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; }
void draw_object_ex(IDirect3DDevice9 *device, object *obj, BOOL trans){ unsigned int mesh; if(!device) return; if(!obj) return; if(obj->update){ vertex *dest; generate_normals(obj); IDirect3DVertexBuffer9_Lock(obj->vertexbuffer, 0, 0, (BYTE**)&dest, 0 ); memcpy(dest,obj->vertices,sizeof(vertex)*obj->vertex_count); IDirect3DVertexBuffer9_Unlock(obj->vertexbuffer); obj->update = FALSE; } IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&obj->mat ); IDirect3DDevice9_SetStreamSource(device, 0, obj->vertexbuffer, 0, sizeof(vertex)); IDirect3DDevice9_SetFVF(device, OBJECT_VERTEX_TYPE); for(mesh=0;mesh<obj->submesh_count;mesh++){ if(obj->submeshes[mesh].mat){ if(obj->submeshes[mesh].mat->additive==trans){ set_material(device,obj->submeshes[mesh].mat); IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } }else{ if(!trans){ IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } } } }
static int Direct3DRenderRegion(vout_display_t *vd, d3d_region_t *region) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = vd->sys->d3ddev; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; LPDIRECT3DTEXTURE9 d3dtex = region->texture; HRESULT hr; /* Import vertices */ void *vertex; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, &vertex, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } memcpy(vertex, region->vertex, sizeof(region->vertex)); hr = IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } return 0; }
void JBKRender_DrawUserPrimitives(void* data, JBKVertexDataType datatype, JBKPrimitiveType primitivetype, uint32_t primitivecount) { int32_t stride = 0; DWORD fvf = DataTypeToFVF(datatype, &stride); D3DPRIMITIVETYPE d3dprimtype = PrimitiveTypeToD3D(primitivetype); SetupTextureStageStates(fvf); DXCall( IDirect3DDevice9_SetFVF(gDevice, fvf) ); DXCall( IDirect3DDevice9_BeginScene(gDevice) ); DXCall( IDirect3DDevice9_DrawPrimitiveUP(gDevice, d3dprimtype, primitivecount, data, stride) ); DXCall( IDirect3DDevice9_EndScene(gDevice) ); }
static void d3d9_draw( sgui_context* context ) { sgui_d3d9_context* ctx = (sgui_d3d9_context*)context; D3DVIEWPORT9 vp; float m[16]; m[3]=m[7]=m[11]=m[12]=m[13]=0.0f; m[14]=-5.0f; m[15]=1.0f; vp.X=0; vp.Y=0; vp.Width=WIDTH; vp.Height=HEIGHT; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_Clear( ctx->device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); vp.Width=WIDTH/2; vp.Height=HEIGHT/2; IDirect3DDevice9_BeginScene( ctx->device ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE,TRUE); IDirect3DDevice9_SetFVF( ctx->device, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( ctx->device, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE, D3DFILL_WIREFRAME); m[0]=m[10]=cos(t); m[2]=sin(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0; m[5]=1; vp.X = 0; vp.Y = HEIGHT/2; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[1]=m[8]=-sin(t); m[0]=cos(t); m[9]=-m[0]; m[2]=m[4]=m[5]=m[10]=0;m[6]=1; vp.X = WIDTH/2; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[0]=m[10]=-sin(t); m[2]=cos(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0;m[5]=1; vp.X = 0; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,D3DFILL_SOLID); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); /* draw GUI in begin/end block */ sgui_ctx_wm_draw_gui( wm ); IDirect3DDevice9_EndScene( ctx->device ); t += 0.01f; }
static HRESULT test_fvf_to_decl( IDirect3DDevice9* device, IDirect3DVertexDeclaration9* default_decl, DWORD test_fvf, const D3DVERTEXELEMENT9 expected_elements[], char object_should_change) { HRESULT hr; IDirect3DVertexDeclaration9 *result_decl = NULL; /* Set a default declaration to make sure it is changed */ hr = IDirect3DDevice9_SetVertexDeclaration ( device, default_decl ); ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; /* Set an FVF */ hr = IDirect3DDevice9_SetFVF( device, test_fvf); ok(SUCCEEDED(hr), "SetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; /* Check if the declaration object changed underneath */ hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl); ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; if (object_should_change) { ok(result_decl != default_decl, "result declaration matches original\n"); if (result_decl == default_decl) goto fail; } else { ok(result_decl == default_decl, "result declaration does not match original\n"); if (result_decl != default_decl) goto fail; } /* Declaration content/size test */ ok(result_decl != NULL, "result declaration was null\n"); if (result_decl == NULL) goto fail; else if (compare_elements(result_decl, expected_elements) != S_OK) goto fail; if (result_decl) IUnknown_Release( result_decl ); return S_OK; fail: if (result_decl) IUnknown_Release( result_decl ); return E_FAIL; }
