6e8fbca745
match the genesis editor version 1.3.0.653.
574 lines
21 KiB
C++
574 lines
21 KiB
C++
/****************************************************************************
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Copyright (C) 2007 Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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//------------------------------------------------------------------------------
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// d3d9rendertarget.cc
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// (C) 2007 Radon Labs GmbH
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//------------------------------------------------------------------------------
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#if WIN32
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#include "stdneb.h"
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#include "profilesystem/ProfileSystem.h"
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#include "RenderTargetD3D9.h"
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#include "RenderDeviceD3D9.h"
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#include "D3D9Types.h"
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namespace D3D9
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{
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__ImplementClass(D3D9::RenderTargetD3D9, 'D9RT', RenderBase::RenderTarget);
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//------------------------------------------------------------------------------
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/**
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*/
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RenderTargetD3D9::RenderTargetD3D9() :
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d3d9RenderTarget(0),
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d3d9DepthStencil(0),
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d3d9ResolveTexture(0),
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d3d9CPUResolveTexture(0),
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d3d9swapChain(0),
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d3d9MultiSampleType(D3DMULTISAMPLE_NONE),
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d3d9MultiSampleQuality(0),
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d3d9ColorBufferFormat(D3DFMT_UNKNOWN),
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needsResolve(false),
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d3dpoolType(D3DPOOL_MANAGED)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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RenderTargetD3D9::~RenderTargetD3D9()
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{
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Discard();
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n_assert(!this->isValid);
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n_assert(0 == this->d3d9RenderTarget);
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n_assert(0 == this->d3d9DepthStencil);
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n_assert(0 == this->d3d9ResolveTexture);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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RenderTargetD3D9::LoadBuffers(SizeT _width, SizeT _height)
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{
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//todo : need not to set width && height .must be set before here
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n_assert(0 == this->d3d9RenderTarget);
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n_assert(0 == this->d3d9DepthStencil);
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n_assert(0 == this->d3d9ResolveTexture);
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HRESULT hr;
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RenderDeviceD3D9* device = RenderDeviceD3D9::Instance();
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memorySize = 0;
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// if we're the default render target, query display device
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// for setup parameters
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if (this->isDefaultRenderTarget)
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{
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// NOTE: the default render target will never be anti-aliased!
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// this assumes a render pipeline where the actual rendering goes
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// into an offscreen render target and is then resolved to the back buffer
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this->SetWidth(_width);
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this->SetHeight(_height);
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this->SetAntiAliasQuality(AntiAliasQuality::None);
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this->SetColorBufferFormat(PixelFormat::X8R8G8B8);
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}
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if (!this->isDefaultRenderTarget && screenSizeRatio > 0.f)
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{
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if (this->resolveTextureDimensionsValid)
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{
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if ((this->resolveTextureWidth != this->width) || (this->resolveTextureHeight != this->height))
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{
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//do nothing
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}
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else
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{
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this->SetResolveTextureWidth(SizeT(_width*screenSizeRatio));
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this->SetResolveTextureHeight(SizeT(_height*screenSizeRatio));
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this->resolveRect.right = int(_width*screenSizeRatio);
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this->resolveRect.bottom = int(_height*screenSizeRatio);
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}
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}
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this->SetWidth(int(_width*screenSizeRatio));
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this->SetHeight(int(_height*screenSizeRatio));
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}
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// setup our pixel format and multisample parameters (order important!)
