Support more texture formats with the Direct3D 9 renderer

This commit is contained in:
Cameron Cawley
2026-01-16 17:44:55 +00:00
committed by Sam Lantinga
parent 202fdb2795
commit 1077486872

View File

@@ -198,15 +198,25 @@ static bool D3D_SetError(const char *prefix, HRESULT result)
return SDL_SetError("%s: %s", prefix, error);
}
static const struct {
Uint32 sdl;
D3DFORMAT d3d;
} d3d_format_map[] = {
{ SDL_PIXELFORMAT_ARGB8888, D3DFMT_A8R8G8B8 },
{ SDL_PIXELFORMAT_XRGB8888, D3DFMT_X8R8G8B8 },
{ SDL_PIXELFORMAT_ABGR8888, D3DFMT_A8B8G8R8 },
{ SDL_PIXELFORMAT_XBGR8888, D3DFMT_X8B8G8R8 },
{ SDL_PIXELFORMAT_ARGB2101010, D3DFMT_A2R10G10B10 },
{ SDL_PIXELFORMAT_RGB565, D3DFMT_R5G6B5 },
{ SDL_PIXELFORMAT_ARGB1555, D3DFMT_A1R5G5B5 },
{ SDL_PIXELFORMAT_XRGB1555, D3DFMT_X1R5G5B5 },
{ SDL_PIXELFORMAT_ARGB4444, D3DFMT_A4R4G4B4 },
{ SDL_PIXELFORMAT_XRGB4444, D3DFMT_X4R4G4B4 }
};
static D3DFORMAT PixelFormatToD3DFMT(Uint32 format)
{
switch (format) {
case SDL_PIXELFORMAT_RGB565:
return D3DFMT_R5G6B5;
case SDL_PIXELFORMAT_XRGB8888:
return D3DFMT_X8R8G8B8;
case SDL_PIXELFORMAT_ARGB8888:
return D3DFMT_A8R8G8B8;
case SDL_PIXELFORMAT_INDEX8:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
@@ -214,22 +224,23 @@ static D3DFORMAT PixelFormatToD3DFMT(Uint32 format)
case SDL_PIXELFORMAT_NV21:
return D3DFMT_L8;
default:
for (int i = 0; i < SDL_arraysize(d3d_format_map); i++) {
if (d3d_format_map[i].sdl == format) {
return d3d_format_map[i].d3d;
}
}
return D3DFMT_UNKNOWN;
}
}
static SDL_PixelFormat D3DFMTToPixelFormat(D3DFORMAT format)
{
switch (format) {
case D3DFMT_R5G6B5:
return SDL_PIXELFORMAT_RGB565;
case D3DFMT_X8R8G8B8:
return SDL_PIXELFORMAT_XRGB8888;
case D3DFMT_A8R8G8B8:
return SDL_PIXELFORMAT_ARGB8888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
for (int i = 0; i < SDL_arraysize(d3d_format_map); i++) {
if (d3d_format_map[i].d3d == format) {
return d3d_format_map[i].sdl;
}
}
return SDL_PIXELFORMAT_UNKNOWN;
}
static void D3D_InitRenderState(D3D_RenderData *data)
@@ -1815,6 +1826,7 @@ static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
D3D_RenderData *data;
HRESULT result;
HWND hwnd;
D3DDISPLAYMODE displayMode;
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
D3DCAPS9 caps;
@@ -1873,7 +1885,6 @@ static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
D3D_InvalidateCachedState(renderer);
renderer->name = D3D_RenderDriver.name;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
SDL_GetWindowSizeInPixels(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
@@ -1958,6 +1969,20 @@ static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
data->currentRenderTarget = NULL;
// Detect the supported texture formats
IDirect3D9_GetAdapterDisplayMode(data->d3d, data->adapter, &displayMode);
for (int i = 0; i < SDL_arraysize(d3d_format_map); i++) {
if (SUCCEEDED(IDirect3D9_CheckDeviceFormat(data->d3d,
data->adapter,
D3DDEVTYPE_HAL,
displayMode.Format,
0,
D3DRTYPE_TEXTURE,
d3d_format_map[i].d3d))) {
SDL_AddSupportedTextureFormat(renderer, d3d_format_map[i].sdl);
}
}
// Set up parameters for rendering
D3D_InitRenderState(data);
for (int i = SHADER_NONE + 1; i < SDL_arraysize(data->shaders); ++i) {