Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
parent
9ab14aa554
commit
6995ff18d3
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@ -395,6 +395,71 @@ D3DFMTToPixelFormat(D3DFORMAT format)
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}
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}
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static void
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D3D_InitRenderState(D3D_RenderData *data)
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{
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Direct3DDevice9 *device = data->device;
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IDirect3DDevice9_SetVertexShader(device, NULL);
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IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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/* Enable color modulation by diffuse color */
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
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D3DTA_DIFFUSE);
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/* Enable alpha modulation by diffuse alpha */
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
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D3DTA_DIFFUSE);
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/* Enable separate alpha blend function, if possible */
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if (data->enableSeparateAlphaBlend) {
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IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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}
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/* Disable second texture stage, since we're done */
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
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D3DTOP_DISABLE);
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
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D3DTOP_DISABLE);
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/* Set an identity world and view matrix */
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matrix.m[0][0] = 1.0f;
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matrix.m[0][1] = 0.0f;
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matrix.m[0][2] = 0.0f;
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = 0.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[1][2] = 0.0f;
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = 0.0f;
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matrix.m[2][1] = 0.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[2][3] = 0.0f;
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matrix.m[3][0] = 0.0f;
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matrix.m[3][1] = 0.0f;
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matrix.m[3][2] = 0.0f;
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matrix.m[3][3] = 1.0f;
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IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
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IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
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/* Reset our current scale mode */
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SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
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/* Start the render with beginScene */
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data->beginScene = SDL_TRUE;
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}
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static int
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D3D_Reset(SDL_Renderer * renderer)
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{
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@ -416,14 +481,9 @@ D3D_Reset(SDL_Renderer * renderer)
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return D3D_SetError("Reset()", result);
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}
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}
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device,
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D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
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D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
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SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
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D3D_InitRenderState(data);
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D3D_UpdateViewport(renderer);
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return 0;
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}
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@ -624,8 +684,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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D3D_SetError("CreateDevice()", result);
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return NULL;
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}
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data->beginScene = SDL_TRUE;
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SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
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/* Get presentation parameters to fill info */
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result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
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@ -658,61 +716,12 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->enableSeparateAlphaBlend = SDL_TRUE;
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}
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/* Set up parameters for rendering */
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device,
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D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
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D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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/* Enable color modulation by diffuse color */
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
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D3DTA_DIFFUSE);
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/* Enable alpha modulation by diffuse alpha */
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
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D3DTA_DIFFUSE);
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/* Enable separate alpha blend function, if possible */
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if (data->enableSeparateAlphaBlend) {
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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}
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/* Disable second texture stage, since we're done */
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IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
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D3DTOP_DISABLE);
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IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
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D3DTOP_DISABLE);
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/* Store the default render target */
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
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data->currentRenderTarget = NULL;
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/* Set an identity world and view matrix */
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matrix.m[0][0] = 1.0f;
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matrix.m[0][1] = 0.0f;
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matrix.m[0][2] = 0.0f;
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = 0.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[1][2] = 0.0f;
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = 0.0f;
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matrix.m[2][1] = 0.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[2][3] = 0.0f;
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matrix.m[3][0] = 0.0f;
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matrix.m[3][1] = 0.0f;
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matrix.m[3][2] = 0.0f;
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matrix.m[3][3] = 1.0f;
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IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
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/* Set up parameters for rendering */
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D3D_InitRenderState(data);
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if (caps.MaxSimultaneousTextures >= 3)
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{
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