0f;
        vertices[i].color = color;
        vertices[i].u = 0.0f;
        vertices[i].v = 0.0f;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
                                         vertices, sizeof(*vertices));

    /* DirectX 9 has the same line rasterization semantics as GDI,
       so we need to close the endpoint of the line */
    if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
        vertices[0].x = (float) points[count-1].x;
        vertices[0].y = (float) points[count-1].y;
        result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
    }

    SDL_stack_free(vertices);
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}
Esempio n. 4
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static int
D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex vertices[2];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices[0].x = (float) x1 - 0.5f;
    vertices[0].y = (float) y1 - 0.5f;
    vertices[0].z = 0.0f;
    vertices[0].rhw = 1.0f;
    vertices[0].color = color;
    vertices[0].u = 0.0f;
    vertices[0].v = 0.0f;

    vertices[1].x = (float) x2 - 0.5f;
    vertices[1].y = (float) y2 - 0.5f;
    vertices[1].z = 0.0f;
    vertices[1].rhw = 1.0f;
    vertices[1].color = color;
    vertices[1].u = 0.0f;
    vertices[1].v = 0.0f;

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINELIST, 1,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}
Esempio n. 5
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static int
D3D_UpdateClipRect(SDL_Renderer * renderer)
{
    const SDL_Rect *rect = &renderer->clip_rect;
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    RECT r;
    HRESULT result;

    if (!SDL_RectEmpty(rect)) {
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
        r.left = rect->x;
        r.top = rect->y;
        r.right = rect->w + rect->w;
        r.bottom = rect->y + rect->h;

        result = IDirect3DDevice9_SetScissorRect(data->device, &r);
        if (result != D3D_OK) {
            D3D_SetError("SetScissor()", result);
            return -1;
        }
    } else {
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
    }
    return 0;
}
static int
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * rect, int markDirty, void **pixels,
                int *pitch)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    if (data->yuv) {
        return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
                                     pitch);
    } else {
        RECT d3drect;
        D3DLOCKED_RECT locked;
        HRESULT result;

        d3drect.left = rect->x;
        d3drect.right = rect->x + rect->w;
        d3drect.top = rect->y;
        d3drect.bottom = rect->y + rect->h;

        result =
            IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
                                       markDirty ? 0 :
                                       D3DLOCK_NO_DIRTY_UPDATE);
        if (FAILED(result)) {
            D3D_SetError("LockRect()", result);
            return -1;
        }
        *pixels = locked.pBits;
        *pitch = locked.Pitch;
        return 0;
    }
}
Esempio n. 7
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static int
D3D_Reset(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    /* Release the default render target before reset */
    if (data->defaultRenderTarget) {
        IDirect3DSurface9_Release(data->defaultRenderTarget);
        data->defaultRenderTarget = NULL;
    }

    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
    if (FAILED(result)) {
        if (result == D3DERR_DEVICELOST) {
            /* Don't worry about it, we'll reset later... */
            return 0;
        } else {
            return D3D_SetError("Reset()", result);
        }
    }
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
    return 0;
}
static int
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex *vertices;
    int i;
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices = SDL_stack_alloc(Vertex, count);
    for (i = 0; i < count; ++i) {
        vertices[i].x = (float) points[i].x;
        vertices[i].y = (float) points[i].y;
        vertices[i].z = 0.0f;
        vertices[i].rhw = 1.0f;
        vertices[i].color = color;
        vertices[i].u = 0.0f;
        vertices[i].v = 0.0f;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
                                         vertices, sizeof(*vertices));
    SDL_stack_free(vertices);
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                  const SDL_Rect * rect, const void *pixels, int pitch)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
    RECT d3drect;
    D3DLOCKED_RECT locked;
    const Uint8 *src;
    Uint8 *dst;
    int row, length;
    HRESULT result;

