Implemented more flexible blending modes for accelerated renderers

This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
This commit is contained in:
Sam Lantinga 2017-08-14 05:51:44 -07:00
parent f8e1874d01
commit c59d9923b3
16 changed files with 718 additions and 778 deletions

View file

@ -125,6 +125,7 @@ static void PrintShaderData(LPDWORD shader_data, DWORD shader_size)
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static SDL_bool D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
@ -542,6 +543,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
renderer->WindowEvent = D3D_WindowEvent;
renderer->SupportsBlendMode = D3D_SupportsBlendMode;
renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
@ -802,6 +804,58 @@ D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
}
}
static D3DBLEND GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3DBLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3DBLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3DBLEND_SRCCOLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3DBLEND_INVSRCCOLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3DBLEND_SRCALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3DBLEND_INVSRCALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3DBLEND_DESTCOLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3DBLEND_INVDESTCOLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3DBLEND_DESTALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3DBLEND_INVDESTALPHA;
default:
return (D3DBLEND)0;
}
}
static SDL_bool
D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) {
return SDL_FALSE;
}
if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) {
return SDL_FALSE;
}
if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static D3DTEXTUREFILTERTYPE
GetScaleQuality(void)
{
@ -1353,55 +1407,22 @@ D3D_RenderClear(SDL_Renderer * renderer)
}
static void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
D3D_SetBlendMode(D3D_RenderData * data, SDL_BlendMode blendMode)
{
switch (blendMode) {
case SDL_BLENDMODE_NONE:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
FALSE);
break;
case SDL_BLENDMODE_BLEND:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
if (blendMode == SDL_BLENDMODE_NONE) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE);
} else {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blendMode)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_INVSRCALPHA);
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode)));
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
D3DBLEND_ONE);
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
D3DBLEND_INVSRCALPHA);
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode)));
}
break;
case SDL_BLENDMODE_ADD:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_ONE);
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
D3DBLEND_ZERO);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
D3DBLEND_ONE);
}
break;
case SDL_BLENDMODE_MOD:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_ZERO);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_SRCCOLOR);
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
D3DBLEND_ZERO);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
D3DBLEND_ONE);
}
break;
}
}