src/render/direct3d/SDL_render_d3d.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 19 Jan 2012 20:25:09 -0500
changeset 6236 4a7abc1b6b0e
parent 6232 37e8d0736366
child 6237 240f1bced46b
permissions -rwxr-xr-x
Fix for building with Visual Studio

/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"

#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED


#include "../../core/windows/SDL_windows.h"

#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"

#if SDL_VIDEO_RENDER_D3D
#define D3D_DEBUG_INFO
#include <d3d9.h>
#endif

#ifdef ASSEMBLE_SHADER
///////////////////////////////////////////////////////////////////////////
// ID3DXBuffer:
// ------------
// The buffer object is used by D3DX to return arbitrary size data.
//
// GetBufferPointer -
//    Returns a pointer to the beginning of the buffer.
//
// GetBufferSize -
//    Returns the size of the buffer, in bytes.
///////////////////////////////////////////////////////////////////////////

typedef interface ID3DXBuffer ID3DXBuffer;
typedef interface ID3DXBuffer *LPD3DXBUFFER;

// {8BA5FB08-5195-40e2-AC58-0D989C3A0102}
DEFINE_GUID(IID_ID3DXBuffer, 
0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);

#undef INTERFACE
#define INTERFACE ID3DXBuffer

typedef interface ID3DXBuffer {
    const struct ID3DXBufferVtbl FAR* lpVtbl;
} ID3DXBuffer;
typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
const struct ID3DXBufferVtbl
{
    // IUnknown
    STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
    STDMETHOD_(ULONG, AddRef)(THIS) PURE;
    STDMETHOD_(ULONG, Release)(THIS) PURE;

    // ID3DXBuffer
    STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
    STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
};

HRESULT WINAPI
    D3DXAssembleShader(
        LPCSTR                          pSrcData,
        UINT                            SrcDataLen,
        CONST LPVOID*                   pDefines,
        LPVOID                          pInclude,
        DWORD                           Flags,
        LPD3DXBUFFER*                   ppShader,
        LPD3DXBUFFER*                   ppErrorMsgs);

#endif /* ASSEMBLE_SHADER */


/* Direct3D renderer implementation */

static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D_WindowEvent(SDL_Renderer * renderer,
                            const SDL_WindowEvent *event);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                             const SDL_Rect * rect, const void *pixels,
                             int pitch);
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                           const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateViewport(SDL_Renderer * renderer);
static int D3D_RenderClear(SDL_Renderer * renderer);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
                                const SDL_Point * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
                               const SDL_Point * points, int count);
static int D3D_RenderFillRects(SDL_Renderer * renderer,
                               const SDL_Rect * rects, int count);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                                Uint32 format, void * pixels, int pitch);
static int D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void D3D_RenderPresent(SDL_Renderer * renderer);
static void D3D_DestroyTexture(SDL_Renderer * renderer,
                               SDL_Texture * texture);
static void D3D_DestroyRenderer(SDL_Renderer * renderer);


SDL_RenderDriver D3D_RenderDriver = {
    D3D_CreateRenderer,
    {
     "direct3d",
     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
     1,
     {SDL_PIXELFORMAT_ARGB8888},
     0,
     0}
};

typedef struct
{
    void* d3dDLL;
    IDirect3D9 *d3d;
    IDirect3DDevice9 *device;
    UINT adapter;
    D3DPRESENT_PARAMETERS pparams;
    SDL_bool updateSize;
    SDL_bool beginScene;
    D3DTEXTUREFILTERTYPE scaleMode;
    IDirect3DSurface9 *defaultRenderTarget;
    IDirect3DSurface9 *currentRenderTarget;
    SDL_bool renderTargetActive;
    SDL_Rect viewport_copy;
    
