[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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