static HRESULT test_decl_to_fvf(IDirect3DDevice9* device, DWORD default_fvf, const D3DVERTEXELEMENT9 test_decl[], DWORD test_fvf, BOOL todo) { HRESULT hr; IDirect3DVertexDeclaration9 *vdecl = NULL; DWORD result_fvf = 0xdeadbeef; /* Set a default FVF of SPECULAR and DIFFUSE to make sure it is changed back to 0 */ hr = IDirect3DDevice9_SetFVF( device, default_fvf); ok(SUCCEEDED(hr), "SetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; /* Create a testing declaration */ hr = IDirect3DDevice9_CreateVertexDeclaration( device, test_decl, &vdecl ); ok(SUCCEEDED(hr), "CreateVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; /* Set the declaration */ hr = IDirect3DDevice9_SetVertexDeclaration ( device, vdecl ); ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; /* Check the FVF */ hr = IDirect3DDevice9_GetFVF( device, &result_fvf); ok(SUCCEEDED(hr), "GetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) goto fail; if (todo) todo_wine ok(test_fvf == result_fvf, "result FVF was: %#x, expected: %#x\n", result_fvf, test_fvf); else ok(test_fvf == result_fvf, "result FVF was: %#x, expected: %#x\n", result_fvf, test_fvf); if (test_fvf != result_fvf) goto fail; IDirect3DDevice9_SetVertexDeclaration ( device, NULL ); if (vdecl) IUnknown_Release( vdecl ); return S_OK; fail: IDirect3DDevice9_SetVertexDeclaration ( device, NULL ); if (vdecl) IUnknown_Release( vdecl ); return E_FAIL; }
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; }
/** * It copies picture surface into a texture and renders into a scene. * * This function is intented for higher end 3D cards, with pixel shader support * and at least 64 MiB of video RAM. */ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev; HRESULT hr; // check if device is still available hr = IDirect3DDevice9_TestCooperativeLevel(d3ddev); if (FAILED(hr)) { if (hr == D3DERR_DEVICENOTRESET && !sys->reset_device) { vout_display_SendEventPicturesInvalid(vd); sys->reset_device = true; } return; } /* */ LPDIRECT3DTEXTURE9 d3dtex = sys->d3dtex; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; /* Clear the backbuffer and the zbuffer */ hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* retrieve picture surface */ LPDIRECT3DSURFACE9 d3dsrc = surface; if (!d3dsrc) { msg_Dbg(vd, "no surface to render ?"); return; } /* retrieve texture top-level surface */ LPDIRECT3DSURFACE9 d3ddest; hr = IDirect3DTexture9_GetSurfaceLevel(d3dtex, 0, &d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Copy picture surface into texture surface * color space conversion and scaling happen here */ RECT src = vd->sys->rect_src_clipped; RECT dst = vd->sys->rect_dest_clipped; hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR); IDirect3DSurface9_Release(d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Update the vertex buffer */ CUSTOMVERTEX *vertices; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Setup vertices */ const float f_width = vd->sys->d3dpp.BackBufferWidth; const float f_height = vd->sys->d3dpp.BackBufferHeight; /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */ /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */ vertices[0].x = -0.5f; // left vertices[0].y = -0.5f; // top vertices[0].z = 0.0f; vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[0].rhw = 1.0f; vertices[0].tu = 0.0f; vertices[0].tv = 0.0f; vertices[1].x = f_width - 0.5f; // right vertices[1].y = -0.5f; // top vertices[1].z = 0.0f; vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[1].rhw = 1.0f; vertices[1].tu = 1.0f; vertices[1].tv = 0.0f; vertices[2].x = f_width - 0.5f; // right vertices[2].y = f_height - 0.5f; // bottom vertices[2].z = 0.0f; vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[2].rhw = 1.0f; vertices[2].tu = 1.0f; vertices[2].tv = 1.0f; vertices[3].x = -0.5f; // left vertices[3].y = f_height - 0.5f; // bottom vertices[3].z = 0.0f; vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[3].rhw = 1.0f; vertices[3].tu = 0.0f; vertices[3].tv = 1.0f; hr= IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Begin the scene hr = IDirect3DDevice9_BeginScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // End the scene hr = IDirect3DDevice9_EndScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } }
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 _al_draw_prim_raw(ALLEGRO_BITMAP* texture, const void* vtx, const ALLEGRO_VERTEX_DECL* decl, const int* indices, int num_vtx, int type) { int stride = decl ? decl->stride : (int)sizeof(ALLEGRO_VERTEX); int num_primitives = 0; ALLEGRO_DISPLAY *display; LPDIRECT3DDEVICE9 device; LPDIRECT3DBASETEXTURE9 d3d_texture; DWORD old_wrap_state[2]; DWORD old_ttf_state; int min_idx = 0, max_idx = num_vtx - 1; if(indices) { int ii; for(ii = 0; ii < num_vtx; ii++) { int idx = indices[ii]; if(ii == 0) { min_idx = idx; max_idx = idx; } else if (idx < min_idx) { min_idx = idx; } else if (idx > max_idx) { max_idx = idx; } } } display = al_get_current_display(); device = al_d3d_get_device(display); if(decl) { if(decl->d3d_decl) { IDirect3DDevice9_SetVertexDeclaration(device, (IDirect3DVertexDeclaration9*)decl->d3d_decl); } else { return _al_draw_prim_soft(texture, vtx, decl, 0, num_vtx, type); } } else { IDirect3DDevice9_SetFVF(device, A5V_FVF); } set_blender(display); if (texture) { int tex_x, tex_y; D3DSURFACE_DESC desc; float mat[4][4] = { {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1} }; IDirect3DTexture9_GetLevelDesc(al_d3d_get_video_texture(texture), 0, &desc); al_get_d3d_texture_position(texture, &tex_x, &tex_y); if(decl) { if(decl->elements[ALLEGRO_PRIM_TEX_COORD_PIXEL].attribute) { mat[0][0] = 1.0f / desc.Width; mat[1][1] = 1.0f / desc.Height; } else { mat[0][0] = (float)al_get_bitmap_width(texture) / desc.Width; mat[1][1] = (float)al_get_bitmap_height(texture) / desc.Height; } } else { mat[0][0] = 1.0f / desc.Width; mat[1][1] = 1.0f / desc.Height; } mat[2][0] = (float)tex_x / desc.Width; mat[2][1] = (float)tex_y / desc.Height; IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &old_ttf_state); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *)&mat); d3d_texture = (LPDIRECT3DBASETEXTURE9)al_d3d_get_video_texture(texture); IDirect3DDevice9_SetTexture(device, 0, d3d_texture); } else { IDirect3DDevice9_SetTexture(device, 0, NULL); } IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_ADDRESSU, &old_wrap_state[0]); IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_ADDRESSV, &old_wrap_state[1]); IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); if(!indices) { switch (type) { case ALLEGRO_PRIM_LINE_LIST: { num_primitives = num_vtx / 2; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINELIST, num_primitives, vtx, stride); break; }; case ALLEGRO_PRIM_LINE_STRIP: { num_primitives = num_vtx - 1; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINESTRIP, num_primitives, vtx, stride); break; }; case ALLEGRO_PRIM_LINE_LOOP: { int in[2]; in[0] = 0; in[1] = num_vtx-1; num_primitives = num_vtx - 1; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINESTRIP, num_primitives, vtx, stride); IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, 0, num_vtx, 1, in, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_LIST: { num_primitives = num_vtx / 3; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, num_primitives, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_STRIP: { num_primitives = num_vtx - 2; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, num_primitives, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_FAN: { num_primitives = num_vtx - 2; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLEFAN, num_primitives, vtx, stride); break; }; case ALLEGRO_PRIM_POINT_LIST: { num_primitives = num_vtx; IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, num_primitives, vtx, stride); break; }; } } else { switch (type) { case ALLEGRO_PRIM_LINE_LIST: { num_primitives = num_vtx / 2; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_LINE_STRIP: { num_primitives = num_vtx - 1; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_LINE_LOOP: { int in[2]; num_primitives = num_vtx - 1; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); in[0] = indices[0]; in[1] = indices[num_vtx-1]; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, min_idx, max_idx + 1, 1, in, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_LIST: { num_primitives = num_vtx / 3; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_STRIP: { num_primitives = num_vtx - 2; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_TRIANGLE_FAN: { num_primitives = num_vtx - 2; IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLEFAN, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride); break; }; case ALLEGRO_PRIM_POINT_LIST: { /* * D3D does not support point lists in indexed mode, so we draw them using the non-indexed mode. To gain at least a semblance * of