#ifdef USE_DYNAMIC_TEXTURE
    if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
        rect->x == 0 && rect->y == 0 &&
        rect->w == texture->w && rect->h == texture->h) {
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD);
    } else
#endif
    {
        d3drect.left = rect->x;
        d3drect.right = rect->x + rect->w;
        d3drect.top = rect->y;
        d3drect.bottom = rect->y + rect->h;
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
    }

    if (FAILED(result)) {
        D3D_SetError("LockRect()", result);
        return -1;
    }

    src = pixels;
    dst = locked.pBits;
    length = rect->w * SDL_BYTESPERPIXEL(texture->format);
    if (length == pitch && length == locked.Pitch) {
        SDL_memcpy(dst, src, length*rect->h);
    } else {
        for (row = 0; row < rect->h; ++row) {
            SDL_memcpy(dst, src, length);
            src += pitch;
            dst += locked.Pitch;
        }
    }
    IDirect3DTexture9_UnlockRect(data->texture, 0);

    return 0;
}
static int
D3D_RenderClear(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    HRESULT result;

    if (D3D_ActivateRenderer(renderer) < 0) {
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    /* Don't reset the viewport if we don't have to! */
    if (!renderer->viewport.x && !renderer->viewport.y &&
        renderer->viewport.w == data->pparams.BackBufferWidth &&
        renderer->viewport.h == data->pparams.BackBufferHeight) {
        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
    } else {
        D3DVIEWPORT9 viewport;

        /* Clear is defined to clear the entire render target */
        viewport.X = 0;
        viewport.Y = 0;
        viewport.Width = data->pparams.BackBufferWidth;
        viewport.Height = data->pparams.BackBufferHeight;
        viewport.MinZ = 0.0f;
        viewport.MaxZ = 1.0f;
        IDirect3DDevice9_SetViewport(data->device, &viewport);

        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);

        /* Reset the viewport */
        viewport.X = renderer->viewport.x;
        viewport.Y = renderer->viewport.y;
        viewport.Width = renderer->viewport.w;
        viewport.Height = renderer->viewport.h;
        viewport.MinZ = 0.0f;
        viewport.MaxZ = 1.0f;
        IDirect3DDevice9_SetViewport(data->device, &viewport);
    }

    if (FAILED(result)) {
        D3D_SetError("Clear()", result);
        return -1;
    }
    return 0;
}
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    SDL_VideoDisplay *display = window->display;
    Uint32 display_format = display->current_mode.format;
    D3D_TextureData *data;
    HRESULT result;

    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    texture->driverdata = data;

    if (SDL_ISPIXELFORMAT_FOURCC(texture->format) &&
        (texture->format != SDL_PIXELFORMAT_YUY2 ||
         !D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
                                       display_format, texture->format))
        && (texture->format != SDL_PIXELFORMAT_YVYU
            || !D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
                                             display_format, texture->format))) {
        data->yuv =
            SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
        if (!data->yuv) {
            return -1;
        }
        data->format = display->current_mode.format;
    } else {
        data->format = texture->format;
    }

    result =
        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
                                       texture->h, 1, 0,
                                       PixelFormatToD3DFMT(data->format),
                                       D3DPOOL_SDL, &data->texture, NULL);
    if (FAILED(result)) {
        D3D_SetError("CreateTexture()", result);
        return -1;
    }

    return 0;
}
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    D3DFORMAT display_format = renderdata->pparams.BackBufferFormat;
    D3D_TextureData *data;
    D3DPOOL pool;
    DWORD usage;
    HRESULT result;

    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }
    data->scaleMode = GetScaleQuality();

    texture->driverdata = data;

