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@@ -1,86 +0,0 @@
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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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-#include "SDL_config.h"
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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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-#include <vector>
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-
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-struct SDL_VertexShaderConstants
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-{
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- DirectX::XMFLOAT4X4 model;
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- DirectX::XMFLOAT4X4 view;
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- DirectX::XMFLOAT4X4 projection;
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-};
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-
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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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- Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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- D3D_FEATURE_LEVEL featureLevel;
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-
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- // Vertex buffer constants:
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- SDL_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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-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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-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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-/* vi: set ts=4 sw=4 expandtab: */
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