[1/3] d3dx9: Implement ID3DXRenderToSurface::BeginScene and ID3DXRenderToSurface::EndScene.
Józef Kucia
joseph.kucia at gmail.com
Thu Jun 7 09:51:59 CDT 2012
---
dlls/d3dx9_36/render.c | 218 ++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 210 insertions(+), 8 deletions(-)
diff --git a/dlls/d3dx9_36/render.c b/dlls/d3dx9_36/render.c
index 9aa1487..35aed93 100644
--- a/dlls/d3dx9_36/render.c
+++ b/dlls/d3dx9_36/render.c
@@ -29,6 +29,16 @@ struct render_to_surface
IDirect3DDevice9 *device;
D3DXRTS_DESC desc;
+
+ IDirect3DSurface9 *dst_surface;
+
+ IDirect3DSurface9 *render_target;
+ IDirect3DSurface9 *depth_stencil;
+
+ DWORD num_render_targets;
+ D3DVIEWPORT9 previous_viewport;
+ IDirect3DSurface9 **previous_render_targets;
+ IDirect3DSurface9 *previous_depth_stencil;
};
static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
@@ -36,6 +46,28 @@ static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRend
return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
}
+static void restore_previous_device_state(struct render_to_surface *render)
+{
+ unsigned int i;
+
+ for (i = 0; i < render->num_render_targets; i++)
+ {
+ IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]);
+ if (render->previous_render_targets[i])
+ IDirect3DSurface9_Release(render->previous_render_targets[i]);
+ render->previous_render_targets[i] = NULL;
+ }
+
+ IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil);
+ if (render->previous_depth_stencil)
+ {
+ IDirect3DSurface9_Release(render->previous_depth_stencil);
+ render->previous_depth_stencil = NULL;
+ }
+
+ IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport);
+}
+
static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
REFIID riid,
void **out)
@@ -70,12 +102,29 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
ULONG ref = InterlockedDecrement(&render->ref);
+ unsigned int i;
TRACE("%p decreasing refcount to %u\n", iface, ref);
if (!ref)
{
+ if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
+
+ if (render->render_target) IDirect3DSurface9_Release(render->render_target);
+ if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
+
+ for (i = 0; i < render->num_render_targets; i++)
+ {
+ if (render->previous_render_targets[i])
+ IDirect3DSurface9_Release(render->previous_render_targets[i]);
+ }
+
+ HeapFree(GetProcessHeap(), 0, render->previous_render_targets);
+
+ if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil);
+
IDirect3DDevice9_Release(render->device);
+
HeapFree(GetProcessHeap(), 0, render);
}
@@ -113,15 +162,145 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
IDirect3DSurface9 *surface,
const D3DVIEWPORT9 *viewport)
{
- FIXME("(%p)->(%p, %p): stub\n", iface, surface, viewport);
- return E_NOTIMPL;
+ struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
+ unsigned int i;
+ IDirect3DDevice9 *device;
+ D3DSURFACE_DESC surface_desc;
+ HRESULT hr = D3DERR_INVALIDCALL;
+ D3DMULTISAMPLE_TYPE multi_sample_type = D3DMULTISAMPLE_NONE;
+ DWORD multi_sample_quality = 0;
+
+ TRACE("(%p)->(%p, %p)\n", iface, surface, viewport);
+
+ if (!surface || render->dst_surface) return D3DERR_INVALIDCALL;
+
+ IDirect3DSurface9_GetDesc(surface, &surface_desc);
+ if (surface_desc.Format != render->desc.Format
+ || surface_desc.Width != render->desc.Width
+ || surface_desc.Height != render->desc.Height)
+ return D3DERR_INVALIDCALL;
+
+ if (viewport)
+ {
+ if (viewport->X > render->desc.Width || viewport->Y > render->desc.Height
+ || viewport->X + viewport->Width > render->desc.Width
+ || viewport->Y + viewport->Height > render->desc.Height)
+ return D3DERR_INVALIDCALL;
+
+ if (!(surface_desc.Usage & D3DUSAGE_RENDERTARGET)
+ && (viewport->X != 0 || viewport->Y != 0
+ || viewport->Width != render->desc.Width
+ || viewport->Height != render->desc.Height))
+ return D3DERR_INVALIDCALL;
+ }
+
+ device = render->device;
+
+ /* save device state */
+ IDirect3DDevice9_GetViewport(device, &render->previous_viewport);
+
+ for (i = 0; i < render->num_render_targets; i++)
+ {
+ hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]);
+ if (FAILED(hr)) render->previous_render_targets[i] = NULL;
+ }
+
+ hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil);
+ if (FAILED(hr)) render->previous_depth_stencil = NULL;
+
+ /* prepare for rendering to surface */
+ for (i = 1; i < render->num_render_targets; i++)
+ IDirect3DDevice9_SetRenderTarget(device, i, NULL);