#ifdef USE_DYNAMIC_TEXTURE
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        pool = D3DPOOL_DEFAULT;
        usage = D3DUSAGE_DYNAMIC;
    } else
#endif
    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
        /* D3DPOOL_MANAGED does not work with D3DUSAGE_RENDERTARGET */
        pool = D3DPOOL_DEFAULT;
        usage = D3DUSAGE_RENDERTARGET;
    } else {
        pool = D3DPOOL_MANAGED;
        usage = 0;
    }

    result =
        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
                                       texture->h, 1, usage,
                                       PixelFormatToD3DFMT(texture->format),
                                       pool, &data->texture, NULL);
    if (FAILED(result)) {
        D3D_SetError("CreateTexture()", result);
        return -1;
    }

    return 0;
}
static int
D3D_ActivateRenderer(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    if (data->updateSize) {
        SDL_Window *window = renderer->window;
        int w, h;

        SDL_GetWindowSize(window, &w, &h);
        data->pparams.BackBufferWidth = w;
        data->pparams.BackBufferHeight = h;
        if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
            data->pparams.BackBufferFormat =
                PixelFormatToD3DFMT(SDL_GetWindowPixelFormat(window));
        } else {
            data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
        }
        if (D3D_Reset(renderer) < 0) {
            return -1;
        }
        D3D_UpdateViewport(renderer);

        data->updateSize = SDL_FALSE;
    }
    if (data->beginScene) {
        result = IDirect3DDevice9_BeginScene(data->device);
        if (result == D3DERR_DEVICELOST) {
            if (D3D_Reset(renderer) < 0) {
                return -1;
            }
            result = IDirect3DDevice9_BeginScene(data->device);
        }
        if (FAILED(result)) {
            D3D_SetError("BeginScene()", result);
            return -1;
        }
        data->beginScene = SDL_FALSE;
    }
    return 0;
}
Esempio n. 14
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static int
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * rect, void **pixels, int *pitch)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
    RECT d3drect;
    D3DLOCKED_RECT locked;
    HRESULT result;

    d3drect.left = rect->x;
    d3drect.right = rect->x + rect->w;
    d3drect.top = rect->y;
    d3drect.bottom = rect->y + rect->h;

    result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
    if (FAILED(result)) {
        return D3D_SetError("LockRect()", result);
    }
    *pixels = locked.pBits;
    *pitch = locked.Pitch;
    return 0;
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
    if (FAILED(result)) {
        if (result == D3DERR_DEVICELOST) {
            /* Don't worry about it, we'll reset later... */
            return 0;
        } else {
            D3D_SetError("Reset()", result);
            return -1;
        }
    }
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    return 0;
}
static void
D3D_RenderPresent(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    HRESULT result;

    if (!data->beginScene) {
        IDirect3DDevice9_EndScene(data->device);
        data->beginScene = SDL_TRUE;
    }

    result = IDirect3DDevice9_TestCooperativeLevel(data->device);
    if (result == D3DERR_DEVICELOST) {
        /* We'll reset later */
        return;
    }
    if (result == D3DERR_DEVICENOTRESET) {
        D3D_Reset(renderer);
    }
    result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
    if (FAILED(result)) {
        D3D_SetError("Present()", result);
    }
}
Esempio n. 17
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static int
D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    float minx, miny, maxx, maxy;
    DWORD color;
    Vertex vertices[4];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    minx = (float) rect->x - 0.5f;
    miny = (float) rect->y - 0.5f;
    maxx = (float) rect->x + rect->w - 0.5f;
    maxy = (float) rect->y + rect->h - 0.5f;

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices[0].x = minx;
    vertices[0].y = miny;
    vertices[0].z = 0.0f;
    vertices[0].rhw = 1.0f;
    vertices[0].color = color;
    vertices[0].u = 0.0f;
    vertices[0].v = 0.0f;

    vertices[1].x = maxx;
    vertices[1].y = miny;
    vertices[1].z = 0.0f;
    vertices[1].rhw = 1.0f;
    vertices[1].color = color;
    vertices[1].u = 0.0f;
    vertices[1].v = 0.0f;

    vertices[2].x = maxx;
    vertices[2].y = maxy;
    vertices[2].z = 0.0f;
    vertices[2].rhw = 1.0f;
    vertices[2].color = color;
    vertices[2].u = 0.0f;
    vertices[2].v = 0.0f;

    vertices[3].x = minx;
    vertices[3].y = maxy;
    vertices[3].z = 0.0f;
    vertices[3].rhw = 1.0f;
    vertices[3].color = color;
    vertices[3].u = 0.0f;
    vertices[3].v = 0.0f;