    Uint32 NumSimultaneousRTs;
} D3D_RenderData;

typedef struct
{
    IDirect3DTexture9 *texture;
    D3DTEXTUREFILTERTYPE scaleMode;
} D3D_TextureData;

typedef struct
{
    float x, y, z;
    DWORD color;
    float u, v;
} Vertex;

static void
D3D_SetError(const char *prefix, HRESULT result)
{
    const char *error;

    switch (result) {
    case D3DERR_WRONGTEXTUREFORMAT:
        error = "WRONGTEXTUREFORMAT";
        break;
    case D3DERR_UNSUPPORTEDCOLOROPERATION:
        error = "UNSUPPORTEDCOLOROPERATION";
        break;
    case D3DERR_UNSUPPORTEDCOLORARG:
        error = "UNSUPPORTEDCOLORARG";
        break;
    case D3DERR_UNSUPPORTEDALPHAOPERATION:
        error = "UNSUPPORTEDALPHAOPERATION";
        break;
    case D3DERR_UNSUPPORTEDALPHAARG:
        error = "UNSUPPORTEDALPHAARG";
        break;
    case D3DERR_TOOMANYOPERATIONS:
        error = "TOOMANYOPERATIONS";
        break;
    case D3DERR_CONFLICTINGTEXTUREFILTER:
        error = "CONFLICTINGTEXTUREFILTER";
        break;
    case D3DERR_UNSUPPORTEDFACTORVALUE:
        error = "UNSUPPORTEDFACTORVALUE";
        break;
    case D3DERR_CONFLICTINGRENDERSTATE:
        error = "CONFLICTINGRENDERSTATE";
        break;
    case D3DERR_UNSUPPORTEDTEXTUREFILTER:
        error = "UNSUPPORTEDTEXTUREFILTER";
        break;
    case D3DERR_CONFLICTINGTEXTUREPALETTE:
        error = "CONFLICTINGTEXTUREPALETTE";
        break;
    case D3DERR_DRIVERINTERNALERROR:
        error = "DRIVERINTERNALERROR";
        break;
    case D3DERR_NOTFOUND:
        error = "NOTFOUND";
        break;
    case D3DERR_MOREDATA:
        error = "MOREDATA";
        break;
    case D3DERR_DEVICELOST:
        error = "DEVICELOST";
        break;
    case D3DERR_DEVICENOTRESET:
        error = "DEVICENOTRESET";
        break;
    case D3DERR_NOTAVAILABLE:
        error = "NOTAVAILABLE";
        break;
    case D3DERR_OUTOFVIDEOMEMORY:
        error = "OUTOFVIDEOMEMORY";
        break;
    case D3DERR_INVALIDDEVICE:
        error = "INVALIDDEVICE";
        break;
    case D3DERR_INVALIDCALL:
        error = "INVALIDCALL";
        break;
    case D3DERR_DRIVERINVALIDCALL:
        error = "DRIVERINVALIDCALL";
        break;
    case D3DERR_WASSTILLDRAWING:
        error = "WASSTILLDRAWING";
        break;
    default:
        error = "UNKNOWN";
        break;
    }
    SDL_SetError("%s: %s", prefix, error);
}

static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
{
    switch (format) {
    case SDL_PIXELFORMAT_RGB565:
        return D3DFMT_R5G6B5;
    case SDL_PIXELFORMAT_RGB888:
        return D3DFMT_X8R8G8B8;
    case SDL_PIXELFORMAT_ARGB8888:
        return D3DFMT_A8R8G8B8;
    default:
        return D3DFMT_UNKNOWN;
    }
}

static Uint32
D3DFMTToPixelFormat(D3DFORMAT format)
{
    switch (format) {
    case D3DFMT_R5G6B5:
        return SDL_PIXELFORMAT_RGB565;
    case D3DFMT_X8R8G8B8:
        return SDL_PIXELFORMAT_RGB888;
    case D3DFMT_A8R8G8B8:
        return SDL_PIXELFORMAT_ARGB8888;
    default:
        return SDL_PIXELFORMAT_UNKNOWN;
    }
}

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_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    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;
}

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->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->SetTargetTexture = D3D_SetTargetTexture;
    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;
    data->NumSimultaneousRTs = caps.NumSimultaneousRTs;

    /* 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;
    data->renderTargetActive = SDL_FALSE;

    /* 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 void
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;

    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
        data->updateSize = SDL_TRUE;
    }
}

static D3DTEXTUREFILTERTYPE
GetScaleQuality(void)
{
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);

