Merge pull request #549 from GreenByteSoftware/master

Fix D3D9 rendering in certain scenarios
This commit is contained in:
Micha Mettke 2017-11-29 22:13:08 +01:00 committed by GitHub
commit 7e32431af8
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@ -67,11 +67,55 @@ static struct {
IDirect3DStateBlock9 *state;
} d3d9;
NK_API void
nk_d3d9_create_state()
{
HRESULT hr;
hr = IDirect3DDevice9_BeginStateBlock(d3d9.device);
NK_ASSERT(SUCCEEDED(hr));
/* vertex format */
IDirect3DDevice9_SetFVF(d3d9.device, D3DFVF_XYZ + D3DFVF_DIFFUSE + D3DFVF_TEX1);
/* blend state */
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
/* render state */
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_LIGHTING, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZENABLE, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZWRITEENABLE, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SCISSORTESTENABLE, TRUE);
/* sampler state */
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
/* texture stage state */
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
hr = IDirect3DDevice9_EndStateBlock(d3d9.device, &d3d9.state);
NK_ASSERT(SUCCEEDED(hr));
}
NK_API void
nk_d3d9_render(enum nk_anti_aliasing AA)
{
HRESULT hr;
nk_d3d9_create_state();
hr = IDirect3DStateBlock9_Apply(d3d9.state);
NK_ASSERT(SUCCEEDED(hr));
@ -146,6 +190,9 @@ nk_d3d9_render(enum nk_anti_aliasing AA)
}
nk_clear(&d3d9.ctx);
IDirect3DStateBlock9_Apply(d3d9.state);
IDirect3DStateBlock9_Release(d3d9.state);
}
static void
@ -168,7 +215,6 @@ NK_API void
nk_d3d9_release(void)
{
IDirect3DTexture9_Release(d3d9.texture);
IDirect3DStateBlock9_Release(d3d9.state);
}
static void
@ -203,47 +249,11 @@ nk_d3d9_create_font_texture()
NK_API void
nk_d3d9_resize(int width, int height)
{
HRESULT hr;
if (d3d9.texture) {
nk_d3d9_create_font_texture();
}
hr = IDirect3DDevice9_BeginStateBlock(d3d9.device);
NK_ASSERT(SUCCEEDED(hr));
/* vertex format */
IDirect3DDevice9_SetFVF(d3d9.device, D3DFVF_XYZ + D3DFVF_DIFFUSE + D3DFVF_TEX1);
/* blend state */
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
/* render state */
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_LIGHTING, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZENABLE, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZWRITEENABLE, FALSE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SCISSORTESTENABLE, TRUE);
/* sampler state */
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
/* texture stage state */
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
hr = IDirect3DDevice9_EndStateBlock(d3d9.device, &d3d9.state);
NK_ASSERT(SUCCEEDED(hr));
nk_d3d9_create_state();
nk_d3d9_get_projection_matrix(width, height, &d3d9.projection.m[0][0]);
d3d9.viewport.Width = width;