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this->d3d9ColorBufferFormat = D3D9Types::AsD3D9PixelFormat(this->colorBufferFormat);
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this->SetupMultiSampleType();
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// check if a resolve texture must be allocated
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if (this->mipMapsEnabled ||
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(D3DMULTISAMPLE_NONE != this->d3d9MultiSampleType) ||
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(this->resolveTextureDimensionsValid &&
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((this->resolveTextureWidth != this->width) ||
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(this->resolveTextureHeight != this->height))))
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{
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this->needsResolve = true;
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}
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else
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{
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this->needsResolve = false;
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}
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// create the render target either as a texture, or as
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// a surface, or don't create it if rendering goes
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// into backbuffer
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if (!this->needsResolve)
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{
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if (!this->isDefaultRenderTarget)
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{
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DWORD usage = D3DUSAGE_RENDERTARGET;
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D3DPOOL d3dpoolType = D3DPOOL_DEFAULT;
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// inplace resolve texture can be used (render target == resolve texture)
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hr = device->CreateTexture(this->width, // Width
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this->height, // Height
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1, // Levels
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usage, // Usage
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this->d3d9ColorBufferFormat, // Format
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d3dpoolType, // Pool
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&(this->d3d9ResolveTexture), // ppTexture
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9ResolveTexture);
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// get the actual render target surface of the texture
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hr = this->d3d9ResolveTexture->GetSurfaceLevel(0, &(this->d3d9RenderTarget));
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n_assert(SUCCEEDED(hr));
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memorySize += PixelFormat::GetMemorySize( width, height, 1, GetColorBufferFormat() );
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// create extra cpu texture for cpu look up (read-only)
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if (this->resolveCpuAccess)
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{
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usage = D3DUSAGE_DYNAMIC;
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d3dpoolType = D3DPOOL_SYSTEMMEM;
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hr = device->CreateTexture(this->width, // Width
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this->height, // Height
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1, // Levels
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usage, // Usage
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this->d3d9ColorBufferFormat, // Format
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d3dpoolType, // Pool
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&(this->d3d9CPUResolveTexture), // ppTexture
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9CPUResolveTexture);
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memorySize += PixelFormat::GetMemorySize( width, height, 1, GetColorBufferFormat() );
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}
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}
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else
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{
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// NOTE: if we are the default render target and not antialiased,
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// rendering will go directly to the backbuffer, so there's no
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// need to allocate a render target
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D3DPRESENT_PARAMETERS displayPresentParams = device->GetDefaultPresentParamters();
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displayPresentParams.BackBufferWidth = _width;
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displayPresentParams.BackBufferHeight = _height;
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displayPresentParams.BackBufferFormat = D3D9Types::AsD3D9PixelFormat(GetColorBufferFormat());
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device->CreateAdditionalSwapChain(&displayPresentParams,&d3d9swapChain);
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}
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}
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else
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{
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// need to create an extra resolve texture, create the
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// actual render target directly as surface
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hr = device->CreateRenderTarget(this->width, // Width
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this->height, // Height
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this->d3d9ColorBufferFormat, // Format
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this->d3d9MultiSampleType, // MultiSample
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this->d3d9MultiSampleQuality, // MultisampleQuality
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FALSE, // Lockable
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&(this->d3d9RenderTarget), // ppSurface
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9RenderTarget);
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// create the resolve texture
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SizeT resolveWidth = this->resolveTextureDimensionsValid ? this->resolveTextureWidth : this->width;
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SizeT resolveHeight = this->resolveTextureDimensionsValid ? this->resolveTextureHeight : this->height;
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memorySize += PixelFormat::GetMemorySize( width, height, 1, GetColorBufferFormat() );
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DWORD usage = D3DUSAGE_RENDERTARGET;
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d3dpoolType = D3DPOOL_DEFAULT;
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if (this->mipMapsEnabled)
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{
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usage |= D3DUSAGE_AUTOGENMIPMAP;
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}
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hr = device->CreateTexture(resolveWidth, // Width
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resolveHeight, // Height
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1, // Levels
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usage, // Usage
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this->d3d9ColorBufferFormat, // Format
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d3dpoolType, // Pool
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&(this->d3d9ResolveTexture), // ppTexture
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9ResolveTexture);
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memorySize += PixelFormat::GetMemorySize( resolveWidth, resolveHeight, 1, GetColorBufferFormat() );
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// create extra cpu texture for cpu look up (read-only)
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if (this->resolveCpuAccess)
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{
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usage = D3DUSAGE_DYNAMIC;
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d3dpoolType = D3DPOOL_SYSTEMMEM;