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    SDL_SysWMinfo windowinfo;
    HRESULT result;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;
    Uint32 window_flags;
    int w, h;
    SDL_DisplayMode fullscreen_mode;
    D3DMATRIX matrix;

    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }

    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_free(renderer);
        SDL_OutOfMemory();
        return NULL;
    }

    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
    if (data->d3dDLL) {
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);

        D3DCreate =
            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
                                                            "Direct3DCreate9");
        if (D3DCreate) {
            data->d3d = D3DCreate(D3D_SDK_VERSION);
        }
        if (!data->d3d) {
            SDL_UnloadObject(data->d3dDLL);
            data->d3dDLL = NULL;
        }
    }
    if (!data->d3d) {
        SDL_free(renderer);
        SDL_free(data);
        SDL_SetError("Unable to create Direct3D interface");
        return NULL;
    }

    renderer->WindowEvent = D3D_WindowEvent;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->SetRenderTarget = D3D_SetRenderTarget;
    renderer->UpdateViewport = D3D_UpdateViewport;
    renderer->RenderClear = D3D_RenderClear;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_VERSION(&windowinfo.version);
    SDL_GetWindowWMInfo(window, &windowinfo);

    window_flags = SDL_GetWindowFlags(window);
    SDL_GetWindowSize(window, &w, &h);
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);

    SDL_zero(pparams);
    pparams.hDeviceWindow = windowinfo.info.win.window;
    pparams.BackBufferWidth = w;
    pparams.BackBufferHeight = h;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    pparams.BackBufferCount = 1;
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;

    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            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;
    }

    /* FIXME: Which adapter? */
    data->adapter = D3DADAPTER_DEFAULT;
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     pparams.hDeviceWindow,
                                     D3DCREATE_FPU_PRESERVE | ((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;
    data->scaleMode = D3DTEXF_FORCE_DWORD;

    /* 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);
    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;
    if (caps.NumSimultaneousRTs >= 2) {
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
    }

    /* Set up parameters for rendering */
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZ | 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);

    /* Store the default render target */
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
    data->currentRenderTarget = NULL;

    /* Set an identity world and view matrix */
    matrix.m[0][0] = 1.0f;
    matrix.m[0][1] = 0.0f;
    matrix.m[0][2] = 0.0f;
    matrix.m[0][3] = 0.0f;
    matrix.m[1][0] = 0.0f;
    matrix.m[1][1] = 1.0f;
    matrix.m[1][2] = 0.0f;
    matrix.m[1][3] = 0.0f;
    matrix.m[2][0] = 0.0f;
    matrix.m[2][1] = 0.0f;
    matrix.m[2][2] = 1.0f;
    matrix.m[2][3] = 0.0f;
    matrix.m[3][0] = 0.0f;
    matrix.m[3][1] = 0.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);

    return renderer;
}
static int
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    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;
    Vertex vertices[4];
    HRESULT result;

    if (D3D_ActivateRenderer(renderer) < 0) {
        return -1;
    }

    minx = (float) dstrect->x - 0.5f;
    miny = (float) dstrect->y - 0.5f;
    maxx = (float) dstrect->x + dstrect->w - 0.5f;
    maxy = (float) dstrect->y + dstrect->h - 0.5f;

    minu = (float) srcrect->x / texture->w;
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
    minv = (float) srcrect->y / texture->h;
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;

