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+/*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+*/
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+
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+#include "SDL_config.h"
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+
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+#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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+
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+#ifdef __WINRT__
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+#include <windows.ui.core.h>
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+#include <windows.foundation.h>
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+
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+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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+#include <windows.ui.xaml.media.dxinterop.h>
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+#endif
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+
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+#endif
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+
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+extern "C" {
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+#include "../../core/windows/SDL_windows.h"
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+#include "SDL_hints.h"
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+#include "SDL_system.h"
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+#include "SDL_syswm.h"
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+#include "../SDL_sysrender.h"
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+#include "../../video/SDL_sysvideo.h"
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+}
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+
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+#include <string>
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+#include <vector>
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+
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+#include <D3D11_1.h>
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+#include <DirectXMath.h>
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+#include <wrl/client.h>
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+
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+
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+using namespace DirectX;
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+using namespace Microsoft::WRL;
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+using namespace std;
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+
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+#ifdef __WINRT__
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+using namespace Windows::Graphics::Display;
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+using namespace Windows::UI::Core;
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+#endif
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+
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+/* Texture sampling types */
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+static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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+static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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+
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+/* Vertex shader, common values */
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+struct VertexShaderConstants
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+{
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+ DirectX::XMFLOAT4X4 model;
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+ DirectX::XMFLOAT4X4 projectionAndView;
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+};
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+
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+/* Per-vertex data */
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+struct VertexPositionColor
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+{
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+ DirectX::XMFLOAT3 pos;
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+ DirectX::XMFLOAT2 tex;
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+ DirectX::XMFLOAT4 color;
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+};
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+
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+/* Per-texture data */
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+typedef struct
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+{
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+ Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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+ Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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+ SDL_PixelFormat * pixelFormat;
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+ Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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+ DirectX::XMINT2 lockedTexturePosition;
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+ D3D11_FILTER scaleMode;
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+} D3D11_TextureData;
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+
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+/* Private renderer data */
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+typedef struct
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+{
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+ Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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+ Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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+ Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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+ Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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+ Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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+ Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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+ Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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+ Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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+ Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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+ D3D_FEATURE_LEVEL featureLevel;
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+
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+ // Rasterizers:
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+ // If this list starts to get unwieldy, then consider using a map<> of them.
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+ Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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+ Microsoft::WRL::ComPtr<ID3D11RasterizerState> clippedRasterizer;
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+
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+ // Vertex buffer constants:
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+ VertexShaderConstants vertexShaderConstantsData;
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+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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+
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+ // Cached renderer properties.
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+ DirectX::XMFLOAT2 windowSizeInDIPs;
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+ DirectX::XMFLOAT2 renderTargetSize;
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+ Windows::Graphics::Display::DisplayOrientations orientation;
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+
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+ // Transform used for display orientation.
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+ DirectX::XMFLOAT4X4 orientationTransform3D;
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+} D3D11_RenderData;
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+
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+
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+/* Direct3D 11.x shaders
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+
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+ SDL's shaders are compiled into SDL itself, to simplify distribution.
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+
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+ All Direct3D 11.x shaders were compiled with the following:
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+
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+ fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
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+
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+ Variables:
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+ - <TYPE>: the type of shader. A table of utilized shader types is
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+ listed below.
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+ - <OUTPUT FILE>: where to store compiled output
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+ - <INPUT FILE>: where to read shader source code from
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+
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+ Shader types:
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+ - ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
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+ - vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
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+ - ps_4_0_level_9_3: Pixel shader for Windows Phone 8
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+ - vs_4_0_level_9_3: Vertex shader for Windows Phone 8
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+
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+
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+ Shader object code was converted to a list of DWORDs via the following
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+ *nix style command (available separately from Windows + MSVC):
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+
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+ hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
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+ */
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+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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+#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
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+#else
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+#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
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+#endif
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+
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+/* The texture-rendering pixel shader:
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+
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+ --- D3D11_PixelShader_Textures.hlsl ---
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+ Texture2D theTexture : register(t0);
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+ SamplerState theSampler : register(s0);
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+
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+ struct PixelShaderInput
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+ {
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+ float4 pos : SV_POSITION;
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+ float2 tex : TEXCOORD0;
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+ float4 color : COLOR0;
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+ };
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+
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+ float4 main(PixelShaderInput input) : SV_TARGET
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+ {
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+ return theTexture.Sample(theSampler, input.tex) * input.color;
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+ }
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+*/
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+#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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+static const DWORD D3D11_PixelShader_Textures[] = {
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+ 0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
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+ 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
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+ 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
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+ 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
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+ 0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
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+ 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
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+ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
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+ 0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
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+ 0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
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+ 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
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+ 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
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+ 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
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+ 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
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+ 0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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+ 0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
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+ 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
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+ 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
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+ 0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
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+ 0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
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+ 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
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+ 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
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+ 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
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+ 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
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+ 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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+ 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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+ 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
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+ 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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+ 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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+};
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+#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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+static const DWORD D3D11_PixelShader_Textures[] = {
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+ 0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
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+ 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
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+ 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
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+ 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
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+ 0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
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+ 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
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+ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
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+ 0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
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+ 0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
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+ 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
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+ 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
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+ 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
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+ 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
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+ 0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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+ 0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
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+ 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
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+ 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
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+ 0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
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+ 0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
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+ 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
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+ 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
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+ 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
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+ 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
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+ 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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+ 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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+ 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
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+ 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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+ 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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+};
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+#else
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+#error "An appropriate 'textures' pixel shader is not defined"
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+#endif
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+
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+/* The color-only-rendering pixel shader:
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+
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+ --- D3D11_PixelShader_Colors.hlsl ---
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+ struct PixelShaderInput
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+ {
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+ float4 pos : SV_POSITION;
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+ float2 tex : TEXCOORD0;
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+ float4 color : COLOR0;
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+ };
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+
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+ float4 main(PixelShaderInput input) : SV_TARGET
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+ {
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+ return input.color;
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+ }
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+*/
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+#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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+static const DWORD D3D11_PixelShader_Colors[] = {
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+ 0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
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+ 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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+ 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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+ 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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+ 0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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+ 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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+ 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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+ 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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+ 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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+ 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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+ 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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+ 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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+ 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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+ 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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+ 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
|
|
+ 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
|
|
+ 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
|
|
|
+ 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
|
|
+ 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
|
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
|
|
+};
|
|
|
+#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
|
|
+static const DWORD D3D11_PixelShader_Colors[] = {
|
|
|
+ 0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
|
|
|
+ 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
|
|
|
+ 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
|
|
|
+ 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
|
|
|
+ 0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
|
|
|
+ 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
|
|
|
+ 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
|
|
|
+ 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
|
|
|
+ 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
|
|
|
+ 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
|
|
|
+ 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
|
|
|
+ 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
|
|
|
+ 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
|
|
+ 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
|
|
+ 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
|
|
|
+ 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
|
|
+ 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
|
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
|
|
+};
|
|
|
+#else
|
|
|
+#error "An appropriate 'colors' pixel shader is not defined."
|
|
|
+#endif
|
|
|
+
|
|
|
+/* The sole vertex shader:
|
|
|
+
|
|
|
+ --- D3D11_VertexShader.hlsl ---
|
|
|
+ #pragma pack_matrix( row_major )
|
|
|
+
|
|
|
+ cbuffer VertexShaderConstants : register(b0)
|
|
|
+ {
|
|
|
+ matrix model;
|
|
|
+ matrix projectionAndView;
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexShaderInput
|
|
|
+ {
|
|
|
+ float3 pos : POSITION;
|
|
|
+ float2 tex : TEXCOORD0;
|
|
|
+ float4 color : COLOR0;
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexShaderOutput
|
|
|
+ {
|
|
|
+ float4 pos : SV_POSITION;
|
|
|
+ float2 tex : TEXCOORD0;
|
|
|
+ float4 color : COLOR0;
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexShaderOutput main(VertexShaderInput input)
|
|
|
+ {
|
|
|
+ VertexShaderOutput output;
|
|
|
+ float4 pos = float4(input.pos, 1.0f);
|
|
|
+
|
|
|
+ // Transform the vertex position into projected space.