speed, we detect consecutive runs of vertices and draw them using a single DrawPrimitiveUP call */ int ii = 0; int start_idx = indices[0]; int run_length = 0; for(ii = 0; ii < num_vtx; ii++) { run_length++; if(indices[ii] + 1 != indices[ii + 1] || ii == num_vtx - 1) { IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, run_length, (const char*)vtx + start_idx * stride, stride); if(ii != num_vtx - 1) start_idx = indices[ii + 1]; run_length = 0; } } break; }; } } IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, old_wrap_state[0]); IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, old_wrap_state[1]); if(texture) { IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, old_ttf_state); } return num_primitives; }
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; }
int main( void ) { LPDIRECT3DVERTEXBUFFER9 v_buffer; sgui_window_description desc; IDirect3DTexture9* texture; sgui_d3d9_context* ctx; sgui_canvas* texcanvas; IDirect3DDevice9* dev; sgui_widget* check2; sgui_widget* check; sgui_widget* butt; sgui_window* wnd; float a=0.0f; VOID* pVoid; float m[16]; sgui_init( ); /*************************** create a window **************************/ desc.parent = NULL; desc.share = NULL; desc.width = 640; desc.height = 480; desc.flags = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED; desc.backend = SGUI_DIRECT3D_9; desc.bits_per_pixel = 32; desc.depth_bits = 16; desc.stencil_bits = 0; desc.samples = 0; wnd = sgui_window_create_desc( &desc ); sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" ); sgui_window_move_center( wnd ); sgui_window_set_visible( wnd, SGUI_VISIBLE ); sgui_window_set_vsync( wnd, 1 ); /************************ createtexture canvas ************************/ texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ), 128, 128 ); butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 ); check = sgui_checkbox_create( 10, 40, "Direct3D" ); check2 = sgui_checkbox_create( 10, 65, "Texture" ); sgui_button_set_state( check, 1 ); sgui_button_set_state( check2, 1 ); sgui_widget_add_child( &texcanvas->root, butt ); sgui_widget_add_child( &texcanvas->root, check ); sgui_widget_add_child( &texcanvas->root, check2 ); /************** connect keyboard input to texture canvas **************/ sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_CHAR_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); /*************************** Direct3D setup ***************************/ /* get the device context, set new present parameters */ ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd ); dev = ctx->device; IDirect3DDevice9_Reset( dev, &ctx->present ); /* create a vertex buffer */ IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL ); /* load vertex data */ IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 ); memcpy( pVoid, vertices, sizeof(vertices) ); IDirect3DVertexBuffer9_Unlock( v_buffer ); /* setup renderer state */ IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE ); /* set up perspective projection matrix */ perspective( m, 45.0f, (float)desc.width/(float)desc.height, 0.1f, 100.0f ); IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m ); /* set up texturing, bind canvas texture to stage 0 */ texture = sgui_tex_canvas_get_texture( texcanvas ); IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); /****************************** main loop *****************************/ while( sgui_main_loop_step( ) ) { /* redraw widgets in dirty areas */ sgui_canvas_redraw_widgets( texcanvas, 1 ); /* draw scene */ IDirect3DDevice9_Clear( dev, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); IDirect3DDevice9_BeginScene( dev ); transform( m, a ); IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m ); a += 0.01f; IDirect3DDevice9_SetFVF( dev, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 ); IDirect3DDevice9_EndScene( dev ); /* swap front and back buffer */ sgui_window_swap_buffers( wnd ); } /****************************** clean up ******************************/ sgui_canvas_destroy( texcanvas ); sgui_widget_destroy( check2 ); sgui_widget_destroy( check ); sgui_widget_destroy( butt ); IDirect3DVertexBuffer9_Release( v_buffer ); sgui_window_destroy( wnd ); sgui_deinit( ); return 0; }