    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);

    vertices[0].x = minx;
    vertices[0].y = miny;
    vertices[0].z = 0.0f;
    vertices[0].color = color;
    vertices[0].u = minu;
    vertices[0].v = minv;

    vertices[1].x = maxx;
    vertices[1].y = miny;
    vertices[1].z = 0.0f;
    vertices[1].color = color;
    vertices[1].u = maxu;
    vertices[1].v = minv;

    vertices[2].x = maxx;
    vertices[2].y = maxy;
    vertices[2].z = 0.0f;
    vertices[2].color = color;
    vertices[2].u = maxu;
    vertices[2].v = maxv;

    vertices[3].x = minx;
    vertices[3].y = maxy;
    vertices[3].z = 0.0f;
    vertices[3].color = color;
    vertices[3].u = minu;
    vertices[3].v = maxv;

    D3D_SetBlendMode(data, texture->blendMode);

    if (texturedata->scaleMode != data->scaleMode) {
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         texturedata->scaleMode);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         texturedata->scaleMode);
        data->scaleMode = texturedata->scaleMode;
    }

    result =
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
                                    texturedata->texture);
    if (FAILED(result)) {
        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));
    if (FAILED(result)) {
        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;
}
Esempio n. 20
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static int
D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_FRect * dstrect,
               const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    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;
    float centerx, centery;
    DWORD color;
    Vertex vertices[4];
    HRESULT result;

    if (D3D_ActivateRenderer(renderer) < 0) {
        return -1;
    }

    centerx = center->x;
    centery = center->y;

    if (flip & SDL_FLIP_HORIZONTAL) {
        minx = dstrect->w - centerx - 0.5f;
        maxx = -centerx - 0.5f;
    }
    else {
        minx = -centerx - 0.5f;
        maxx = dstrect->w - centerx - 0.5f;
    }

    if (flip & SDL_FLIP_VERTICAL) {
        miny = dstrect->h - centery - 0.5f;
        maxy = -centery - 0.5f;
    }
    else {
        miny = -centery - 0.5f;
        maxy = dstrect->h - centery - 0.5f;
    }

    minu = (float) srcrect->x / texture->w;
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
    minv = (float) srcrect->y / texture->h;
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;

    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);

    vertices[0].x = minx;
    vertices[0].y = miny;
    vertices[0].z = 0.0f;
    vertices[0].color = color;
    vertices[0].u = minu;
    vertices[0].v = minv;

    vertices[1].x = maxx;
    vertices[1].y = miny;
    vertices[1].z = 0.0f;
    vertices[1].color = color;
    vertices[1].u = maxu;
    vertices[1].v = minv;

    vertices[2].x = maxx;
    vertices[2].y = maxy;
    vertices[2].z = 0.0f;
    vertices[2].color = color;
    vertices[2].u = maxu;
    vertices[2].v = maxv;

    vertices[3].x = minx;
    vertices[3].y = maxy;
    vertices[3].z = 0.0f;
    vertices[3].color = color;
    vertices[3].u = minu;
    vertices[3].v = maxv;

    D3D_SetBlendMode(data, texture->blendMode);

    // Rotate and translate
    ID3DXMatrixStack_Push(data->matrixStack);
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
    ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
    ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));

    if (texturedata->scaleMode != data->scaleMode) {
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         texturedata->scaleMode);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         texturedata->scaleMode);
        data->scaleMode = texturedata->scaleMode;
    }

    result =
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
                                    texturedata->texture);
    if (FAILED(result)) {
        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));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    if (shader) {
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
        if (FAILED(result)) {
            D3D_SetError("SetShader()", result);
            return -1;
        }
    }
    ID3DXMatrixStack_Pop(data->matrixStack);
    ID3DXMatrixStack_Push(data->matrixStack);
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
    ID3DXMatrixStack_Pop(data->matrixStack);
    return 0;
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                  const SDL_Rect * rect, const void *pixels, int pitch)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;