|
|
|
+ pos = mul(pos, model);
|
|
|
+ pos = mul(pos, projectionAndView);
|
|
|
+ output.pos = pos;
|
|
|
+
|
|
|
+ // Pass through texture coordinates and color values without transformation
|
|
|
+ output.tex = input.tex;
|
|
|
+ output.color = input.color;
|
|
|
+
|
|
|
+ return output;
|
|
|
+ }
|
|
|
+*/
|
|
|
+#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
|
|
|
+static const DWORD D3D11_VertexShader[] = {
|
|
|
+ 0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
|
|
|
+ 0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
|
|
+ 0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
|
|
+ 0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
|
|
+ 0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
|
|
|
+ 0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
|
|
+ 0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
|
|
+ 0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
|
|
+ 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
|
|
+ 0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
|
|
+ 0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
|
|
+ 0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
|
|
+ 0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
|
|
+ 0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
|
|
+ 0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
|
|
+ 0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
|
|
+ 0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
|
|
+ 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
|
|
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
|
|
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
|
|
+ 0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
|
|
+ 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
|
|
+ 0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
|
|
+ 0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
|
|
+ 0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
|
|
+ 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
|
|
+ 0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
|
|
+ 0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
|
|
+ 0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
|
|
+ 0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
|
|
+ 0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
|
|
+ 0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
|
|
+ 0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
|
+ 0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
|
|
+ 0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
|
|
+ 0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
|
|
+ 0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
|
|
+ 0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
|
|
+ 0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
|
|
+ 0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
|
|
+ 0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
|
|
+ 0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
|
|
+ 0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
|
|
+ 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
|
|
+ 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
|
+ 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
|
|
+};
|
|
|
+#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
|
|
+static const DWORD D3D11_VertexShader[] = {
|
|
|
+ 0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
|
|
|
+ 0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
|
|
+ 0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
|
|
+ 0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
|
|
+ 0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
|
|
|
+ 0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
|
|
+ 0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
|
|
+ 0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
|
|
+ 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
|
|
+ 0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
|
|
+ 0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
|
|
+ 0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
|
|
+ 0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
|
|
+ 0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
|
|
+ 0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
|
|
+ 0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
|
|
+ 0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
|
|
+ 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
|
|
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
|
|
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
|
|
+ 0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
|
|
+ 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
|
|
+ 0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
|
|
+ 0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
|
|
+ 0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
|
|
+ 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
|
|
+ 0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
|
|
+ 0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
|
|
+ 0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
|
|
+ 0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
|
|
+ 0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
|
|
+ 0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
|
|
+ 0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
|
+ 0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
|
|
+ 0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
|
|
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
|
+ 0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
|
|
+ 0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
|
|
+ 0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
|
|
+ 0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
|
|
+ 0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
|
|
+ 0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
|
|
+ 0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
|
|
+ 0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
|
|
+ 0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
|
|
+ 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
|
|
+ 0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
|
|
+ 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
|
|
+ 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
|
|
+ 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
|
+ 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
|
|
+};
|
|
|
+#else
|
|
|
+#error "An appropriate vertex shader is not defined."
|
|
|
+#endif
|
|
|
+
|
|
|
+/* Direct3D 11.1 renderer implementation */
|
|
|
+static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
|
|
|
+static void D3D11_WindowEvent(SDL_Renderer * renderer,
|
|
|
+ const SDL_WindowEvent *event);
|
|
|
+static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
|
+static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * rect, const void *srcPixels,
|
|
|
+ int srcPitch);
|
|
|
+static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * rect, void **pixels, int *pitch);
|
|
|
+static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
|
+static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
|
+static int D3D11_UpdateViewport(SDL_Renderer * renderer);
|
|
|
+static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
|
|
|
+static int D3D11_RenderClear(SDL_Renderer * renderer);
|
|
|
+static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
|
|
+ const SDL_FPoint * points, int count);
|
|
|
+static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
|
|
+ const SDL_FPoint * points, int count);
|
|
|
+static int D3D11_RenderFillRects(SDL_Renderer * renderer,
|
|
|
+ const SDL_FRect * rects, int count);
|
|
|
+static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect);
|
|
|
+static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
|
+ const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
|
|
|
+static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
+ Uint32 format, void * pixels, int pitch);
|
|
|
+static void D3D11_RenderPresent(SDL_Renderer * renderer);
|
|
|
+static void D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
|
+ SDL_Texture * texture);
|
|
|
+static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
|
|
|
+
|
|
|
+/* Direct3D 11.1 Internal Functions */
|
|
|
+HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
|
|
|
+HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
|
|
|
+HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
|
|
|
+HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
|
|
|
+
|
|
|
+extern "C" SDL_RenderDriver D3D11_RenderDriver = {
|
|
|
+ D3D11_CreateRenderer,
|
|
|
+ {
|
|
|
+ "direct3d 11.1",
|
|
|
+ (
|
|
|
+ SDL_RENDERER_ACCELERATED |
|
|
|
+ SDL_RENDERER_PRESENTVSYNC |
|
|
|
+ SDL_RENDERER_TARGETTEXTURE
|
|
|
+ ), // flags. see SDL_RendererFlags
|
|
|
+ 2, // num_texture_formats
|
|
|
+ { // texture_formats
|
|
|
+ SDL_PIXELFORMAT_RGB888,
|
|
|
+ SDL_PIXELFORMAT_ARGB8888
|
|
|
+ },
|
|
|
+ 0, // max_texture_width: will be filled in later
|
|
|
+ 0 // max_texture_height: will be filled in later
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+static Uint32
|
|
|
+DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
|
|
|
+ switch (dxgiFormat) {
|
|
|
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
|
|
|
+ return SDL_PIXELFORMAT_ARGB8888;
|
|
|
+ case DXGI_FORMAT_B8G8R8X8_UNORM:
|
|
|
+ return SDL_PIXELFORMAT_RGB888;
|
|
|
+ default:
|
|
|
+ return SDL_PIXELFORMAT_UNKNOWN;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static DXGI_FORMAT
|
|
|
+SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
|
|
|
+{
|
|
|
+ switch (sdlFormat) {
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ return DXGI_FORMAT_B8G8R8X8_UNORM;
|
|
|
+ default:
|
|
|
+ return DXGI_FORMAT_UNKNOWN;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+SDL_Renderer *
|
|
|
+D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
|
+{
|
|
|
+ SDL_Renderer *renderer;
|
|
|
+ D3D11_RenderData *data;
|
|
|
+
|
|
|
+ renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
|
|
+ if (!renderer) {
|
|
|
+ SDL_OutOfMemory();
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+ SDL_zerop(renderer);
|
|
|
+
|
|
|
+ data = new D3D11_RenderData; // Use the C++ 'new' operator to make sure the struct's members initialize using C++ rules
|
|
|
+ if (!data) {
|
|
|
+ SDL_OutOfMemory();
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+ data->featureLevel = (D3D_FEATURE_LEVEL) 0;
|
|
|
+ data->windowSizeInDIPs = XMFLOAT2(0, 0);
|
|
|
+ data->renderTargetSize = XMFLOAT2(0, 0);
|
|
|
+
|
|
|
+ renderer->WindowEvent = D3D11_WindowEvent;
|
|
|
+ renderer->CreateTexture = D3D11_CreateTexture;
|
|
|
+ renderer->UpdateTexture = D3D11_UpdateTexture;
|
|
|
+ renderer->LockTexture = D3D11_LockTexture;
|
|
|
+ renderer->UnlockTexture = D3D11_UnlockTexture;
|
|
|
+ renderer->SetRenderTarget = D3D11_SetRenderTarget;
|
|
|
+ renderer->UpdateViewport = D3D11_UpdateViewport;
|
|
|
+ renderer->UpdateClipRect = D3D11_UpdateClipRect;
|
|
|
+ renderer->RenderClear = D3D11_RenderClear;
|
|
|
+ renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
|
|
|
+ renderer->RenderDrawLines = D3D11_RenderDrawLines;
|
|
|
+ renderer->RenderFillRects = D3D11_RenderFillRects;
|
|
|
+ renderer->RenderCopy = D3D11_RenderCopy;
|
|
|
+ renderer->RenderCopyEx = D3D11_RenderCopyEx;
|
|
|
+ renderer->RenderReadPixels = D3D11_RenderReadPixels;
|
|
|
+ renderer->RenderPresent = D3D11_RenderPresent;
|
|
|
+ renderer->DestroyTexture = D3D11_DestroyTexture;
|
|
|
+ renderer->DestroyRenderer = D3D11_DestroyRenderer;
|
|
|
+ renderer->info = D3D11_RenderDriver.info;
|
|
|
+ renderer->driverdata = data;
|
|
|
+
|
|
|
+ // HACK: make sure the SDL_Renderer references the SDL_Window data now, in
|
|
|
+ // order to give init functions access to the underlying window handle:
|
|
|
+ renderer->window = window;
|
|
|
+
|
|
|
+ /* Initialize Direct3D resources */
|
|
|
+ if (FAILED(D3D11_CreateDeviceResources(renderer))) {
|
|
|
+ D3D11_DestroyRenderer(renderer);
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+ if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
|
|
|
+ D3D11_DestroyRenderer(renderer);
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO, WinRT: fill in renderer->info.texture_formats where appropriate
|
|
|
+
|
|
|
+ return renderer;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_DestroyRenderer(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ if (data) {
|
|
|
+ delete data;
|
|
|
+ data = NULL;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static HRESULT
|
|
|
+D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
|
|
+ BOOL enableBlending,
|
|
|
+ D3D11_BLEND srcBlend,
|
|
|
+ D3D11_BLEND destBlend,
|
|
|
+ D3D11_BLEND srcBlendAlpha,
|
|
|
+ D3D11_BLEND destBlendAlpha,
|
|
|
+ ID3D11BlendState ** blendStateOutput)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+
|
|
|
+ D3D11_BLEND_DESC blendDesc;
|
|
|
+ memset(&blendDesc, 0, sizeof(blendDesc));
|
|
|
+ blendDesc.AlphaToCoverageEnable = FALSE;
|
|
|
+ blendDesc.IndependentBlendEnable = FALSE;
|
|
|
+ blendDesc.RenderTarget[0].BlendEnable = enableBlending;
|
|
|
+ blendDesc.RenderTarget[0].SrcBlend = srcBlend;
|
|
|
+ blendDesc.RenderTarget[0].DestBlend = destBlend;
|
|
|
+ blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
|
+ blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
|
|
|
+ blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
|
|
|
+ blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
|
+ blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
|
+ result = data->d3dDevice->CreateBlendState(&blendDesc, blendStateOutput);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ return S_OK;
|
|
|
+}
|
|
|
+
|
|
|
+// Create resources that depend on the device.