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hr = device->CreateTexture(resolveWidth, // Width
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resolveHeight, // Height
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1, // Levels
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usage, // Usage
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this->d3d9ColorBufferFormat, // Format
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d3dpoolType, // Pool
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&(this->d3d9CPUResolveTexture), // ppTexture
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9CPUResolveTexture);
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memorySize += PixelFormat::GetMemorySize( resolveWidth, resolveHeight, 1, GetColorBufferFormat() );
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}
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}
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// create the depth/stencil buffer if needed
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if (this->HasDepthStencilBuffer())
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{
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if (sharedDepthStencilBufferTarget.isvalid())
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{
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GPtr<RenderTargetD3D9> pSharedDepthStencilBufferTarget = this->sharedDepthStencilBufferTarget.downcast<RenderTargetD3D9>();
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n_assert(0 != pSharedDepthStencilBufferTarget->d3d9DepthStencil);
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n_assert(this->width == pSharedDepthStencilBufferTarget->width);
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n_assert(this->height == pSharedDepthStencilBufferTarget->height);
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n_assert(this->antiAliasQuality == pSharedDepthStencilBufferTarget->antiAliasQuality);
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this->d3d9DepthStencil = pSharedDepthStencilBufferTarget->d3d9DepthStencil;
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this->d3d9DepthStencil->AddRef();
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}
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else
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{
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D3DFORMAT dephFormat = D3DFMT_D24S8;
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hr = device->CreateDepthStencilSurface(this->width, // Width
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this->height, // Height
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dephFormat, // Format
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this->d3d9MultiSampleType, // MultiSample
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this->d3d9MultiSampleQuality, // MultisampleQuality
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TRUE, // Discard
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&(this->d3d9DepthStencil), // ppSurface
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NULL); // pSharedHandle
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n_assert(SUCCEEDED(hr));
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n_assert(0 != this->d3d9DepthStencil);
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memorySize += PixelFormat::GetMemorySize( width, height, 1, D3D9Types::AsGenesisPixelFormat(dephFormat));
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}
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}
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Super::setup();
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}
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void RenderTargetD3D9::AssignD3D9Textures(bool bIsLostDevice)
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{
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// if a resolve texture exists, create a shared texture resource, so that
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// the texture is publicly visible
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if ((0 != this->d3d9ResolveTexture))
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{
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if (!bIsLostDevice)
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{
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this->resolveTexture = TextureD3D9::Create();
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}
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n_assert(this->resolveTexture.isvalid())
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this->resolveTexture->Setup();
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this->resolveTexture.downcast<TextureD3D9>()->SetupFromD3D9Texture(this->d3d9ResolveTexture);
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this->d3d9ResolveTexture->AddRef();
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}
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// if a cpu resolve texture exists, create a shared texture resource, so that
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// the texture is usable for a cpu lockup
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if ((0 != this->d3d9CPUResolveTexture)/* && this->resolveTextureResId.IsValid()*/)
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{
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if (!bIsLostDevice)
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{
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this->resolveCPUTexture = TextureD3D9::Create();
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}
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n_assert(this->resolveCPUTexture.isvalid())
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this->resolveCPUTexture->SetUsage(Texture::UsageDynamic);
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this->resolveCPUTexture->SetAccess(Texture::AccessRead);
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this->resolveCPUTexture.downcast<TextureD3D9>()->SetupFromD3D9Texture(this->d3d9CPUResolveTexture);
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this->d3d9CPUResolveTexture->AddRef();
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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RenderTargetD3D9::Discard()
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{
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if (0 != this->d3d9RenderTarget)
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{
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this->d3d9RenderTarget->Release();
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this->d3d9RenderTarget = 0;
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}
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if (0 != this->d3d9DepthStencil)
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{
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this->d3d9DepthStencil->Release();
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this->d3d9DepthStencil = 0;
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}
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if (0 != this->d3d9ResolveTexture)
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{
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this->d3d9ResolveTexture->Release();
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this->d3d9ResolveTexture = 0;
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}
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if (0 != this->d3d9CPUResolveTexture)
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{
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this->d3d9CPUResolveTexture->Release();
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this->d3d9CPUResolveTexture = 0;
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}
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if (0 != this->d3d9swapChain)
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{
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this->d3d9swapChain->Release();
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this->d3d9swapChain = 0;
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}
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Super::Discard();
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}
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//------------------------------------------------------------------------------
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/**
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Select the antialias parameters that most closely resembly
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the preferred settings in the DisplayDevice object.
