Fix D3D9 rendering in certain scenarios
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36a396fb3a
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9a07540974
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@ -67,11 +67,55 @@ static struct {
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IDirect3DStateBlock9 *state;
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} d3d9;
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NK_API void
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nk_d3d9_create_state()
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{
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HRESULT hr;
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hr = IDirect3DDevice9_BeginStateBlock(d3d9.device);
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NK_ASSERT(SUCCEEDED(hr));
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/* vertex format */
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IDirect3DDevice9_SetFVF(d3d9.device, D3DFVF_XYZ + D3DFVF_DIFFUSE + D3DFVF_TEX1);
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/* blend state */
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
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/* render state */
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_LIGHTING, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZWRITEENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SCISSORTESTENABLE, TRUE);
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/* sampler state */
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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/* texture stage state */
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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hr = IDirect3DDevice9_EndStateBlock(d3d9.device, &d3d9.state);
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NK_ASSERT(SUCCEEDED(hr));
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}
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NK_API void
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nk_d3d9_render(enum nk_anti_aliasing AA)
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{
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HRESULT hr;
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nk_d3d9_create_state();
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hr = IDirect3DStateBlock9_Apply(d3d9.state);
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NK_ASSERT(SUCCEEDED(hr));
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@ -146,6 +190,9 @@ nk_d3d9_render(enum nk_anti_aliasing AA)
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}
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nk_clear(&d3d9.ctx);
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IDirect3DStateBlock9_Apply(d3d9.state);
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IDirect3DStateBlock9_Release(d3d9.state);
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}
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static void
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@ -168,7 +215,6 @@ NK_API void
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nk_d3d9_release(void)
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{
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IDirect3DTexture9_Release(d3d9.texture);
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IDirect3DStateBlock9_Release(d3d9.state);
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}
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static void
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@ -203,47 +249,11 @@ nk_d3d9_create_font_texture()
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NK_API void
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nk_d3d9_resize(int width, int height)
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{
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HRESULT hr;
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if (d3d9.texture) {
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nk_d3d9_create_font_texture();
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}
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hr = IDirect3DDevice9_BeginStateBlock(d3d9.device);
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NK_ASSERT(SUCCEEDED(hr));
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/* vertex format */
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IDirect3DDevice9_SetFVF(d3d9.device, D3DFVF_XYZ + D3DFVF_DIFFUSE + D3DFVF_TEX1);
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/* blend state */
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
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/* render state */
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_LIGHTING, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_ZWRITEENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(d3d9.device, D3DRS_SCISSORTESTENABLE, TRUE);
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/* sampler state */
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(d3d9.device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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/* texture stage state */
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(d3d9.device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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hr = IDirect3DDevice9_EndStateBlock(d3d9.device, &d3d9.state);
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NK_ASSERT(SUCCEEDED(hr));
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nk_d3d9_create_state();
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nk_d3d9_get_projection_matrix(width, height, &d3d9.projection.m[0][0]);
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d3d9.viewport.Width = width;
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