/* Check whether a declaration converted from FVF is shared. * Check whether refcounts behave as expected */ static void test_fvf_decl_management( IDirect3DDevice9* device) { HRESULT hr; IDirect3DVertexDeclaration9* result_decl1 = NULL; IDirect3DVertexDeclaration9* result_decl2 = NULL; IDirect3DVertexDeclaration9* result_decl3 = NULL; IDirect3DVertexDeclaration9* result_decl4 = NULL; int ref1, ref2, ref3, ref4; DWORD test_fvf1 = D3DFVF_XYZRHW; DWORD test_fvf2 = D3DFVF_NORMAL; CONST D3DVERTEXELEMENT9 test_elements1[] = { { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITIONT, 0 }, D3DDECL_END() }; CONST D3DVERTEXELEMENT9 test_elements2[] = { { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 0 }, D3DDECL_END() }; /* Clear down any current vertex declaration */ hr = IDirect3DDevice9_SetVertexDeclaration ( device, NULL ); ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* Conversion */ hr = IDirect3DDevice9_SetFVF( device, test_fvf1); ok(SUCCEEDED(hr), "SetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* Get converted decl (#1) */ hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl1); ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* Get converted decl again (#2) */ hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl2); ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* Conversion */ hr = IDirect3DDevice9_SetFVF( device, test_fvf2); ok(SUCCEEDED(hr), "SetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* The contents should correspond to the first conversion */ VDECL_CHECK(compare_elements(result_decl1, test_elements1)); /* Get converted decl (#3) */ hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl3); ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; /* The object should be the same */ ok (result_decl1 == result_decl2, "Declaration object changes on the second Get() call\n"); ok (result_decl2 != result_decl3, "Declaration object did not change during conversion\n"); /* The contents should correspond to the second conversion */ VDECL_CHECK(compare_elements(result_decl3, test_elements2)); /* Re-Check if the first decl was overwritten by the new Get() */ VDECL_CHECK(compare_elements(result_decl1, test_elements1)); hr = IDirect3DDevice9_SetFVF( device, test_fvf1); ok(SUCCEEDED(hr), "SetFVF returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl4); ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; ok(result_decl4 == result_decl1, "Setting an already used FVF over results in a different vertexdeclaration\n"); ref1 = get_refcount((IUnknown*) result_decl1); ref2 = get_refcount((IUnknown*) result_decl2); ref3 = get_refcount((IUnknown*) result_decl3); ref4 = get_refcount((IUnknown*) result_decl4); ok (ref1 == 3, "Refcount #1 is %d, expected 3\n", ref1); ok (ref2 == 3, "Refcount #2 is %d, expected 3\n", ref2); ok (ref3 == 1, "Refcount #3 is %d, expected 1\n", ref3); ok (ref4 == 3, "Refcount #4 is %d, expected 3\n", ref4); /* Clear down any current vertex declaration */ hr = IDirect3DDevice9_SetVertexDeclaration ( device, NULL ); ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#x, expected %#x\n", hr, D3D_OK); if (FAILED(hr)) return; IDirect3DVertexDeclaration9_Release(result_decl1); IDirect3DVertexDeclaration9_Release(result_decl2); IDirect3DVertexDeclaration9_Release(result_decl3); IDirect3DVertexDeclaration9_Release(result_decl4); return; }
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; }
/** @brief libvo Callback: Draw OSD/Subtitles, */ static void draw_osd(void) { // we can not render OSD if we lost the device e.g. because it was uncooperative if (!priv->d3d_device) return; if (vo_osd_changed(0)) { D3DLOCKED_RECT locked_rect; /**< Offscreen surface we lock in order to copy MPlayer's frame inside it.*/ /* clear the OSD */ if (FAILED(IDirect3DTexture9_LockRect(priv->d3d_texture_system, 0, &locked_rect, NULL, 0))) { mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture lock failed.\n"); return; } /* clear the whole texture to avoid issues due to interpolation */ memset(locked_rect.pBits, 0, locked_rect.Pitch * priv->osd_texture_height); /* this unlock is used for both slice_draw path and D3DRenderFrame path */ if (FAILED(IDirect3DTexture9_UnlockRect(priv->d3d_texture_system, 0))) { mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture unlock failed.\n"); return; } priv->is_osd_populated = 0; /* required for if subs are in the boarder region */ priv->is_clear_needed = 1; vo_draw_text_ext(priv->osd_width, priv->osd_height, priv->border_x, priv->border_y, priv->border_x, priv->border_y, priv->src_width, priv->src_height, draw_alpha); if (!priv->device_texture_sys) { /* only DMA to the shadow if its required */ if (FAILED(IDirect3DDevice9_UpdateTexture(priv->d3d_device, (IDirect3DBaseTexture9 *)priv->d3d_texture_system, (IDirect3DBaseTexture9 *)priv->d3d_texture_osd))) { mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture transfer failed.