|
|
|
+HRESULT
|
|
|
+D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ // This flag adds support for surfaces with a different color channel ordering
|
|
|
+ // than the API default. It is required for compatibility with Direct2D.
|
|
|
+ UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
|
|
+
|
|
|
+ // Make sure Direct3D's debugging feature gets used, if the app requests it.
|
|
|
+ const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
|
|
|
+ if (hint) {
|
|
|
+ if (*hint == '1') {
|
|
|
+ creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // This array defines the set of DirectX hardware feature levels this app will support.
|
|
|
+ // Note the ordering should be preserved.
|
|
|
+ // Don't forget to declare your application's minimum required feature level in its
|
|
|
+ // description. All applications are assumed to support 9.1 unless otherwise stated.
|
|
|
+ D3D_FEATURE_LEVEL featureLevels[] =
|
|
|
+ {
|
|
|
+ D3D_FEATURE_LEVEL_11_1,
|
|
|
+ D3D_FEATURE_LEVEL_11_0,
|
|
|
+ D3D_FEATURE_LEVEL_10_1,
|
|
|
+ D3D_FEATURE_LEVEL_10_0,
|
|
|
+ D3D_FEATURE_LEVEL_9_3,
|
|
|
+ D3D_FEATURE_LEVEL_9_2,
|
|
|
+ D3D_FEATURE_LEVEL_9_1
|
|
|
+ };
|
|
|
+
|
|
|
+ // Create the Direct3D 11 API device object and a corresponding context.
|
|
|
+ ComPtr<ID3D11Device> device;
|
|
|
+ ComPtr<ID3D11DeviceContext> context;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+ result = D3D11CreateDevice(
|
|
|
+ nullptr, // Specify nullptr to use the default adapter.
|
|
|
+ D3D_DRIVER_TYPE_HARDWARE,
|
|
|
+ nullptr,
|
|
|
+ creationFlags, // Set set debug and Direct2D compatibility flags.
|
|
|
+ featureLevels, // List of feature levels this app can support.
|
|
|
+ ARRAYSIZE(featureLevels),
|
|
|
+ D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
|
|
|
+ &device, // Returns the Direct3D device created.
|
|
|
+ &data->featureLevel, // Returns feature level of device created.
|
|
|
+ &context // Returns the device immediate context.
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Get the Direct3D 11.1 API device and context interfaces.
|
|
|
+ result = device.As(&(data->d3dDevice));
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = context.As(&data->d3dContext);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Make note of the maximum texture size
|
|
|
+ // Max texture sizes are documented on MSDN, at:
|
|
|
+ // http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
|
|
|
+ //
|
|
|
+ switch (data->d3dDevice->GetFeatureLevel()) {
|
|
|
+ case D3D_FEATURE_LEVEL_11_1:
|
|
|
+ case D3D_FEATURE_LEVEL_11_0:
|
|
|
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case D3D_FEATURE_LEVEL_10_1:
|
|
|
+ case D3D_FEATURE_LEVEL_10_0:
|
|
|
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case D3D_FEATURE_LEVEL_9_3:
|
|
|
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case D3D_FEATURE_LEVEL_9_2:
|
|
|
+ case D3D_FEATURE_LEVEL_9_1:
|
|
|
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Load in SDL's one and only vertex shader:
|
|
|
+ //
|
|
|
+ result = data->d3dDevice->CreateVertexShader(
|
|
|
+ D3D11_VertexShader,
|
|
|
+ sizeof(D3D11_VertexShader),
|
|
|
+ nullptr,
|
|
|
+ &data->vertexShader
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Create an input layout for SDL's vertex shader:
|
|
|
+ //
|
|
|
+ const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
|
|
|
+ {
|
|
|
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
+ { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
+ };
|
|
|
+
|
|
|
+ result = data->d3dDevice->CreateInputLayout(
|
|
|
+ vertexDesc,
|
|
|
+ ARRAYSIZE(vertexDesc),
|
|
|
+ D3D11_VertexShader,
|
|
|
+ sizeof(D3D11_VertexShader),
|
|
|
+ &data->inputLayout
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Load in SDL's pixel shaders
|
|
|
+ //
|
|
|
+
|
|
|
+ result = data->d3dDevice->CreatePixelShader(
|
|
|
+ D3D11_PixelShader_Textures,
|
|
|
+ sizeof(D3D11_PixelShader_Textures),
|
|
|
+ nullptr,
|
|
|
+ &data->texturePixelShader
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['textures' shader]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = data->d3dDevice->CreatePixelShader(
|
|
|
+ D3D11_PixelShader_Colors,
|
|
|
+ sizeof(D3D11_PixelShader_Colors),
|
|
|
+ nullptr,
|
|
|
+ &data->colorPixelShader
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Setup space to hold vertex shader constants:
|
|
|
+ //
|
|
|
+ CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
|
|
|
+ result = data->d3dDevice->CreateBuffer(
|
|
|
+ &constantBufferDesc,
|
|
|
+ nullptr,
|
|
|
+ &data->vertexShaderConstants
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Make sure that the vertex buffer, if already created, gets freed.
|
|
|
+ // It will be recreated later.
|
|
|
+ //
|
|
|
+ data->vertexBuffer = nullptr;
|
|
|
+
|
|
|
+ //
|
|
|
+ // Create samplers to use when drawing textures:
|
|
|
+ //
|
|
|
+ D3D11_SAMPLER_DESC samplerDesc;
|
|
|
+ samplerDesc.Filter = SDL_D3D11_NEAREST_PIXEL_FILTER;
|
|
|
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
|
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
|
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
|
+ samplerDesc.MipLODBias = 0.0f;
|
|
|
+ samplerDesc.MaxAnisotropy = 1;
|
|
|
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
|
|
+ samplerDesc.BorderColor[0] = 0.0f;
|
|
|
+ samplerDesc.BorderColor[1] = 0.0f;
|
|
|
+ samplerDesc.BorderColor[2] = 0.0f;
|
|
|
+ samplerDesc.BorderColor[3] = 0.0f;
|
|
|
+ samplerDesc.MinLOD = 0.0f;
|
|
|
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
|
|
+ result = data->d3dDevice->CreateSamplerState(
|
|
|
+ &samplerDesc,
|
|
|
+ &data->nearestPixelSampler
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ samplerDesc.Filter = SDL_D3D11_LINEAR_FILTER;
|
|
|
+ result = data->d3dDevice->CreateSamplerState(
|
|
|
+ &samplerDesc,
|
|
|
+ &data->linearSampler
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Setup Direct3D rasterizer states
|
|
|
+ //
|
|
|
+ D3D11_RASTERIZER_DESC rasterDesc;
|
|
|
+ memset(&rasterDesc, 0, sizeof(rasterDesc));
|
|
|
+ rasterDesc.AntialiasedLineEnable = false;
|
|
|
+ rasterDesc.CullMode = D3D11_CULL_NONE;
|
|
|
+ rasterDesc.DepthBias = 0;
|
|
|
+ rasterDesc.DepthBiasClamp = 0.0f;
|
|
|
+ rasterDesc.DepthClipEnable = true;
|
|
|
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
|
|
|
+ rasterDesc.FrontCounterClockwise = false;
|
|
|
+ rasterDesc.MultisampleEnable = false;
|
|
|
+ rasterDesc.ScissorEnable = false;
|
|
|
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
|
|
|
+ result = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->mainRasterizer);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ rasterDesc.ScissorEnable = true;
|
|
|
+ result = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->clippedRasterizer);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [clipped rasterizer]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Create blending states:
|
|
|
+ //
|
|
|
+ result = D3D11_CreateBlendMode(
|
|
|
+ renderer,
|
|
|
+ TRUE,
|
|
|
+ D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
|
|
+ D3D11_BLEND_INV_SRC_ALPHA, /* destBlend */
|
|
|
+ D3D11_BLEND_ONE, /* srcBlendAlpha */
|
|
|
+ D3D11_BLEND_INV_SRC_ALPHA, /* destBlendAlpha */
|
|
|
+ &data->blendModeBlend);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ // D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = D3D11_CreateBlendMode(
|
|
|
+ renderer,
|
|
|
+ TRUE,
|
|
|
+ D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
|
|
+ D3D11_BLEND_ONE, /* destBlend */
|
|
|
+ D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
|
|
+ D3D11_BLEND_ONE, /* destBlendAlpha */
|
|
|
+ &data->blendModeAdd);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ // D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = D3D11_CreateBlendMode(
|
|
|
+ renderer,
|
|
|
+ TRUE,
|
|
|
+ D3D11_BLEND_ZERO, /* srcBlend */
|
|
|
+ D3D11_BLEND_SRC_COLOR, /* destBlend */
|
|
|
+ D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
|
|
+ D3D11_BLEND_ONE, /* destBlendAlpha */
|
|
|
+ &data->blendModeMod);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ // D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // All done!
