src/video/win32/SDL_d3drender.c
branchSDL-1.3
changeset 1730 e70477157db9
child 1898 f89e49e51e89
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/win32/SDL_d3drender.c	Sat Jul 08 18:06:02 2006 +0000
@@ -0,0 +1,385 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#if SDL_VIDEO_RENDER_D3D
+
+#include "SDL_win32video.h"
+#include "../SDL_yuv_sw_c.h"
+
+/* Direct3D renderer implementation */
+
+static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window,
+                                            Uint32 flags);
+static int SDL_D3D_CreateTexture(SDL_Renderer * renderer,
+                                 SDL_Texture * texture);
+static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer,
+                                      SDL_Texture * texture, void **pixels,
+                                      int *pitch);
+static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer,
+                                     SDL_Texture * texture,
+                                     const SDL_Color * colors, int firstcolor,
+                                     int ncolors);
+static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer,
+                                     SDL_Texture * texture,
+                                     SDL_Color * colors, int firstcolor,
+                                     int ncolors);
+static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer,
+                                 SDL_Texture * texture, const SDL_Rect * rect,
+                                 const void *pixels, int pitch);
+static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                               const SDL_Rect * rect, int markDirty,
+                               void **pixels, int *pitch);
+static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer,
+                                  SDL_Texture * texture);
+static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer,
+                                 SDL_Texture * texture, int numrects,
+                                 const SDL_Rect * rects);
+static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer,
+                                        SDL_Texture * texture);
+static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
+                              Uint32 color);
+static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                              const SDL_Rect * srcrect,
+                              const SDL_Rect * dstrect, int blendMode,
+                              int scaleMode);
+static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer,
+                                    const SDL_Rect * rect, void *pixels,
+                                    int pitch);
+static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer,
+                                     const SDL_Rect * rect,
+                                     const void *pixels, int pitch);
+static void SDL_D3D_RenderPresent(SDL_Renderer * renderer);
+static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer,
+                                   SDL_Texture * texture);
+static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver SDL_D3D_RenderDriver = {
+    SDL_D3D_CreateRenderer,
+    {
+     "d3d",
+     (SDL_Renderer_PresentDiscard |
+      SDL_Renderer_PresentCopy | SDL_Renderer_RenderTarget),
+     (SDL_TextureBlendMode_None |
+      SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend),
+     (SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
+     11,
+     {
+      SDL_PixelFormat_Index8,
+      SDL_PixelFormat_RGB555,
+      SDL_PixelFormat_RGB565,
+      SDL_PixelFormat_RGB888,
+      SDL_PixelFormat_BGR888,
+      SDL_PixelFormat_ARGB8888,
+      SDL_PixelFormat_RGBA8888,
+      SDL_PixelFormat_ABGR8888,
+      SDL_PixelFormat_BGRA8888,
+      SDL_PixelFormat_YUY2,
+      SDL_PixelFormat_UYVY},
+     0,
+     0}
+};
+
+typedef struct
+{
+    IDirect3DDevice9 *device;
+} SDL_D3D_RenderData;
+
+typedef struct
+{
+    SDL_SW_YUVTexture *yuv;
+} SDL_D3D_TextureData;
+
+static void
+UpdateYUVTextureData(SDL_Texture * texture)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+    SDL_Rect rect;
+
+    rect.x = 0;
+    rect.y = 0;
+    rect.w = texture->w;
+    rect.h = texture->h;
+    //SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w,
+    //                    texture->h, data->pixels, data->pitch);
+}
+
+void
+D3D_AddRenderDriver(_THIS)
+{
+    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
+
+    if (data->d3d) {
+        SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver);
+    }
+}
+
+SDL_Renderer *
+SDL_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;
+    SDL_D3D_RenderData *data;
+
+    renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(renderer);
+
+    data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        SDL_D3D_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(data);
+
+    //data->device = IDirect3D9_CreateDevice(videodata->d3d,
+
+    renderer->CreateTexture = SDL_D3D_CreateTexture;
+    renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels;