    if (data->yuv) {
        if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
            return -1;
        }
        UpdateYUVTextureData(texture);
        return 0;
    } else {
#ifdef SDL_MEMORY_POOL_DEFAULT
        IDirect3DTexture9 *temp;
        RECT d3drect;
        D3DLOCKED_RECT locked;
        const Uint8 *src;
        Uint8 *dst;
        int row, length;
        HRESULT result;

        result =
            IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
                                           texture->h, 1, 0,
                                           PixelFormatToD3DFMT(texture->
                                                               format),
                                           D3DPOOL_SYSTEMMEM, &temp, NULL);
        if (FAILED(result)) {
            D3D_SetError("CreateTexture()", result);
            return -1;
        }

        d3drect.left = rect->x;
        d3drect.right = rect->x + rect->w;
        d3drect.top = rect->y;
        d3drect.bottom = rect->y + rect->h;

        result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0);
        if (FAILED(result)) {
            IDirect3DTexture9_Release(temp);
            D3D_SetError("LockRect()", result);
            return -1;
        }

        src = pixels;
        dst = locked.pBits;
        length = rect->w * SDL_BYTESPERPIXEL(texture->format);
        for (row = 0; row < rect->h; ++row) {
            SDL_memcpy(dst, src, length);
            src += pitch;
            dst += locked.Pitch;
        }
        IDirect3DTexture9_UnlockRect(temp, 0);

        result =
            IDirect3DDevice9_UpdateTexture(renderdata->device,
                                           (IDirect3DBaseTexture9 *) temp,
                                           (IDirect3DBaseTexture9 *)
                                           data->texture);
        IDirect3DTexture9_Release(temp);
        if (FAILED(result)) {
            D3D_SetError("UpdateTexture()", result);
            return -1;
        }
#else
        RECT d3drect;
        D3DLOCKED_RECT locked;
        const Uint8 *src;
        Uint8 *dst;
        int row, length;
        HRESULT result;

        d3drect.left = rect->x;
        d3drect.right = rect->x + rect->w;
        d3drect.top = rect->y;
        d3drect.bottom = rect->y + rect->h;

        result =
            IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
                                       0);
        if (FAILED(result)) {
            D3D_SetError("LockRect()", result);
            return -1;
        }

        src = pixels;
        dst = locked.pBits;
        length = rect->w * SDL_BYTESPERPIXEL(texture->format);
        for (row = 0; row < rect->h; ++row) {
            SDL_memcpy(dst, src, length);
            src += pitch;
            dst += locked.Pitch;
        }
        IDirect3DTexture9_UnlockRect(data->texture, 0);
#endif // SDL_MEMORY_POOL_DEFAULT

        return 0;
    }
}
static int
D3D_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
                    int count)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    int i;
    Vertex vertices[5];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    for (i = 0; i < SDL_arraysize(vertices); ++i) {
        vertices[i].z = 0.0f;
        vertices[i].rhw = 1.0f;
        vertices[i].color = color;
        vertices[i].u = 0.0f;
        vertices[i].v = 0.0f;
    }

    for (i = 0; i < count; ++i) {
        const SDL_Rect *rect = rects[i];

        vertices[0].x = (float) rect->x;
        vertices[0].y = (float) rect->y;

        vertices[1].x = (float) rect->x+rect->w-1;
        vertices[1].y = (float) rect->y;

        vertices[2].x = (float) rect->x+rect->w-1;
        vertices[2].y = (float) rect->y+rect->h-1;

        vertices[3].x = (float) rect->x;
        vertices[3].y = (float) rect->y+rect->h-1;

        vertices[4].x = (float) rect->x;
        vertices[4].y = (float) rect->y;

        result =
            IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, 4,
                                             vertices, sizeof(*vertices));

        if (FAILED(result)) {
            D3D_SetError("DrawPrimitiveUP()", result);
            return -1;
        }
    }
    return 0;
}
static int
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    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;
    Vertex vertices[4];
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    minx = (float) dstrect->x - 0.5f;
    miny = (float) dstrect->y - 0.5f;
    maxx = (float) dstrect->x + dstrect->w - 0.5f;
    maxy = (float) dstrect->y + dstrect->h - 0.5f;

    minu = (float) srcrect->x / texture->w;
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
    minv = (float) srcrect->y / texture->h;
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;