|
|
|
+ //
|
|
|
+ return S_OK;
|
|
|
+}
|
|
|
+
|
|
|
+#ifdef __WINRT__
|
|
|
+
|
|
|
+static ABI::Windows::UI::Core::ICoreWindow *
|
|
|
+D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ SDL_Window * sdlWindow = renderer->window;
|
|
|
+ if ( ! renderer->window ) {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ SDL_SysWMinfo sdlWindowInfo;
|
|
|
+ SDL_VERSION(&sdlWindowInfo.version);
|
|
|
+ if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! sdlWindowInfo.info.winrt.window ) {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ ABI::Windows::UI::Core::ICoreWindow * coreWindow = nullptr;
|
|
|
+ if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ return coreWindow;
|
|
|
+}
|
|
|
+
|
|
|
+// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
|
|
+static float
|
|
|
+D3D11_ConvertDipsToPixels(float dips)
|
|
|
+{
|
|
|
+ static const float dipsPerInch = 96.0f;
|
|
|
+ return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
|
|
+}
|
|
|
+#endif
|
|
|
+
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
|
+// TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var
|
|
|
+extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
|
|
|
+#endif
|
|
|
+
|
|
|
+static DXGI_MODE_ROTATION
|
|
|
+D3D11_GetRotationForOrientation(Windows::Graphics::Display::DisplayOrientations orientation)
|
|
|
+{
|
|
|
+ switch (orientation)
|
|
|
+ {
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
+ //
|
|
|
+ // Windows Phone rotations
|
|
|
+ //
|
|
|
+ case DisplayOrientations::Landscape:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE90;
|
|
|
+ case DisplayOrientations::Portrait:
|
|
|
+ return DXGI_MODE_ROTATION_IDENTITY;
|
|
|
+ case DisplayOrientations::LandscapeFlipped:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE270;
|
|
|
+ case DisplayOrientations::PortraitFlipped:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE180;
|
|
|
+#else
|
|
|
+ //
|
|
|
+ // Non-Windows-Phone rotations (ex: Windows 8, Windows RT)
|
|
|
+ //
|
|
|
+ case DisplayOrientations::Landscape:
|
|
|
+ return DXGI_MODE_ROTATION_IDENTITY;
|
|
|
+ case DisplayOrientations::Portrait:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE270;
|
|
|
+ case DisplayOrientations::LandscapeFlipped:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE180;
|
|
|
+ case DisplayOrientations::PortraitFlipped:
|
|
|
+ return DXGI_MODE_ROTATION_ROTATE90;
|
|
|
+#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
+
|
|
|
+ default:
|
|
|
+ return DXGI_MODE_ROTATION_UNSPECIFIED;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static bool
|
|
|
+D3D11_IsDisplayRotated90Degrees(Windows::Graphics::Display::DisplayOrientations orientation)
|
|
|
+{
|
|
|
+ switch (D3D11_GetRotationForOrientation(orientation)) {
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE90:
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE270:
|
|
|
+ return true;
|
|
|
+ default:
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ switch (D3D11_GetRotationForOrientation(data-> orientation)) {
|
|
|
+ case DXGI_MODE_ROTATION_IDENTITY:
|
|
|
+ outRect->left = sdlRect->x;
|
|
|
+ outRect->right = sdlRect->x + sdlRect->w;
|
|
|
+ outRect->top = sdlRect->y;
|
|
|
+ outRect->bottom = sdlRect->y + sdlRect->h;
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE270:
|
|
|
+ outRect->left = sdlRect->y;
|
|
|
+ outRect->right = sdlRect->y + sdlRect->h;
|
|
|
+ outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
|
|
+ outRect->bottom = renderer->viewport.w - sdlRect->x;
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE180:
|
|
|
+ outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
|
|
+ outRect->right = renderer->viewport.w - sdlRect->x;
|
|
|
+ outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
|
|
+ outRect->bottom = renderer->viewport.h - sdlRect->y;
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE90:
|
|
|
+ outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
|
|
+ outRect->right = renderer->viewport.h - sdlRect->y;
|
|
|
+ outRect->top = sdlRect->x;
|
|
|
+ outRect->bottom = sdlRect->x + sdlRect->h;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return SDL_SetError("The physical display is in an unknown or unsupported orientation");
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+// Initialize all resources that change when the window's size changes.
|
|
|
+// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
|
|
|
+HRESULT
|
|
|
+D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+ ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
|
|
+
|
|
|
+ // Store the window bounds so the next time we get a SizeChanged event we can
|
|
|
+ // avoid rebuilding everything if the size is identical.
|
|
|
+ ABI::Windows::Foundation::Rect nativeWindowBounds;
|
|
|
+ if (coreWindow) {
|
|
|
+ result = coreWindow->get_Bounds(&nativeWindowBounds);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__", ICoreWindow::get_Bounds [get native-window bounds]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // TODO, WinRT, XAML: clean up window-bounds code in D3D11_CreateWindowSizeDependentResources
|
|
|
+ SDL_DisplayMode displayMode;
|
|
|
+ if (SDL_GetDesktopDisplayMode(0, &displayMode) < 0) {
|
|
|
+ SDL_SetError(__FUNCTION__", Get Window Bounds (XAML): Unable to retrieve the native window's size");
|
|
|
+ return E_FAIL;
|
|
|
+ }
|
|
|
+
|
|
|
+ nativeWindowBounds.Width = (FLOAT) displayMode.w;
|
|
|
+ nativeWindowBounds.Height = (FLOAT) displayMode.h;
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO, WinRT, XAML: see if window/control sizes are in DIPs, or something else. If something else, then adjust renderer size tracking accordingly.
|
|
|
+ data->windowSizeInDIPs.x = nativeWindowBounds.Width;
|
|
|
+ data->windowSizeInDIPs.y = nativeWindowBounds.Height;
|
|
|
+
|
|
|
+ // Calculate the necessary swap chain and render target size in pixels.
|
|
|
+ float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
|
|
|
+ float windowHeight = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.y);
|
|
|
+
|
|
|
+ // The width and height of the swap chain must be based on the window's
|
|
|
+ // landscape-oriented width and height. If the window is in a portrait
|
|
|
+ // orientation, the dimensions must be reversed.
|
|
|
+ data->orientation = DisplayProperties::CurrentOrientation;
|
|
|
+
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
+ const bool swapDimensions = false;
|
|
|
+#else
|
|
|
+ const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
|
|
|
+#endif
|
|
|
+ data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
|
|
|
+ data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
|
|
|
+
|
|
|
+ if(data->swapChain != nullptr)
|
|
|
+ {
|
|
|
+ // If the swap chain already exists, resize it.
|
|
|
+ result = data->swapChain->ResizeBuffers(
|
|
|
+ 2, // Double-buffered swap chain.
|
|
|
+ static_cast<UINT>(data->renderTargetSize.x),
|
|
|
+ static_cast<UINT>(data->renderTargetSize.y),
|
|
|
+ DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
|
+ 0
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::ResizeBuffers", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const bool usingXAML = (coreWindow == nullptr);
|
|
|
+
|
|
|
+ // Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
|
|
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
|
|
+ swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
|
|
|
+ swapChainDesc.Height = static_cast<UINT>(data->renderTargetSize.y);
|
|
|
+ swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
|
|
|
+ swapChainDesc.Stereo = false;
|
|
|
+ swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
|
|
|
+ swapChainDesc.SampleDesc.Quality = 0;
|
|
|
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
|
+ swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
|
|
|
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
|
|
|
+#else
|
|
|
+ if (usingXAML) {
|
|
|
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
|
|
|
+ } else {
|
|
|
+ swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
|
|
+ }
|
|
|
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
|
|
|
+#endif
|
|
|
+ swapChainDesc.Flags = 0;
|
|
|
+
|
|
|
+ ComPtr<IDXGIDevice1> dxgiDevice;
|
|
|
+ result = data->d3dDevice.As(&dxgiDevice);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1 to IDXGIDevice1", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ ComPtr<IDXGIAdapter> dxgiAdapter;
|
|
|
+ result = dxgiDevice->GetAdapter(&dxgiAdapter);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::GetAdapter", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ ComPtr<IDXGIFactory2> dxgiFactory;
|
|
|
+ result = dxgiAdapter->GetParent(
|
|
|
+ __uuidof(IDXGIFactory2),
|
|
|
+ &dxgiFactory
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter::GetParent", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (usingXAML) {
|
|
|
+ result = dxgiFactory->CreateSwapChainForComposition(
|
|
|
+ data->d3dDevice.Get(),
|
|
|
+ &swapChainDesc,
|
|
|
+ nullptr,
|
|
|
+ &data->swapChain);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
|
+ result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain.Get());
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+#else
|
|
|
+ SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
|
|
|
+ return E_FAIL;
|
|
|
+#endif
|
|
|
+ } else {
|
|
|
+ IUnknown * coreWindowAsIUnknown = nullptr;
|
|
|
+ result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow to IUnknown", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = dxgiFactory->CreateSwapChainForCoreWindow(
|
|
|
+ data->d3dDevice.Get(),
|
|
|
+ coreWindowAsIUnknown,
|
|
|
+ &swapChainDesc,
|
|
|
+ nullptr, // Allow on all displays.
|
|
|
+ &data->swapChain
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
|
|
|
+ // ensures that the application will only render after each VSync, minimizing power consumption.