    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
        return D3DTEXF_POINT;
    } else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
        return D3DTEXF_LINEAR;
    } else {
        return D3DTEXF_ANISOTROPIC;
    }
}

static int
D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3D_TextureData *texturedata;
    D3DMATRIX matrix;
    HRESULT result;

    if (!renderer) return -1;
    D3D_ActivateRenderer(renderer);

    if (data->NumSimultaneousRTs < 2) {
        SDL_Unsupported();
        return -1;
    }

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

    /* Prepare 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;

    if (texture == NULL) {
        if (data->renderTargetActive) {
            data->renderTargetActive = SDL_FALSE;
            IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget );
            renderer->viewport = data->viewport_copy;
            D3D_UpdateViewport(renderer);
        }
        return 0;
    }
    if (renderer != texture->renderer) return -1;

    if ( !data->renderTargetActive ) {
        data->viewport_copy = renderer->viewport;
    }

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

    data->renderTargetActive = SDL_TRUE;
    renderer->viewport.x = 0;
    renderer->viewport.y = 0;
    renderer->viewport.w = texture->w;
    renderer->viewport.h = texture->h;
    D3D_UpdateViewport(renderer);
    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) {
        pool = D3DPOOL_DEFAULT;         // D3DPOOL_MANAGED does not work with usage=D3DUSAGE_RENDERTARGET
        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_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_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)) {
        D3D_SetError("LockRect()", result);
        return -1;
    }
    *pixels = locked.pBits;
    *pitch = locked.Pitch;
    return 0;
}

static void
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    IDirect3DTexture9_UnlockRect(data->texture, 0);
}

static int
D3D_UpdateViewport(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3DVIEWPORT9 viewport;
    D3DMATRIX matrix;

    /* Set 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);

    /* Set an orthographic projection matrix */
    matrix.m[0][0] = 2.0f / renderer->viewport.w;
    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] = -2.0f / renderer->viewport.h;
    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] = -1.0f;
    matrix.m[3][1] = 1.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);

    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 void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
{
    switch (blendMode) {
    case SDL_BLENDMODE_NONE:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        FALSE);
        break;
    case SDL_BLENDMODE_BLEND:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_SRCALPHA);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_INVSRCALPHA);
        break;
    case SDL_BLENDMODE_ADD:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_SRCALPHA);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_ONE);
        break;
    case SDL_BLENDMODE_MOD:
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
                                        TRUE);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
                                        D3DBLEND_ZERO);
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
                                        D3DBLEND_SRCCOLOR);
        break;
    }
}

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 (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);

    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].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_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 (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);

    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].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 (count == 2 ||
        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;
}

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;
}

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;
}

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)) {
        D3D_SetError("GetBackBuffer()", result);
        return -1;
    }

    result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
    if (FAILED(result)) {
        D3D_SetError("GetDesc()", result);
        IDirect3DSurface9_Release(backBuffer);
        return -1;
    }

    result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
    if (FAILED(result)) {
        D3D_SetError("CreateOffscreenPlainSurface()", result);
        IDirect3DSurface9_Release(backBuffer);
        return -1;
    }

    result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
    if (FAILED(result)) {
        D3D_SetError("GetRenderTargetData()", result);
        IDirect3DSurface9_Release(surface);
        IDirect3DSurface9_Release(backBuffer);
        return -1;
    }

    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)) {
        D3D_SetError("LockRect()", result);
        IDirect3DSurface9_Release(surface);
        IDirect3DSurface9_Release(backBuffer);
        return -1;
    }

    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 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);
    }
}

static void
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    if (!data) {
        return;
    }
    if (data->texture) {
        IDirect3DTexture9_Release(data->texture);
    }
    SDL_free(data);
    texture->driverdata = NULL;
}

static void
D3D_DestroyRenderer(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;

    if (data) {
        // Release the render target
        IDirect3DSurface9_Release(data->defaultRenderTarget);
        if (data->currentRenderTarget != NULL) {
            IDirect3DSurface9_Release(data->currentRenderTarget);
            data->currentRenderTarget = NULL;
        }
        
        if (data->device) {
            IDirect3DDevice9_Release(data->device);
        }
        if (data->d3d) {
            IDirect3D9_Release(data->d3d);
            SDL_UnloadObject(data->d3dDLL);
        }
        SDL_free(data);
    }
    SDL_free(renderer);
}

#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */

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