d3dx9: Implement ID3DXRenderToSurface::BeginScene and ID3DXRenderToSurface::EndScene.
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31907e0c96
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@ -29,6 +29,16 @@ struct render_to_surface
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IDirect3DDevice9 *device;
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D3DXRTS_DESC desc;
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IDirect3DSurface9 *dst_surface;
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IDirect3DSurface9 *render_target;
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IDirect3DSurface9 *depth_stencil;
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DWORD num_render_targets;
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D3DVIEWPORT9 previous_viewport;
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IDirect3DSurface9 **previous_render_targets;
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IDirect3DSurface9 *previous_depth_stencil;
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};
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static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
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@ -36,6 +46,28 @@ static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRend
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return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
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}
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static void restore_previous_device_state(struct render_to_surface *render)
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{
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unsigned int i;
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for (i = 0; i < render->num_render_targets; i++)
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{
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IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]);
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if (render->previous_render_targets[i])
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IDirect3DSurface9_Release(render->previous_render_targets[i]);
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render->previous_render_targets[i] = NULL;
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}
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IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil);
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if (render->previous_depth_stencil)
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{
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IDirect3DSurface9_Release(render->previous_depth_stencil);
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render->previous_depth_stencil = NULL;
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}
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IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport);
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}
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static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
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REFIID riid,
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void **out)
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@ -70,12 +102,29 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
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{
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struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
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ULONG ref = InterlockedDecrement(&render->ref);
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unsigned int i;
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TRACE("%p decreasing refcount to %u\n", iface, ref);
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if (!ref)
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{
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if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
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if (render->render_target) IDirect3DSurface9_Release(render->render_target);
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if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
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for (i = 0; i < render->num_render_targets; i++)
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{
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if (render->previous_render_targets[i])
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IDirect3DSurface9_Release(render->previous_render_targets[i]);
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}
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HeapFree(GetProcessHeap(), 0, render->previous_render_targets);
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if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil);
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IDirect3DDevice9_Release(render->device);
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HeapFree(GetProcessHeap(), 0, render);
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}
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@ -113,15 +162,145 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
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IDirect3DSurface9 *surface,
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const D3DVIEWPORT9 *viewport)
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{
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FIXME("(%p)->(%p, %p): stub\n", iface, surface, viewport);
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return E_NOTIMPL;
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struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
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unsigned int i;
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IDirect3DDevice9 *device;
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D3DSURFACE_DESC surface_desc;
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HRESULT hr = D3DERR_INVALIDCALL;
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D3DMULTISAMPLE_TYPE multi_sample_type = D3DMULTISAMPLE_NONE;
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DWORD multi_sample_quality = 0;
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TRACE("(%p)->(%p, %p)\n", iface, surface, viewport);
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if (!surface || render->dst_surface) return D3DERR_INVALIDCALL;
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IDirect3DSurface9_GetDesc(surface, &surface_desc);
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if (surface_desc.Format != render->desc.Format
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|| surface_desc.Width != render->desc.Width
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|| surface_desc.Height != render->desc.Height)
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return D3DERR_INVALIDCALL;
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if (viewport)
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{
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if (viewport->X > render->desc.Width || viewport->Y > render->desc.Height
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|| viewport->X + viewport->Width > render->desc.Width
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|| viewport->Y + viewport->Height > render->desc.Height)
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return D3DERR_INVALIDCALL;
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if (!(surface_desc.Usage & D3DUSAGE_RENDERTARGET)
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&& (viewport->X != 0 || viewport->Y != 0
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|| viewport->Width != render->desc.Width
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|| viewport->Height != render->desc.Height))
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return D3DERR_INVALIDCALL;
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}
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device = render->device;
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/* save device state */
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IDirect3DDevice9_GetViewport(device, &render->previous_viewport);
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for (i = 0; i < render->num_render_targets; i++)
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{
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hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]);
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if (FAILED(hr)) render->previous_render_targets[i] = NULL;
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}
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil);
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if (FAILED(hr)) render->previous_depth_stencil = NULL;
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/* prepare for rendering to surface */
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for (i = 1; i < render->num_render_targets; i++)
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IDirect3DDevice9_SetRenderTarget(device, i, NULL);
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if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
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{
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
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multi_sample_type = surface_desc.MultiSampleType;