|
|
|
+ result = dxgiDevice->SetMaximumFrameLatency(1);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
|
|
+ // Set the proper orientation for the swap chain, and generate the
|
|
|
+ // 3D matrix transformation for rendering to the rotated swap chain.
|
|
|
+ //
|
|
|
+ // To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
|
|
+ // on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
|
|
|
+ DXGI_MODE_ROTATION rotation = D3D11_GetRotationForOrientation(data->orientation);
|
|
|
+ result = data->swapChain->SetRotation(rotation);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation" , result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Create a render target view of the swap chain back buffer.
|
|
|
+ ComPtr<ID3D11Texture2D> backBuffer;
|
|
|
+ result = data->swapChain->GetBuffer(
|
|
|
+ 0,
|
|
|
+ __uuidof(ID3D11Texture2D),
|
|
|
+ &backBuffer
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [back-buffer]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = data->d3dDevice->CreateRenderTargetView(
|
|
|
+ backBuffer.Get(),
|
|
|
+ nullptr,
|
|
|
+ &data->mainRenderTargetView
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (D3D11_UpdateViewport(renderer) != 0) {
|
|
|
+ // D3D11_UpdateViewport will set the SDL error if it fails.
|
|
|
+ return E_FAIL;
|
|
|
+ }
|
|
|
+
|
|
|
+ return S_OK;
|
|
|
+}
|
|
|
+
|
|
|
+// This method is called when the window's size changes.
|
|
|
+HRESULT
|
|
|
+D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+ ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
|
|
+ ABI::Windows::Foundation::Rect coreWindowBounds;
|
|
|
+
|
|
|
+ result = coreWindow->get_Bounds(&coreWindowBounds);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow::get_Bounds [get window bounds]", result);
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (coreWindowBounds.Width != data->windowSizeInDIPs.x ||
|
|
|
+ coreWindowBounds.Height != data->windowSizeInDIPs.y ||
|
|
|
+ data->orientation != DisplayProperties::CurrentOrientation)
|
|
|
+ {
|
|
|
+ ID3D11RenderTargetView* nullViews[] = {nullptr};
|
|
|
+ data->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
|
|
+ data->mainRenderTargetView = nullptr;
|
|
|
+ data->d3dContext->Flush();
|
|
|
+ result = D3D11_CreateWindowSizeDependentResources(renderer);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ /* D3D11_CreateWindowSizeDependentResources will set the SDL error */
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return S_OK;
|
|
|
+}
|
|
|
+
|
|
|
+HRESULT
|
|
|
+D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+
|
|
|
+ // Reset these member variables to ensure that D3D11_UpdateForWindowSizeChange recreates all resources.
|
|
|
+ data->windowSizeInDIPs.x = 0;
|
|
|
+ data->windowSizeInDIPs.y = 0;
|
|
|
+ data->swapChain = nullptr;
|
|
|
+
|
|
|
+ result = D3D11_CreateDeviceResources(renderer);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ /* D3D11_CreateDeviceResources will set the SDL error */
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ result = D3D11_UpdateForWindowSizeChange(renderer);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ /* D3D11_UpdateForWindowSizeChange will set the SDL error */
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ return S_OK;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|
|
+{
|
|
|
+ //D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
|
+ D3D11_UpdateForWindowSizeChange(renderer);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static D3D11_FILTER
|
|
|
+GetScaleQuality(void)
|
|
|
+{
|
|
|
+ const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
|
|
|
+ if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
|
|
|
+ return SDL_D3D11_NEAREST_PIXEL_FILTER;
|
|
|
+ } else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
|
|
|
+ return SDL_D3D11_LINEAR_FILTER;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData;
|
|
|
+ HRESULT result;
|
|
|
+ DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
|
|
+ if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
|
|
|
+ return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
|
|
+ __FUNCTION__, texture->format);
|
|
|
+ }
|
|
|
+
|
|
|
+ textureData = new D3D11_TextureData;
|
|
|
+ if (!textureData) {
|
|
|
+ SDL_OutOfMemory();
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ textureData->pixelFormat = SDL_AllocFormat(texture->format);
|
|
|
+ textureData->lockedTexturePosition = XMINT2(0, 0);
|
|
|
+ textureData->scaleMode = GetScaleQuality();
|
|
|
+
|
|
|
+ texture->driverdata = textureData;
|
|
|
+
|
|
|
+ D3D11_TEXTURE2D_DESC textureDesc = {0};
|
|
|
+ textureDesc.Width = texture->w;
|
|
|
+ textureDesc.Height = texture->h;
|
|
|
+ textureDesc.MipLevels = 1;
|
|
|
+ textureDesc.ArraySize = 1;
|
|
|
+ textureDesc.Format = textureFormat;
|
|
|
+ textureDesc.SampleDesc.Count = 1;
|
|
|
+ textureDesc.SampleDesc.Quality = 0;
|
|
|
+ textureDesc.MiscFlags = 0;
|
|
|
+
|
|
|
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
+ textureDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
+ textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
+ } else {
|
|
|
+ textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
|
+ textureDesc.CPUAccessFlags = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
+ textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
|
|
+ } else {
|
|
|
+ textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
|
+ }
|
|
|
+
|
|
|
+#if 0
|
|
|
+ // Fill the texture with a non-black color, for debugging purposes:
|
|
|
+ const int numPixels = textureDesc.Width * textureDesc.Height;
|
|
|
+ const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
|
|
|
+ std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
|
|
|
+ for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
|
|
|
+ initialTexturePixels[i+0] = 0xff;
|
|
|
+ initialTexturePixels[i+1] = 0xff;
|
|
|
+ initialTexturePixels[i+2] = 0x00;
|
|
|
+ initialTexturePixels[i+3] = 0xff;
|
|
|
+ }
|
|
|
+ D3D11_SUBRESOURCE_DATA initialTextureData = {0};
|
|
|
+ initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
|
|
|
+ initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
|
|
|
+ initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
|
|
|
+#endif
|
|
|
+
|
|
|
+ result = rendererData->d3dDevice->CreateTexture2D(
|
|
|
+ &textureDesc,
|
|
|
+ NULL, // &initialTextureData,
|
|
|
+ &textureData->mainTexture
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ D3D11_DestroyTexture(renderer, texture);
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (texture->access & SDL_TEXTUREACCESS_TARGET) {
|
|
|
+ D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
|
|
+ renderTargetViewDesc.Format = textureDesc.Format;
|
|
|
+ renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
|
|
+ renderTargetViewDesc.Texture2D.MipSlice = 0;
|
|
|
+
|
|
|
+ result = rendererData->d3dDevice->CreateRenderTargetView(
|
|
|
+ textureData->mainTexture.Get(),
|
|
|
+ &renderTargetViewDesc,
|
|
|
+ &textureData->mainTextureRenderTargetView);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ D3D11_DestroyTexture(renderer, texture);
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
|
|
+ resourceViewDesc.Format = textureDesc.Format;
|
|
|
+ resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
|
+ resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
|
|
+ resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
|
|
+ result = rendererData->d3dDevice->CreateShaderResourceView(
|
|
|
+ textureData->mainTexture.Get(),
|
|
|
+ &resourceViewDesc,
|
|
|
+ &textureData->mainTextureResourceView
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ D3D11_DestroyTexture(renderer, texture);
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
|
+ SDL_Texture * texture)
|
|
|
+{
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ if (textureData) {
|
|
|
+ if (textureData->pixelFormat) {
|
|
|
+ SDL_FreeFormat(textureData->pixelFormat);
|
|
|
+ textureData->pixelFormat = NULL;
|
|
|
+ }
|
|
|
+
|
|
|
+ delete textureData;
|
|
|
+ texture->driverdata = NULL;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * rect, const void * srcPixels,
|
|
|
+ int srcPitch)
|
|
|
+{
|
|
|
+ // Lock the texture, retrieving a buffer to write pixel data to:
|
|
|
+ void * destPixels = NULL;
|
|
|
+ int destPitch = 0;
|
|
|
+ if (D3D11_LockTexture(renderer, texture, rect, &destPixels, &destPitch) != 0) {
|
|
|
+ // An error is already set. Attach some info to it, then return to
|
|
|
+ // the caller.
|
|
|
+ std::string errorMessage = string(__FUNCTION__ ", Lock Texture Failed: ") + SDL_GetError();
|
|
|
+ return SDL_SetError(errorMessage.c_str());
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy pixel data to the locked texture's memory:
|
|
|
+ for (int y = 0; y < rect->h; ++y) {
|
|
|
+ memcpy(
|
|
|
+ ((Uint8 *)destPixels) + (destPitch * y),
|
|
|
+ ((Uint8 *)srcPixels) + (srcPitch * y),
|
|
|
+ srcPitch
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ // Commit the texture's memory back to Direct3D:
|
|
|
+ D3D11_UnlockTexture(renderer, texture);
|
|
|
+
|
|
|
+ // Return to the caller:
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * rect, void **pixels, int *pitch)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+
|
|
|
+ if (textureData->stagingTexture) {
|
|
|
+ return SDL_SetError("texture is already locked");
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create a 'staging' texture, which will be used to write to a portion
|
|
|
+ // of the main texture. This is necessary, as Direct3D 11.1 does not
|
|
|
+ // have the ability to write a CPU-bound pixel buffer to a rectangular
|
|
|
+ // subrect of a texture. Direct3D 11.1 can, however, write a pixel
|
|
|
+ // buffer to an entire texture, hence the use of a staging texture.