\n"); return; } } } /* update OSD */ if (priv->is_osd_populated) { struct_vertex osd_quad_vb[] = { {-1.0f, 1.0f, 0.0f, 0, 0 }, { 1.0f, 1.0f, 0.0f, 1, 0 }, {-1.0f,-1.0f, 0.0f, 0, 1 }, { 1.0f,-1.0f, 0.0f, 1, 1 } }; /* calculate the texture coordinates */ osd_quad_vb[1].tu = osd_quad_vb[3].tu = (float)priv->osd_width / priv->osd_texture_width; osd_quad_vb[2].tv = osd_quad_vb[3].tv = (float)priv->osd_height / priv->osd_texture_height; if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) { mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>BeginScene failed.\n"); return; } /* turn on alpha test */ IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, TRUE); IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, TRUE); /* need to use a texture here (done here as we may be able to texture from system memory) */ IDirect3DDevice9_SetTexture(priv->d3d_device, 0, (IDirect3DBaseTexture9 *)(priv->device_texture_sys ? priv->d3d_texture_system : priv->d3d_texture_osd)); IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_MY_VERTEX); IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLESTRIP, 2, osd_quad_vb, sizeof(struct_vertex)); /* turn off alpha test */ IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, FALSE); IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, FALSE); if (FAILED(IDirect3DDevice9_EndScene(priv->d3d_device))) { mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>EndScene failed.\n"); return; } } }
static void test_filter(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DTexture9 *texture; IDirect3D9 *d3d9; DWORD passes = 0; unsigned int i; struct filter_tests { DWORD magfilter, minfilter, mipfilter; BOOL has_texture; HRESULT result; } tests[] = { { D3DTEXF_NONE, D3DTEXF_NONE, D3DTEXF_NONE, FALSE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_NONE, FALSE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_NONE, FALSE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_NONE, FALSE, D3D_OK }, { D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_POINT, FALSE, D3D_OK }, { D3DTEXF_NONE, D3DTEXF_NONE, D3DTEXF_NONE, TRUE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_NONE, TRUE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_NONE, TRUE, D3D_OK }, { D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_POINT, TRUE, D3D_OK }, { D3DTEXF_NONE, D3DTEXF_NONE, D3DTEXF_NONE, TRUE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_NONE, TRUE, D3DERR_UNSUPPORTEDTEXTUREFILTER }, { D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_NONE, TRUE, E_FAIL }, { D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_NONE, TRUE, E_FAIL }, { D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_LINEAR, TRUE, E_FAIL }, }; hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D(levels = 1) returned %08x\n", hr); hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F); if(FAILED(hr)) { skip("D3DFMT_A32B32G32R32F not supported\n"); goto out; } hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F); if(SUCCEEDED(hr)) { skip("D3DFMT_A32B32G32R32F supports filtering\n"); goto out; } hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 0, 0, D3DFMT_A32B32G32R32F, D3DPOOL_MANAGED, &texture, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); /* Needed for ValidateDevice */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); for(i = 0; i < (sizeof(tests) / sizeof(tests[0])); i++) { if(tests[i].has_texture) { hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); } else { hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); } hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, tests[i].magfilter); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, tests[i].minfilter); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, tests[i].mipfilter); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState returned %08x\n", hr); passes = 0xdeadbeef; hr = IDirect3DDevice9_ValidateDevice(device, &passes); ok(hr == tests[i].result, "ValidateDevice failed: Texture %s, min %u, mag %u, mip %u. Got %08x, expected %08x\n", tests[i].has_texture ? "TRUE" : "FALSE", tests[i].magfilter, tests[i].minfilter, tests[i].mipfilter, hr, tests[i].result); if(SUCCEEDED(hr)) { ok(passes != 0, "ValidateDevice succeeded, passes is %u\n", passes); } else { ok(passes == 0xdeadbeef, "ValidateDevice failed, passes is %u\n", passes); } } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr); IDirect3DTexture9_Release(texture); out: IDirect3D9_Release(d3d9); }