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multi_sample_quality = surface_desc.MultiSampleQuality;
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}
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else
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{
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hr = IDirect3DDevice9_CreateRenderTarget(device, render->desc.Width, render->desc.Height,
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render->desc.Format, multi_sample_type, multi_sample_quality, FALSE,
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&render->render_target, NULL);
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if (FAILED(hr)) goto cleanup;
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, render->render_target);
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}
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if (FAILED(hr)) goto cleanup;
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if (render->desc.DepthStencil)
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{
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hr = IDirect3DDevice9_CreateDepthStencilSurface(device, render->desc.Width, render->desc.Height,
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render->desc.DepthStencilFormat, multi_sample_type, multi_sample_quality, TRUE,
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&render->depth_stencil, NULL);
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}
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else render->depth_stencil = NULL;
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if (FAILED(hr)) goto cleanup;
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, render->depth_stencil);
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if (FAILED(hr)) goto cleanup;
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if (viewport) IDirect3DDevice9_SetViewport(device, viewport);
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IDirect3DSurface9_AddRef(surface);
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render->dst_surface = surface;
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return IDirect3DDevice9_BeginScene(device);
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cleanup:
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restore_previous_device_state(render);
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if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
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render->dst_surface = NULL;
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if (render->render_target) IDirect3DSurface9_Release(render->render_target);
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render->render_target = NULL;
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if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
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render->depth_stencil = NULL;
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return hr;
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}
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static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface,
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DWORD mip_filter)
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DWORD filter)
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{
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FIXME("(%p)->(%#x): stub\n", iface, mip_filter);
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return E_NOTIMPL;
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struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
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HRESULT hr;
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TRACE("(%p)->(%#x)\n", iface, filter);
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if (!render->dst_surface) return D3DERR_INVALIDCALL;
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hr = IDirect3DDevice9_EndScene(render->device);
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/* copy render target data to destination surface, if needed */
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if (render->render_target)
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{
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hr = D3DXLoadSurfaceFromSurface(render->dst_surface, NULL, NULL,
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render->render_target, NULL, NULL, filter, 0);
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if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
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}
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restore_previous_device_state(render);
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/* release resources */
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if (render->render_target)
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{
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IDirect3DSurface9_Release(render->render_target);
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render->render_target = NULL;
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}
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if (render->depth_stencil)
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{
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IDirect3DSurface9_Release(render->depth_stencil);
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render->depth_stencil = NULL;
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}
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IDirect3DSurface9_Release(render->dst_surface);
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render->dst_surface = NULL;
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return hr;
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}
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static HRESULT WINAPI D3DXRenderToSurface_OnLostDevice(ID3DXRenderToSurface *iface)
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@ -159,28 +338,51 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
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D3DFORMAT depth_stencil_format,
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ID3DXRenderToSurface **out)
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{
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HRESULT hr;
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D3DCAPS9 caps;
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struct render_to_surface *render;
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unsigned int i;
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TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
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depth_stencil, depth_stencil_format, out);
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if (!device || !out) return D3DERR_INVALIDCALL;
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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if (FAILED(hr)) return hr;
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render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
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if (!render) return E_OUTOFMEMORY;
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render->ID3DXRenderToSurface_iface.lpVtbl = &d3dx_render_to_surface_vtbl;
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render->ref = 1;
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IDirect3DDevice9_AddRef(device);
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render->device = device;
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render->desc.Width = width;
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render->desc.Height = height;
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render->desc.Format = format;
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render->desc.DepthStencil = depth_stencil;
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render->desc.DepthStencilFormat = depth_stencil_format;
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render->dst_surface = NULL;
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render->render_target = NULL;
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render->depth_stencil = NULL;
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render->num_render_targets = caps.NumSimultaneousRTs;
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render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0,
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render->num_render_targets * sizeof(IDirect3DSurface9 *));
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if (!render->previous_render_targets)
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{
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HeapFree(GetProcessHeap(), 0, render);
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < render->num_render_targets; i++)
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render->previous_render_targets[i] = NULL;
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render->previous_depth_stencil = NULL;
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IDirect3DDevice9_AddRef(device);
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render->device = device;
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*out = &render->ID3DXRenderToSurface_iface;
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return D3D_OK;
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}
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