|
|
|
+ //
|
|
|
+ // TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
|
|
|
+ D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
|
+ textureData->mainTexture->GetDesc(&stagingTextureDesc);
|
|
|
+ stagingTextureDesc.Width = rect->w;
|
|
|
+ stagingTextureDesc.Height = rect->h;
|
|
|
+ stagingTextureDesc.BindFlags = 0;
|
|
|
+ stagingTextureDesc.MiscFlags = 0;
|
|
|
+ stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
+ stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
|
+ result = rendererData->d3dDevice->CreateTexture2D(
|
|
|
+ &stagingTextureDesc,
|
|
|
+ NULL,
|
|
|
+ &textureData->stagingTexture);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Get a write-only pointer to data in the staging texture:
|
|
|
+ D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
|
|
+ result = rendererData->d3dContext->Map(
|
|
|
+ textureData->stagingTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ D3D11_MAP_WRITE,
|
|
|
+ 0,
|
|
|
+ &textureMemory
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
|
|
+ textureData->stagingTexture = nullptr;
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Make note of where the staging texture will be written to (on a
|
|
|
+ // call to SDL_UnlockTexture):
|
|
|
+ textureData->lockedTexturePosition = XMINT2(rect->x, rect->y);
|
|
|
+
|
|
|
+ // Make sure the caller has information on the texture's pixel buffer,
|
|
|
+ // then return:
|
|
|
+ *pixels = textureMemory.pData;
|
|
|
+ *pitch = textureMemory.RowPitch;
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ // Commit the pixel buffer's changes back to the staging texture:
|
|
|
+ rendererData->d3dContext->Unmap(
|
|
|
+ textureData->stagingTexture.Get(),
|
|
|
+ 0);
|
|
|
+
|
|
|
+ // Copy the staging texture's contents back to the main texture:
|
|
|
+ rendererData->d3dContext->CopySubresourceRegion(
|
|
|
+ textureData->mainTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ textureData->lockedTexturePosition.x,
|
|
|
+ textureData->lockedTexturePosition.y,
|
|
|
+ 0,
|
|
|
+ textureData->stagingTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ NULL);
|
|
|
+
|
|
|
+ // Clean up and return:
|
|
|
+ textureData->stagingTexture = nullptr;
|
|
|
+ textureData->lockedTexturePosition = XMINT2(0, 0);
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ if (texture == NULL) {
|
|
|
+ rendererData->currentOffscreenRenderTargetView = nullptr;
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ if (!textureData->mainTextureRenderTargetView) {
|
|
|
+ return SDL_SetError("specified texture is not a render target");
|
|
|
+ }
|
|
|
+
|
|
|
+ rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_UpdateViewport(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
|
|
|
+ // If the viewport is empty, assume that it is because
|
|
|
+ // SDL_CreateRenderer is calling it, and will call it again later
|
|
|
+ // with a non-empty viewport.
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Make sure the SDL viewport gets rotated to that of the physical display's orientation.
|
|
|
+ // Keep in mind here that the Y-axis will be been inverted (from Direct3D's
|
|
|
+ // default coordinate system) so rotations will be done in the opposite
|
|
|
+ // direction of the DXGI_MODE_ROTATION enumeration.
|
|
|
+ DirectX::XMMATRIX projection;
|
|
|
+ switch (D3D11_GetRotationForOrientation(data->orientation))
|
|
|
+ {
|
|
|
+ case DXGI_MODE_ROTATION_IDENTITY:
|
|
|
+ projection = XMMatrixIdentity();
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE270:
|
|
|
+ projection = XMMatrixRotationZ(XM_PIDIV2);
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE180:
|
|
|
+ projection = XMMatrixRotationZ(XM_PI);
|
|
|
+ break;
|
|
|
+ case DXGI_MODE_ROTATION_ROTATE90:
|
|
|
+ projection = XMMatrixRotationZ(-XM_PIDIV2);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return SDL_SetError("An unknown DisplayOrientation is being used");
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+ // Update the view matrix
|
|
|
+ //
|
|
|
+ float viewportWidth = (float) renderer->viewport.w;
|
|
|
+ float viewportHeight = (float) renderer->viewport.h;
|
|
|
+ DirectX::XMMATRIX view = XMMatrixMultiply(
|
|
|
+ XMMatrixScaling(2.0f / viewportWidth, 2.0f / viewportHeight, 1.0f),
|
|
|
+ XMMatrixMultiply(
|
|
|
+ XMMatrixTranslation(-1, -1, 0),
|
|
|
+ XMMatrixRotationX(XM_PI)
|
|
|
+ ));
|
|
|
+
|
|
|
+ //
|
|
|
+ // Combine the projection + view matrix together now, as both only get
|
|
|
+ // set here (as of this writing, on Dec 26, 2013). When done, store it
|
|
|
+ // for eventual transfer to the GPU.
|
|
|
+ //
|
|
|
+ XMStoreFloat4x4(&data->vertexShaderConstantsData.projectionAndView,
|
|
|
+ XMMatrixMultiply(
|
|
|
+ view,
|
|
|
+ projection));
|
|
|
+
|
|
|
+ //
|
|
|
+ // Reset the model matrix
|
|
|
+ //
|
|
|
+ XMStoreFloat4x4(&data->vertexShaderConstantsData.model, XMMatrixIdentity());
|
|
|
+
|
|
|
+ //
|
|
|
+ // Update the Direct3D viewport, which seems to be aligned to the
|
|
|
+ // swap buffer's coordinate space, which is always in either
|
|
|
+ // a landscape mode, for all Windows 8/RT devices, or a portrait mode,
|
|
|
+ // for Windows Phone devices.
|
|
|
+ //
|
|
|
+ SDL_FRect orientationAlignedViewport;
|
|
|
+ const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
|
|
|
+ if (swapDimensions) {
|
|
|
+ orientationAlignedViewport.x = (float) renderer->viewport.y;
|
|
|
+ orientationAlignedViewport.y = (float) renderer->viewport.x;
|
|
|
+ orientationAlignedViewport.w = (float) renderer->viewport.h;
|
|
|
+ orientationAlignedViewport.h = (float) renderer->viewport.w;
|
|
|
+ } else {
|
|
|
+ orientationAlignedViewport.x = (float) renderer->viewport.x;
|
|
|
+ orientationAlignedViewport.y = (float) renderer->viewport.y;
|
|
|
+ orientationAlignedViewport.w = (float) renderer->viewport.w;
|
|
|
+ orientationAlignedViewport.h = (float) renderer->viewport.h;
|
|
|
+ }
|
|
|
+ // TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
|
|
|
+
|
|
|
+ D3D11_VIEWPORT viewport;
|
|
|
+ memset(&viewport, 0, sizeof(viewport));
|
|
|
+ viewport.TopLeftX = orientationAlignedViewport.x;
|
|
|
+ viewport.TopLeftY = orientationAlignedViewport.y;
|
|
|
+ viewport.Width = orientationAlignedViewport.w;
|
|
|
+ viewport.Height = orientationAlignedViewport.h;
|
|
|
+ viewport.MinDepth = 0.0f;
|
|
|
+ viewport.MaxDepth = 1.0f;
|
|
|
+ data->d3dContext->RSSetViewports(1, &viewport);
|
|
|
+
|
|
|
+#if 0
|
|
|
+ SDL_Log("%s, oav={%.0f,%.0f,%.0f,%.0f}, rend={%.0f,%.0f}\n",
|
|
|
+ __FUNCTION__,
|
|
|
+ orientationAlignedViewport.x,
|
|
|
+ orientationAlignedViewport.y,
|
|
|
+ orientationAlignedViewport.w,
|
|
|
+ orientationAlignedViewport.h,
|
|
|
+ data->renderTargetSize.x,
|
|
|
+ data->renderTargetSize.y);
|
|
|
+#endif
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_UpdateClipRect(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ const SDL_Rect *rect = &renderer->clip_rect;
|
|
|
+
|
|
|
+ if (SDL_RectEmpty(rect)) {
|
|
|
+ data->d3dContext->RSSetScissorRects(0, 0);
|
|
|
+ } else {
|
|
|
+ D3D11_RECT scissorRect;
|
|
|
+ if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &scissorRect) != 0) {
|
|
|
+ /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ data->d3dContext->RSSetScissorRects(1, &scissorRect);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static ComPtr<ID3D11RenderTargetView> &
|
|
|
+D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ if (data->currentOffscreenRenderTargetView) {
|
|
|
+ return data->currentOffscreenRenderTargetView;
|
|
|
+ } else {
|
|
|
+ return data->mainRenderTargetView;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderClear(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ const float colorRGBA[] = {
|
|
|
+ (renderer->r / 255.0f),
|
|
|
+ (renderer->g / 255.0f),
|
|
|
+ (renderer->b / 255.0f),
|
|
|
+ (renderer->a / 255.0f)
|
|
|
+ };
|
|
|
+ data->d3dContext->ClearRenderTargetView(
|
|
|
+ D3D11_GetCurrentRenderTargetView(renderer).Get(),
|
|
|
+ colorRGBA
|
|
|
+ );
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|
|
+ const void * vertexData, size_t dataSizeInBytes)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+ D3D11_BUFFER_DESC vertexBufferDesc;
|
|
|
+
|
|
|
+ if (rendererData->vertexBuffer) {
|
|
|
+ rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
|
|
|
+ } else {
|
|
|
+ memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
|
|