+    renderer->SetTexturePalette = SDL_D3D_SetTexturePalette;
+    renderer->GetTexturePalette = SDL_D3D_GetTexturePalette;
+    renderer->UpdateTexture = SDL_D3D_UpdateTexture;
+    renderer->LockTexture = SDL_D3D_LockTexture;
+    renderer->UnlockTexture = SDL_D3D_UnlockTexture;
+    renderer->DirtyTexture = SDL_D3D_DirtyTexture;
+    renderer->SelectRenderTexture = SDL_D3D_SelectRenderTexture;
+    renderer->RenderFill = SDL_D3D_RenderFill;
+    renderer->RenderCopy = SDL_D3D_RenderCopy;
+    renderer->RenderReadPixels = SDL_D3D_RenderReadPixels;
+    renderer->RenderWritePixels = SDL_D3D_RenderWritePixels;
+    renderer->RenderPresent = SDL_D3D_RenderPresent;
+    renderer->DestroyTexture = SDL_D3D_DestroyTexture;
+    renderer->DestroyRenderer = SDL_D3D_DestroyRenderer;
+    renderer->info = SDL_D3D_RenderDriver.info;
+    renderer->window = window->id;
+    renderer->driverdata = data;
+
+    renderer->info.flags = SDL_Renderer_RenderTarget;
+
+    return renderer;
+}
+
+static int
+SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    SDL_D3D_RenderData *renderdata =
+        (SDL_D3D_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+    SDL_D3D_TextureData *data;
+
+    data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        SDL_OutOfMemory();
+        return -1;
+    }
+    SDL_zerop(data);
+
+    texture->driverdata = data;
+
+    return 0;
+}
+
+static int
+SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
+                           void **pixels, int *pitch)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
+    } else {
+        return 0;
+    }
+}
+
+static int
+SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                          const SDL_Color * colors, int firstcolor,
+                          int ncolors)
+{
+    SDL_D3D_RenderData *renderdata =
+        (SDL_D3D_RenderData *) renderer->driverdata;
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        SDL_SetError("YUV textures don't have a palette");
+        return -1;
+    } else {
+        return 0;
+    }
+}
+
+static int
+SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                          SDL_Color * colors, int firstcolor, int ncolors)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        SDL_SetError("YUV textures don't have a palette");
+        return -1;
+    } else {
+        return 0;
+    }
+}
+
+static int
+SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                      const SDL_Rect * rect, const void *pixels, int pitch)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
+            return -1;
+        }
+        UpdateYUVTextureData(texture);
+        return 0;
+    } else {
+        SDL_D3D_RenderData *renderdata =
+            (SDL_D3D_RenderData *) renderer->driverdata;
+
+        return 0;
+    }
+}
+
+static int
+SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                    const SDL_Rect * rect, int markDirty, void **pixels,
+                    int *pitch)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
+                                     pitch);
+    } else {
+        return 0;
+    }
+}
+
+static void
+SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (data->yuv) {
+        SDL_SW_UnlockYUVTexture(data->yuv);
+        UpdateYUVTextureData(texture);
+    }
+}
+
+static void
+SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                     int numrects, const SDL_Rect * rects)
+{
+}
+
+static void
+SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+}
+
+static int
+SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
+                   Uint32 color)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+    Uint8 r, g, b;
+
+    r = (Uint8) ((color >> 16) & 0xFF);
+    g = (Uint8) ((color >> 8) & 0xFF);
+    b = (Uint8) (color & 0xFF);
+
+    return 0;
+}
+
+static int
+SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                   const SDL_Rect * srcrect, const SDL_Rect * dstrect,
+                   int blendMode, int scaleMode)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+    SDL_D3D_TextureData *texturedata =
+        (SDL_D3D_TextureData *) texture->driverdata;
+
+    return 0;
+}
+
+static int
+SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                         void *pixels, int pitch)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+
+    return 0;
+}
+
+static int
+SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                          const void *pixels, int pitch)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+
+    return 0;
+}
+
+static void
+SDL_D3D_RenderPresent(SDL_Renderer * renderer)
+{
+}
+
+static void
+SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
+
+    if (!data) {
+        return;
+    }
+    SDL_free(data);
+    texture->driverdata = NULL;
+}
+
+void
+SDL_D3D_DestroyRenderer(SDL_Renderer * renderer)
+{
+    SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
+
+    if (data) {
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_RENDER_D3D */
+
+/* vi: set ts=4 sw=4 expandtab: */