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*/
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void
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RenderTargetD3D9::SetupMultiSampleType()
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{
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n_assert(D3DFMT_UNKNOWN != this->d3d9ColorBufferFormat);
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RenderDeviceD3D9* renderDevice = RenderDeviceD3D9::Instance();
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#if NEBULA3_DIRECT3D_DEBUG
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this->d3d9MultiSampleType = D3DMULTISAMPLE_NONE;
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this->d3d9MultiSampleQuality = 0;
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#else
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// convert Nebula3 antialias quality into D3D type
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this->d3d9MultiSampleType = D3D9Types::AsD3D9MultiSampleType(this->antiAliasQuality);
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// check if the multisample type is compatible with the selected display mode
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DWORD availableQualityLevels = 0;
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HRESULT renderTargetResult = renderDevice->CheckDeviceMultiSampleType(0,
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D3DDEVTYPE_HAL,
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this->d3d9ColorBufferFormat,
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FALSE,
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this->d3d9MultiSampleType,
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&availableQualityLevels);
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HRESULT depthBufferResult = renderDevice->CheckDeviceMultiSampleType(0,
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D3DDEVTYPE_HAL,
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D3DFMT_D24S8,
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FALSE,
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this->d3d9MultiSampleType,
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NULL);
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if ((D3DERR_NOTAVAILABLE == renderTargetResult) || (D3DERR_NOTAVAILABLE == depthBufferResult))
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{
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// reset to no multisampling
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this->d3d9MultiSampleType = D3DMULTISAMPLE_NONE;
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this->d3d9MultiSampleQuality = 0;
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}
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else
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{
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n_assert(SUCCEEDED(renderTargetResult) && SUCCEEDED(depthBufferResult));
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}
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// clamp multisample quality to the available quality levels
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if (availableQualityLevels > 0)
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{
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this->d3d9MultiSampleQuality = availableQualityLevels - 1;
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}
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else
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{
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this->d3d9MultiSampleQuality = 0;
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}
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#endif
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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RenderTargetD3D9::EndPass()
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{
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HRESULT hr;
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RenderDeviceD3D9* renderDevice = RenderDeviceD3D9::Instance();
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// if necessary need to resolve the render target, either
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// into our resolve texture, or into the back buffer
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if (this->needsResolve)
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{
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RECT destRect;
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CONST RECT* pDestRect = NULL;
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if (this->resolveRectValid)
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{
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destRect.left = this->resolveRect.left;
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destRect.right = this->resolveRect.right;
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destRect.top = this->resolveRect.top;
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destRect.bottom = this->resolveRect.bottom;
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pDestRect = &destRect;
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}
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IDirect3DSurface9* resolveSurface = 0;
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hr = this->d3d9ResolveTexture->GetSurfaceLevel(0, &resolveSurface);
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hr = renderDevice->StretchRect(this->d3d9RenderTarget, NULL, resolveSurface, pDestRect, D3DTEXF_NONE);
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n_assert(SUCCEEDED(hr));