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
|
+ ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
|
|
+ result = rendererData->d3dContext->Map(rendererData->vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
|
|
+ rendererData->d3dContext->Unmap(rendererData->vertexBuffer.Get(), 0);
|
|
|
+ } else {
|
|
|
+ vertexBufferDesc.ByteWidth = dataSizeInBytes;
|
|
|
+ vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
+ vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
|
+ vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
+
|
|
|
+ D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
|
|
+ vertexBufferData.pSysMem = vertexData;
|
|
|
+ vertexBufferData.SysMemPitch = 0;
|
|
|
+ vertexBufferData.SysMemSlicePitch = 0;
|
|
|
+
|
|
|
+ result = rendererData->d3dDevice->CreateBuffer(
|
|
|
+ &vertexBufferDesc,
|
|
|
+ &vertexBufferData,
|
|
|
+ &rendererData->vertexBuffer
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ UINT stride = sizeof(VertexPositionColor);
|
|
|
+ UINT offset = 0;
|
|
|
+ rendererData->d3dContext->IASetVertexBuffers(
|
|
|
+ 0,
|
|
|
+ 1,
|
|
|
+ rendererData->vertexBuffer.GetAddressOf(),
|
|
|
+ &stride,
|
|
|
+ &offset
|
|
|
+ );
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ rendererData->d3dContext->OMSetRenderTargets(
|
|
|
+ 1,
|
|
|
+ D3D11_GetCurrentRenderTargetView(renderer).GetAddressOf(),
|
|
|
+ nullptr
|
|
|
+ );
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ switch (blendMode) {
|
|
|
+ case SDL_BLENDMODE_BLEND:
|
|
|
+ rendererData->d3dContext->OMSetBlendState(rendererData->blendModeBlend.Get(), 0, 0xFFFFFFFF);
|
|
|
+ break;
|
|
|
+ case SDL_BLENDMODE_ADD:
|
|
|
+ rendererData->d3dContext->OMSetBlendState(rendererData->blendModeAdd.Get(), 0, 0xFFFFFFFF);
|
|
|
+ break;
|
|
|
+ case SDL_BLENDMODE_MOD:
|
|
|
+ rendererData->d3dContext->OMSetBlendState(rendererData->blendModeMod.Get(), 0, 0xFFFFFFFF);
|
|
|
+ break;
|
|
|
+ case SDL_BLENDMODE_NONE:
|
|
|
+ rendererData->d3dContext->OMSetBlendState(NULL, 0, 0xFFFFFFFF);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_SetPixelShader(SDL_Renderer * renderer,
|
|
|
+ ID3D11PixelShader * shader,
|
|
|
+ ID3D11ShaderResourceView * shaderResource,
|
|
|
+ ID3D11SamplerState * sampler)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ rendererData->d3dContext->PSSetShader(shader, nullptr, 0);
|
|
|
+ rendererData->d3dContext->PSSetShaderResources(0, 1, &shaderResource);
|
|
|
+ rendererData->d3dContext->PSSetSamplers(0, 1, &sampler);
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
|
|
|
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
|
|
|
+ UINT vertexCount)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+ rendererData->d3dContext->UpdateSubresource(
|
|
|
+ rendererData->vertexShaderConstants.Get(),
|
|
|
+ 0,
|
|
|
+ NULL,
|
|
|
+ &rendererData->vertexShaderConstantsData,
|
|
|
+ 0,
|
|
|
+ 0
|
|
|
+ );
|
|
|
+
|
|
|
+ rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
|
|
|
+ rendererData->d3dContext->IASetInputLayout(rendererData->inputLayout.Get());
|
|
|
+ rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
|
|
|
+ rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
|
|
|
+ if (SDL_RectEmpty(&(renderer->clip_rect))) {
|
|
|
+ rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
|
|
|
+ } else {
|
|
|
+ rendererData->d3dContext->RSSetState(rendererData->clippedRasterizer.Get());
|
|
|
+ }
|
|
|
+ rendererData->d3dContext->Draw(vertexCount, 0);
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
|
|
+ const SDL_FPoint * points, int count)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ float r, g, b, a;
|
|
|
+
|
|
|
+ r = (float)(renderer->r / 255.0f);
|
|
|
+ g = (float)(renderer->g / 255.0f);
|
|
|
+ b = (float)(renderer->b / 255.0f);
|
|
|
+ a = (float)(renderer->a / 255.0f);
|
|
|
+
|
|
|
+ VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
|
+ for (int i = 0; i < min(count, 128); ++i) {
|
|
|
+ const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
|
|
+ vertices[i] = v;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_RenderStartDrawOp(renderer);
|
|
|
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
|
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
|
|
+ SDL_stack_free(vertices);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_SetPixelShader(
|
|
|
+ renderer,
|
|
|
+ rendererData->colorPixelShader.Get(),
|
|
|
+ nullptr,
|
|
|
+ nullptr);
|
|
|
+
|
|
|
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
|
|
|
+ SDL_stack_free(vertices);
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
|
|
+ const SDL_FPoint * points, int count)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ float r, g, b, a;
|
|
|
+
|
|
|
+ r = (float)(renderer->r / 255.0f);
|
|
|
+ g = (float)(renderer->g / 255.0f);
|
|
|
+ b = (float)(renderer->b / 255.0f);
|
|
|
+ a = (float)(renderer->a / 255.0f);
|
|
|
+
|
|
|
+ VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
|
+ for (int i = 0; i < count; ++i) {
|
|
|
+ const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
|
|
+ vertices[i] = v;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_RenderStartDrawOp(renderer);
|
|
|
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
|
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
|
|
+ SDL_stack_free(vertices);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_SetPixelShader(
|
|
|
+ renderer,
|
|
|
+ rendererData->colorPixelShader.Get(),
|
|
|
+ nullptr,
|
|
|
+ nullptr);
|
|
|
+
|
|
|
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
|
|
|
+ SDL_stack_free(vertices);
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderFillRects(SDL_Renderer * renderer,
|
|
|
+ const SDL_FRect * rects, int count)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ float r, g, b, a;
|
|
|
+
|
|
|
+ r = (float)(renderer->r / 255.0f);
|
|
|
+ g = (float)(renderer->g / 255.0f);
|
|
|
+ b = (float)(renderer->b / 255.0f);
|
|
|
+ a = (float)(renderer->a / 255.0f);
|
|
|
+
|
|
|
+#if 0
|
|
|
+ // Set up a test pattern:
|
|
|
+ SDL_FRect _rects[] = {
|
|
|
+ {-1.1f, 1.1f, 1.1f, -1.1f},
|
|
|
+ {-1.0f, 1.0f, 1.0f, -1.0f}, // red
|
|
|
+ {0.0f, 1.0f, 1.0f, -1.0f}, // green
|
|
|
+ {-1.0f, 0.0f, 1.0f, -1.0f}, // blue
|
|
|
+ {0.0f, 0.0f, 1.0f, -1.0f} // white
|
|
|
+ };
|
|
|
+ count = sizeof(_rects) / sizeof(SDL_FRect);
|
|
|
+#define rects _rects
|
|
|
+#endif
|
|
|
+
|
|
|
+ for (int i = 0; i < count; ++i) {
|
|
|
+ D3D11_RenderStartDrawOp(renderer);
|
|
|
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
|
+
|
|
|
+#if 0
|
|
|
+ // Set colors for the test pattern:
|
|
|
+ a = 1.0f;
|
|
|
+ switch (i) {
|
|
|
+ case 0: r = 1.0f; g = 1.0f; b = 0.0f; break;
|
|
|
+ case 1: r = 1.0f; g = 0.0f; b = 0.0f; break;
|
|
|
+ case 2: r = 0.0f; g = 1.0f; b = 0.0f; break;
|
|
|
+ case 3: r = 0.0f; g = 0.0f; b = 1.0f; break;
|
|
|
+ case 4: r = 1.0f; g = 1.0f; b = 1.0f; break;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ VertexPositionColor vertices[] = {
|
|
|
+ {XMFLOAT3(rects[i].x, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(rects[i].x, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(rects[i].x + rects[i].w, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
|
+ };
|
|
|
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_SetPixelShader(
|
|
|
+ renderer,
|
|
|
+ rendererData->colorPixelShader.Get(),
|
|
|
+ nullptr,
|
|
|
+ nullptr);
|
|
|
+
|
|
|
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static ID3D11SamplerState *
|
|
|
+D3D11_RenderGetSampler(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ switch (textureData->scaleMode) {
|
|
|
+ case SDL_D3D11_NEAREST_PIXEL_FILTER:
|
|
|
+ return rendererData->nearestPixelSampler.Get();
|
|
|
+ case SDL_D3D11_LINEAR_FILTER:
|
|
|
+ return rendererData->linearSampler.Get();
|
|
|
+ default:
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ D3D11_RenderStartDrawOp(renderer);
|
|
|
+ D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
+
|
|
|
+ float minu = (float) srcrect->x / texture->w;
|
|
|
+ float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
|
+ float minv = (float) srcrect->y / texture->h;
|
|
|
+ float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
+
|
|
|
+ float r = 1.0f;
|
|
|
+ float g = 1.0f;
|
|
|
+ float b = 1.0f;
|
|
|
+ float a = 1.0f;
|
|
|
+ if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
|
+ r = (float)(texture->r / 255.0f);
|
|
|