+
+ if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
+ {
+ hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
+ multi_sample_type = surface_desc.MultiSampleType;
+ multi_sample_quality = surface_desc.MultiSampleQuality;
+ }
+ else
+ {
+ hr = IDirect3DDevice9_CreateRenderTarget(device, render->desc.Width, render->desc.Height,
+ render->desc.Format, multi_sample_type, multi_sample_quality, FALSE,
+ &render->render_target, NULL);
+ if (FAILED(hr)) goto cleanup;
+ hr = IDirect3DDevice9_SetRenderTarget(device, 0, render->render_target);
+ }
+
+ if (FAILED(hr)) goto cleanup;
+
+ if (render->desc.DepthStencil)
+ {
+ hr = IDirect3DDevice9_CreateDepthStencilSurface(device, render->desc.Width, render->desc.Height,
+ render->desc.DepthStencilFormat, multi_sample_type, multi_sample_quality, TRUE,
+ &render->depth_stencil, NULL);
+ }
+ else render->depth_stencil = NULL;
+
+ if (FAILED(hr)) goto cleanup;
+
+ hr = IDirect3DDevice9_SetDepthStencilSurface(device, render->depth_stencil);
+ if (FAILED(hr)) goto cleanup;
+
+ if (viewport) IDirect3DDevice9_SetViewport(device, viewport);
+
+ IDirect3DSurface9_AddRef(surface);
+ render->dst_surface = surface;
+ return IDirect3DDevice9_BeginScene(device);
+
+cleanup:
+ restore_previous_device_state(render);
+
+ if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
+ render->dst_surface = NULL;
+
+ if (render->render_target) IDirect3DSurface9_Release(render->render_target);
+ render->render_target = NULL;
+ if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
+ render->depth_stencil = NULL;
+
+ return hr;
}
static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface,
- DWORD mip_filter)
+ DWORD filter)
{
- FIXME("(%p)->(%#x): stub\n", iface, mip_filter);
- return E_NOTIMPL;
+ struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
+ HRESULT hr;
+
+ TRACE("(%p)->(%#x)\n", iface, filter);
+
+ if (!render->dst_surface) return D3DERR_INVALIDCALL;
+
+ hr = IDirect3DDevice9_EndScene(render->device);
+
+ /* copy render target data to destination surface, if needed */
+ if (render->render_target)
+ {
+ hr = D3DXLoadSurfaceFromSurface(render->dst_surface, NULL, NULL,
+ render->render_target, NULL, NULL, filter, 0);
+ if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
+ }
+
+ restore_previous_device_state(render);
+
+ /* release resources */
+ if (render->render_target)
+ {
+ IDirect3DSurface9_Release(render->render_target);
+ render->render_target = NULL;
+ }
+
+ if (render->depth_stencil)
+ {
+ IDirect3DSurface9_Release(render->depth_stencil);
+ render->depth_stencil = NULL;
+ }
+
+ IDirect3DSurface9_Release(render->dst_surface);
+ render->dst_surface = NULL;
+
+ return hr;
}
static HRESULT WINAPI D3DXRenderToSurface_OnLostDevice(ID3DXRenderToSurface *iface)
@@ -159,28 +338,51 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
D3DFORMAT depth_stencil_format,
ID3DXRenderToSurface **out)
{
+ HRESULT hr;
+ D3DCAPS9 caps;
struct render_to_surface *render;
+ unsigned int i;
TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
depth_stencil, depth_stencil_format, out);
if (!device || !out) return D3DERR_INVALIDCALL;
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ if (FAILED(hr)) return hr;
+
render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
if (!render) return E_OUTOFMEMORY;
render->ID3DXRenderToSurface_iface.lpVtbl = &d3dx_render_to_surface_vtbl;
render->ref = 1;
- IDirect3DDevice9_AddRef(device);
- render->device = device;
-
render->desc.Width = width;
render->desc.Height = height;
render->desc.Format = format;
render->desc.DepthStencil = depth_stencil;
render->desc.DepthStencilFormat = depth_stencil_format;
+ render->dst_surface = NULL;
+ render->render_target = NULL;
+ render->depth_stencil = NULL;
+
+ render->num_render_targets = caps.NumSimultaneousRTs;
+ render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0,
+ render->num_render_targets * sizeof(IDirect3DSurface9 *));
+ if (!render->previous_render_targets)
+ {
+ HeapFree(GetProcessHeap(), 0, render);
+ return E_OUTOFMEMORY;
+ }
+
+ for (i = 0; i < render->num_render_targets; i++)
+ render->previous_render_targets[i] = NULL;
+ render->previous_depth_stencil = NULL;
+
+ IDirect3DDevice9_AddRef(device);
+ render->device = device;
+
*out = &render->ID3DXRenderToSurface_iface;
return D3D_OK;
}
--
1.7.8.6
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