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// need cpu access, copy from gpu mem to sys mem
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if (this->resolveCpuAccess)
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{
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HRESULT hr;
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D3DLOCKED_RECT dstLockRect;
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D3DLOCKED_RECT srcLockRect;
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IDirect3DSurface9* dstSurface = 0;
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hr = this->d3d9CPUResolveTexture->GetSurfaceLevel(0, &dstSurface);
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n_assert(SUCCEEDED(hr));
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hr = dstSurface->LockRect(&dstLockRect, 0, 0);
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n_assert(SUCCEEDED(hr));
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hr = resolveSurface->LockRect(&srcLockRect, 0, D3DLOCK_READONLY);
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n_assert(SUCCEEDED(hr));
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Memory::Copy(srcLockRect.pBits, dstLockRect.pBits, dstLockRect.Pitch * this->resolveCPUTexture->GetWidth());
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dstSurface->Release();
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}
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resolveSurface->Release();
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}
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else if (this->resolveCpuAccess)
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{
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HRESULT hr;
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// copy data
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IDirect3DSurface9* resolveSurface = 0;
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hr = this->d3d9CPUResolveTexture->GetSurfaceLevel(0, &resolveSurface);
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n_assert(SUCCEEDED(hr));
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hr = renderDevice->GetRenderTargetData(this->d3d9RenderTarget, resolveSurface);
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n_assert(SUCCEEDED(hr));
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resolveSurface->Release();
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}
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// unset multiple rendertargets
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if (this->mrtIndex > 0)
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{
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renderDevice->SetRenderTarget(this->mrtIndex, 0);
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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RenderTargetD3D9::GenerateMipLevels()
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{
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n_assert(0 != this->d3d9ResolveTexture);
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n_assert(this->mipMapsEnabled);
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this->d3d9ResolveTexture->GenerateMipSubLevels();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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RenderTargetD3D9::OnDeviceLost()
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{
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if (this->sharedDepthStencilBufferTarget.isvalid())
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{
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this->sharedDepthStencilBufferTarget.downcast<RenderTargetD3D9>()->OnDeviceLost();
|
|
}
|
|
if (this->resolveTexture.isvalid())
|
|
{
|
|
this->resolveTexture.downcast<TextureD3D9>()->OnDeviceLost();
|
|
}
|
|
if (this->resolveCPUTexture.isvalid())
|
|
{
|
|
resolveCPUTexture.downcast<TextureD3D9>()->OnDeviceLost();
|
|
}
|
|
if (this->resolveDepthTexture.isvalid())
|
|
{
|
|
resolveDepthTexture.downcast<TextureD3D9>()->OnDeviceLost();
|
|
}
|
|
if (0 != this->d3d9RenderTarget)
|
|
{
|
|
this->d3d9RenderTarget->Release();
|
|
this->d3d9RenderTarget = 0;
|
|
}
|
|
if (0 != this->d3d9DepthStencil)
|
|
{
|
|
this->d3d9DepthStencil->Release();
|
|
this->d3d9DepthStencil = 0;
|
|
}
|
|
if (0 != this->d3d9ResolveTexture)
|
|
{
|
|
this->d3d9ResolveTexture->Release();
|
|
this->d3d9ResolveTexture = 0;
|
|
}
|
|
if (0 != this->d3d9CPUResolveTexture)
|
|
{
|
|
this->d3d9CPUResolveTexture->Release();
|
|
this->d3d9CPUResolveTexture = 0;
|
|
}
|
|
if (0 != this->d3d9swapChain)
|
|
{
|
|
this->d3d9swapChain->Release();
|
|
this->d3d9swapChain = 0;
|
|
}
|
|
this->isValid = false;
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
/**
|
|
*/
|
|
void
|
|
RenderTargetD3D9::OnDeviceReset()
|
|
{
|
|
LoadBuffers(GetWidth(),GetHeight());
|
|
AssignD3D9Textures(true);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
/**
|
|
*/
|
|
void
|
|
RenderTargetD3D9::CopyFrom(const Math::float4& srcRect, const GPtr<RenderTarget>srcRT, const Math::float4& desRect)
|
|
{
|
|
GPtr<RenderTargetD3D9> srt = srcRT.downcast<RenderTargetD3D9>();
|
|
n_assert(srt);
|
|
HRESULT hr;
|
|
RenderDeviceD3D9* renderDevice = RenderDeviceD3D9::Instance();
|
|
|
|
RECT srcRECT;
|
|
srcRECT.left = LONG(srcRect.x());
|
|
srcRECT.top = LONG(srcRect.y());
|
|
srcRECT.right = LONG(srcRect.z());
|
|
srcRECT.bottom = LONG(srcRect.w());
|
|
|
|
RECT desRECT;
|
|
desRECT.left = LONG(desRect.x());
|
|
desRECT.top = LONG(desRect.y());
|
|
desRECT.right = LONG(desRect.z());
|
|
desRECT.bottom = LONG(desRect.w());
|
|
hr = renderDevice->StretchRect(srt->GetD3DRT(),&srcRECT,d3d9RenderTarget,&desRECT,D3DTEXF_NONE);
|
|
n_assert(SUCCEEDED(hr));
|
|
}
|
|
|
|
|
|
} // namespace D3D9
|
|
|
|
#endif
|