render: Patched to compile.
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diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index aaa468d..c93f557 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -30,6 +30,8 @@
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
+#include "SDL_log.h"
+#include "SDL_assert.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include "../../video/windows/SDL_windowsvideo.h"
@@ -74,8 +76,8 @@ typedef struct
IDirect3DSurface9 *currentRenderTarget;
void* d3dxDLL;
LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
- IDirect3DVertexBuffer9 vertexBuffers[8];
- GLsizeiptr vertexBufferSize[8];
+ LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8];
+ size_t vertexBufferSize[8];
int currentVertexBuffer;
SDL_bool reportedVboProblem;
D3D_DrawStateCache drawstate;
@@ -282,63 +284,7 @@ D3D_InitRenderState(D3D_RenderData *data)
data->beginScene = SDL_TRUE;
}
-static int
-D3D_Reset(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- HRESULT result;
- SDL_Texture *texture;
-
- /* Release the default render target before reset */
- if (data->defaultRenderTarget) {
- IDirect3DSurface9_Release(data->defaultRenderTarget);
- data->defaultRenderTarget = NULL;
- }
- if (data->currentRenderTarget != NULL) {
- IDirect3DSurface9_Release(data->currentRenderTarget);
- data->currentRenderTarget = NULL;
- }
-
- /* Release application render targets */
- for (texture = renderer->textures; texture; texture = texture->next) {
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- D3D_DestroyTexture(renderer, texture);
- } else {
- D3D_RecreateTexture(renderer, texture);
- }
- }
-
- 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);
- }
- }
-
- /* Allocate application render targets */
- for (texture = renderer->textures; texture; texture = texture->next) {
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- D3D_CreateTexture(renderer, texture);
- }
- }
-
- IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
- D3D_InitRenderState(data);
- D3D_SetRenderTargetInternal(renderer, renderer->target);
- D3D_UpdateViewport(renderer);
-
- /* Let the application know that render targets were reset */
- {
- SDL_Event event;
- event.type = SDL_RENDER_TARGETS_RESET;
- SDL_PushEvent(&event);
- }
-
- return 0;
-}
+static int D3D_Reset(SDL_Renderer * renderer);
static int
D3D_ActivateRenderer(SDL_Renderer * renderer)
@@ -933,8 +879,6 @@ D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * tex
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);
-
verts->x = minx;
verts->y = miny;
verts->z = 0.0f;
@@ -1141,7 +1085,7 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH
}
static int
-SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_ImageSource imgsrc)
+SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
@@ -1161,12 +1105,13 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_Image
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
- if (texture && RenderSetupTextureState(renderer, texture, &shader) < 0) {
+ if (texture && SetupTextureState(data, texture, &shader) < 0) {
return -1;
}
- if (shader != data->drawstate.shader)
- if (FAILED(IDirect3DDevice9_SetPixelShader(data->device, shader))) {
+ if (shader != data->drawstate.shader) {
+ const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, shader);
+ if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
}
data->drawstate.shader = shader;
@@ -1181,14 +1126,14 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_Image
} else {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
- GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blendMode)));
+ GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
- GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode)));
+ GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
- GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode)));
+ GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
- GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode)));
+ GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
}
}
@@ -1263,16 +1208,16 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
IDirect3DVertexBuffer9_Release(vbo);
}
- if (FAILED(IDirect3DVertexBuffer9_CreateVertexBuffer(vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
+ if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, vertsize, usage, fvf, D3DPOOL_MANAGED, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
- data->vertex_buffer_size[vboidx] = vbo ? vertsize : 0;
+ data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
}
if (vbo) {
void *ptr;
- if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD)) {
+ if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
} else {
SDL_memcpy(ptr, vertices, vertsize);
@@ -1321,7 +1266,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
- data->drawstate.cliprect_enabled_dirty = true;
+ data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
@@ -1335,16 +1280,16 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b);
const SDL_Rect *viewport = &data->drawstate.viewport;
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
- const int backh = istarget ? renderer->target->h : data->pparams.backh;
+ const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
- if (data->drawstate.clipping_enabled) {
+ if (data->drawstate.cliprect_enabled) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
/* Don't reset the viewport if we don't have to! */
- if (!viewport->.x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
- result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
+ if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
+ IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} else {
/* Clear is defined to clear the entire render target */
const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
@@ -1371,9 +1316,9 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
}
case SDL_RENDERCMD_DRAW_LINES: {
- const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
/* DirectX 9 has the same line rasterization semantics as GDI,
so we need to close the endpoint of the line with a second draw call. */
@@ -1435,6 +1380,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
}
case SDL_RENDERCMD_COPY_EX: {
+ const size_t first = cmd->data.draw.first;
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
const Vertex *transvert = verts + 4;
const float translatex = transvert->x;
@@ -1602,6 +1548,64 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
SDL_free(renderer);
}
+static int
+D3D_Reset(SDL_Renderer * renderer)
+{
+ D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+ HRESULT result;
+ SDL_Texture *texture;
+
+ /* Release the default render target before reset */
+ if (data->defaultRenderTarget) {
+ IDirect3DSurface9_Release(data->defaultRenderTarget);
+ data->defaultRenderTarget = NULL;
+ }
+ if (data->currentRenderTarget != NULL) {
+ IDirect3DSurface9_Release(data->currentRenderTarget);
+ data->currentRenderTarget = NULL;
+ }
+
+ /* Release application render targets */
+ for (texture = renderer->textures; texture; texture = texture->next) {
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
+ D3D_DestroyTexture(renderer, texture);
+ } else {
+ D3D_RecreateTexture(renderer, texture);
+ }
+ }
+
+ 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);
+ }
+ }
+
+ /* Allocate application render targets */
+ for (texture = renderer->textures; texture; texture = texture->next) {
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
+ D3D_CreateTexture(renderer, texture);
+ }
+ }
+
+ IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
+ D3D_InitRenderState(data);
+ D3D_SetRenderTargetInternal(renderer, renderer->target);
+ data->drawstate.viewport_dirty = SDL_TRUE;
+
+ /* Let the application know that render targets were reset */
+ {
+ SDL_Event event;
+ event.type = SDL_RENDER_TARGETS_RESET;
+ SDL_PushEvent(&event);
+ }
+
+ return 0;
+}
+
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
@@ -1708,7 +1712,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
device_flags |= D3DCREATE_MULTITHREADED;
}
- data->supportsStreamOffset = ((caps.Caps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
+ data->supportsStreamOffset = ((caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index c1be710..ff2bce2 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -951,7 +951,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first + (sizeof (GLfloat) * 8));
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
data->drawstate.texturing = SDL_TRUE;
}
}