    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);

    vertices[0].x = minx;
    vertices[0].y = miny;
    vertices[0].z = 0.0f;
    vertices[0].rhw = 1.0f;
    vertices[0].color = color;
    vertices[0].u = minu;
    vertices[0].v = minv;

    vertices[1].x = maxx;
    vertices[1].y = miny;
    vertices[1].z = 0.0f;
    vertices[1].rhw = 1.0f;
    vertices[1].color = color;
    vertices[1].u = maxu;
    vertices[1].v = minv;

    vertices[2].x = maxx;
    vertices[2].y = maxy;
    vertices[2].z = 0.0f;
    vertices[2].rhw = 1.0f;
    vertices[2].color = color;
    vertices[2].u = maxu;
    vertices[2].v = maxv;

    vertices[3].x = minx;
    vertices[3].y = maxy;
    vertices[3].z = 0.0f;
    vertices[3].rhw = 1.0f;
    vertices[3].color = color;
    vertices[3].u = minu;
    vertices[3].v = maxv;

    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:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_POINT);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_POINT);
        break;
    case SDL_TEXTURESCALEMODE_SLOW:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_LINEAR);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_LINEAR);
        break;
    case SDL_TEXTURESCALEMODE_BEST:
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         D3DTEXF_GAUSSIANQUAD);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         D3DTEXF_GAUSSIANQUAD);
        break;
    }

    result =
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
                                    texturedata->texture);
    if (FAILED(result)) {
        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));
    if (FAILED(result)) {
        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;
}
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;
}
static int
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
                    int count)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    int i;
    float minx, miny, maxx, maxy;
    Vertex vertices[4];
    HRESULT result;

    if (D3D_ActivateRenderer(renderer) < 0) {
        return -1;
    }

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    for (i = 0; i < count; ++i) {
        const SDL_Rect *rect = &rects[i];

        minx = (float) rect->x;
        miny = (float) rect->y;
        maxx = (float) rect->x + rect->w;
        maxy = (float) rect->y + rect->h;

        vertices[0].x = minx;
        vertices[0].y = miny;
        vertices[0].z = 0.0f;
        vertices[0].color = color;
        vertices[0].u = 0.0f;
        vertices[0].v = 0.0f;

        vertices[1].x = maxx;
        vertices[1].y = miny;
        vertices[1].z = 0.0f;
        vertices[1].color = color;
        vertices[1].u = 0.0f;
        vertices[1].v = 0.0f;

        vertices[2].x = maxx;
        vertices[2].y = maxy;
        vertices[2].z = 0.0f;
        vertices[2].color = color;
        vertices[2].u = 0.0f;
        vertices[2].v = 0.0f;

        vertices[3].x = minx;
        vertices[3].y = maxy;
        vertices[3].z = 0.0f;
        vertices[3].color = color;
        vertices[3].u = 0.0f;
        vertices[3].v = 0.0f;

        result =
            IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
                                             2, vertices, sizeof(*vertices));
        if (FAILED(result)) {
            D3D_SetError("DrawPrimitiveUP()", result);
            return -1;
        }
    }
    return 0;
}
Esempio n. 26
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SDL_Renderer *
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;
    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;

    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->RenderPoint = D3D_RenderPoint;
    renderer->RenderLine = D3D_RenderLine;
    renderer->RenderFill = D3D_RenderFill;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->window = window->id;
    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(display->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 =
            display->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;
    }

    IDirect3D9_GetDeviceCaps(videodata->d3d, D3DADAPTER_DEFAULT,
                             D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT,        /* FIXME */
                                     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);

    return renderer;
}