+ g = (float)(texture->g / 255.0f);
|
|
|
+ b = (float)(texture->b / 255.0f);
|
|
|
+ }
|
|
|
+ if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
|
+ a = (float)(texture->a / 255.0f);
|
|
|
+ }
|
|
|
+
|
|
|
+ VertexPositionColor vertices[] = {
|
|
|
+ {XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
|
|
+ };
|
|
|
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
|
+ D3D11_SetPixelShader(
|
|
|
+ renderer,
|
|
|
+ rendererData->texturePixelShader.Get(),
|
|
|
+ textureData->mainTextureResourceView.Get(),
|
|
|
+ textureSampler);
|
|
|
+
|
|
|
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
|
+ const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
|
|
+{
|
|
|
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
+
|
|
|
+ D3D11_RenderStartDrawOp(renderer);
|
|
|
+ D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
+
|
|
|
+ float minu = (float) srcrect->x / texture->w;
|
|
|
+ float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
|
+ float minv = (float) srcrect->y / texture->h;
|
|
|
+ float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
+
|
|
|
+ float r = 1.0f;
|
|
|
+ float g = 1.0f;
|
|
|
+ float b = 1.0f;
|
|
|
+ float a = 1.0f;
|
|
|
+ if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
|
+ r = (float)(texture->r / 255.0f);
|
|
|
+ g = (float)(texture->g / 255.0f);
|
|
|
+ b = (float)(texture->b / 255.0f);
|
|
|
+ }
|
|
|
+ if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
|
+ a = (float)(texture->a / 255.0f);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (flip & SDL_FLIP_HORIZONTAL) {
|
|
|
+ float tmp = maxu;
|
|
|
+ maxu = minu;
|
|
|
+ minu = tmp;
|
|
|
+ }
|
|
|
+ if (flip & SDL_FLIP_VERTICAL) {
|
|
|
+ float tmp = maxv;
|
|
|
+ maxv = minv;
|
|
|
+ minv = tmp;
|
|
|
+ }
|
|
|
+
|
|
|
+ XMFLOAT4X4 oldModelMatrix = rendererData->vertexShaderConstantsData.model;
|
|
|
+ XMStoreFloat4x4(
|
|
|
+ &rendererData->vertexShaderConstantsData.model,
|
|
|
+ XMMatrixMultiply(
|
|
|
+ XMMatrixRotationZ((float)(XM_PI * (float) angle / 180.0f)),
|
|
|
+ XMMatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
|
|
+ ));
|
|
|
+
|
|
|
+ const float minx = -center->x;
|
|
|
+ const float maxx = dstrect->w - center->x;
|
|
|
+ const float miny = -center->y;
|
|
|
+ const float maxy = dstrect->h - center->y;
|
|
|
+
|
|
|
+ VertexPositionColor vertices[] = {
|
|
|
+ {XMFLOAT3(minx, miny, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(minx, maxy, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(maxx, miny, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
|
|
+ {XMFLOAT3(maxx, maxy, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
|
|
+ };
|
|
|
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
|
+ D3D11_SetPixelShader(
|
|
|
+ renderer,
|
|
|
+ rendererData->texturePixelShader.Get(),
|
|
|
+ textureData->mainTextureResourceView.Get(),
|
|
|
+ textureSampler);
|
|
|
+
|
|
|
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
+
|
|
|
+ rendererData->vertexShaderConstantsData.model = oldModelMatrix;
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
+ Uint32 format, void * pixels, int pitch)
|
|
|
+{
|
|
|
+ D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+ HRESULT result = S_OK;
|
|
|
+
|
|
|
+ // Retrieve a pointer to the back buffer:
|
|
|
+ ComPtr<ID3D11Texture2D> backBuffer;
|
|
|
+ result = data->swapChain->GetBuffer(
|
|
|
+ 0,
|
|
|
+ __uuidof(ID3D11Texture2D),
|
|
|
+ &backBuffer
|
|
|
+ );
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [get back buffer]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create a staging texture to copy the screen's data to:
|
|
|
+ ComPtr<ID3D11Texture2D> stagingTexture;
|
|
|
+ D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
|
+ backBuffer->GetDesc(&stagingTextureDesc);
|
|
|
+ stagingTextureDesc.Width = rect->w;
|
|
|
+ stagingTextureDesc.Height = rect->h;
|
|
|
+ stagingTextureDesc.BindFlags = 0;
|
|
|
+ stagingTextureDesc.MiscFlags = 0;
|
|
|
+ stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
|
+ stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
|
+ result = data->d3dDevice->CreateTexture2D(
|
|
|
+ &stagingTextureDesc,
|
|
|
+ NULL,
|
|
|
+ &stagingTexture);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy the desired portion of the back buffer to the staging texture:
|
|
|
+ D3D11_RECT srcRect;
|
|
|
+ if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect) != 0) {
|
|
|
+ /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_BOX srcBox;
|
|
|
+ srcBox.left = srcRect.left;
|
|
|
+ srcBox.right = srcRect.right;
|
|
|
+ srcBox.top = srcRect.top;
|
|
|
+ srcBox.bottom = srcRect.bottom;
|
|
|
+ srcBox.front = 0;
|
|
|
+ srcBox.back = 1;
|
|
|
+ data->d3dContext->CopySubresourceRegion(
|
|
|
+ stagingTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ 0, 0, 0,
|
|
|
+ backBuffer.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ &srcBox);
|
|
|
+
|
|
|
+ // Map the staging texture's data to CPU-accessible memory:
|
|
|
+ D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
|
|
+ result = data->d3dContext->Map(
|
|
|
+ stagingTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0),
|
|
|
+ D3D11_MAP_READ,
|
|
|
+ 0,
|
|
|
+ &textureMemory);
|
|
|
+ if (FAILED(result)) {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy the data into the desired buffer, converting pixels to the
|
|
|
+ // desired format at the same time:
|
|
|
+ if (SDL_ConvertPixels(
|
|
|
+ rect->w, rect->h,
|
|
|
+ DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
|
|
|
+ textureMemory.pData,
|
|
|
+ textureMemory.RowPitch,
|
|
|
+ format,
|
|
|
+ pixels,
|
|
|
+ pitch) != 0)
|
|
|
+ {
|
|
|
+ // When SDL_ConvertPixels fails, it'll have already set the format.
|
|
|
+ // Get the error message, and attach some extra data to it.
|
|
|
+ std::string errorMessage = string(__FUNCTION__ ", Convert Pixels failed: ") + SDL_GetError();
|
|
|
+ return SDL_SetError(errorMessage.c_str());
|
|
|
+ }
|
|
|
+
|
|
|
+ // Unmap the texture:
|
|
|
+ data->d3dContext->Unmap(
|
|
|
+ stagingTexture.Get(),
|
|
|
+ D3D11CalcSubresource(0, 0, 0));
|
|
|
+
|
|
|
+ // All done. The staging texture will be cleaned up in it's container
|
|
|
+ // ComPtr<>'s destructor.
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static void
|
|
|
+D3D11_RenderPresent(SDL_Renderer * renderer)
|
|
|
+{
|
|
|
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
+
|
|
|
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
+ // The first argument instructs DXGI to block until VSync, putting the application
|
|
|
+ // to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
|
|
+ // frames that will never be displayed to the screen.
|
|
|
+ HRESULT hr = data->swapChain->Present(1, 0);
|
|
|
+#else
|
|
|
+ // The application may optionally specify "dirty" or "scroll"
|
|
|
+ // rects to improve efficiency in certain scenarios.
|
|
|
+ // This option is not available on Windows Phone 8, to note.
|
|
|
+ DXGI_PRESENT_PARAMETERS parameters = {0};
|
|
|
+ parameters.DirtyRectsCount = 0;
|
|
|
+ parameters.pDirtyRects = nullptr;
|
|
|
+ parameters.pScrollRect = nullptr;
|
|
|
+ parameters.pScrollOffset = nullptr;
|
|
|
+
|
|
|
+ // The first argument instructs DXGI to block until VSync, putting the application
|
|
|
+ // to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
|
|
+ // frames that will never be displayed to the screen.
|
|
|
+ HRESULT hr = data->swapChain->Present1(1, 0, ¶meters);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Discard the contents of the render target.
|
|
|
+ // This is a valid operation only when the existing contents will be entirely
|
|
|
+ // overwritten. If dirty or scroll rects are used, this call should be removed.
|
|
|
+ data->d3dContext->DiscardView(data->mainRenderTargetView.Get());
|
|
|
+
|
|
|
+ // If the device was removed either by a disconnect or a driver upgrade, we
|
|
|
+ // must recreate all device resources.
|
|
|
+ //
|
|
|
+ // TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvedge debug info from users' machines
|
|
|
+ if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
|
|
+ {
|
|
|
+ hr = D3D11_HandleDeviceLost(renderer);
|
|
|
+ if (FAILED(hr)) {
|
|
|
+ /* D3D11_HandleDeviceLost will set the SDL error */
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::DiscardView", hr);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
|
|
+
|
|
|
+/* vi: set ts=4 sw=4 expandtab: */
|