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SDL_render_d3d11.c

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#ifdef __WINRT__
#include <windows.ui.core.h>
#include <windows.foundation.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
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using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#endif /* __WINRT__ */
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
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#include <d3d11_1.h>
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#define SAFE_RELEASE(X) if ( (X) ) { IUnknown_Release( SDL_static_cast(IUnknown*, X ) ); X = NULL; }
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typedef struct
{
float x;
float y;
} Float2;
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typedef struct
{
float x;
float y;
float z;
} Float3;
typedef struct
{
float x;
float y;
float z;
float w;
} Float4;
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typedef struct
{
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
float m[4][4];
};
} Float4X4;
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/* Vertex shader, common values */
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typedef struct
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{
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Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
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/* Per-vertex data */
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typedef struct
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{
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Float3 pos;
Float2 tex;
Float4 color;
} VertexPositionColor;
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/* Per-texture data */
typedef struct
{
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ID3D11Texture2D *mainTexture;
ID3D11ShaderResourceView *mainTextureResourceView;
ID3D11RenderTargetView *mainTextureRenderTargetView;
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
} D3D11_TextureData;
/* Private renderer data */
typedef struct
{
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void *hD3D11Mod;
ID3D11Device1 *d3dDevice;
ID3D11DeviceContext1 *d3dContext;
IDXGISwapChain1 *swapChain;
DXGI_SWAP_EFFECT swapEffect;
ID3D11RenderTargetView *mainRenderTargetView;
ID3D11RenderTargetView *currentOffscreenRenderTargetView;
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffer;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *texturePixelShader;
ID3D11PixelShader *colorPixelShader;
ID3D11BlendState *blendModeBlend;
ID3D11BlendState *blendModeAdd;
ID3D11BlendState *blendModeMod;
ID3D11SamplerState *nearestPixelSampler;
ID3D11SamplerState *linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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/* Rasterizers */
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
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/* Vertex buffer constants */
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VertexShaderConstants vertexShaderConstantsData;
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ID3D11Buffer *vertexShaderConstants;
/* Cached renderer properties */
DXGI_MODE_ROTATION rotation;
ID3D11RenderTargetView *currentRenderTargetView;
ID3D11RasterizerState *currentRasterizerState;
ID3D11BlendState *currentBlendState;
ID3D11PixelShader *currentShader;
ID3D11ShaderResourceView *currentShaderResource;
ID3D11SamplerState *currentSampler;
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} D3D11_RenderData;
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/* Defined here so we don't have to include uuid.lib */
static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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/* Direct3D 11.x shaders
SDL's shaders are compiled into SDL itself, to simplify distribution.
All Direct3D 11.x shaders were compiled with the following:
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fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
Variables:
- <TYPE>: the type of shader. A table of utilized shader types is
listed below.
- <OUTPUT FILE>: where to store compiled output
- <INPUT FILE>: where to read shader source code from
Shader types:
- ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
Shader object code was converted to a list of DWORDs via the following
*nix style command (available separately from Windows + MSVC):
hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
#else
#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
#endif
/* The texture-rendering pixel shader:
--- D3D11_PixelShader_Textures.hlsl ---
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Textures[] = {
0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 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
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};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Textures[] = {
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0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'textures' pixel shader is not defined"
#endif
/* The color-only-rendering pixel shader:
--- D3D11_PixelShader_Colors.hlsl ---
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struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
}
*/
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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[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0200, 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
};
#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
};
Dec 26, 2013
Dec 26, 2013
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#else
#error "An appropriate 'colors' pixel shader is not defined."
#endif
/* The sole vertex shader:
--- D3D11_VertexShader.hlsl ---
Mar 9, 2014
Mar 9, 2014
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#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;
}
Dec 26, 2013
Dec 26, 2013
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*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_VertexShader[] = {
Mar 9, 2014
Mar 9, 2014
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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,
Dec 26, 2013
Dec 26, 2013
463
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
Dec 26, 2013
Dec 26, 2013
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466
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_VertexShader[] = {
Mar 9, 2014
Mar 9, 2014
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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
Dec 26, 2013
Dec 26, 2013
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};
#else
#error "An appropriate vertex shader is not defined."
#endif
Mar 10, 2014
Mar 10, 2014
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/* Direct3D matrix math functions */
static Float4X4 MatrixIdentity()
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
static Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
{
Float4X4 m;
SDL_zero(m);
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
return m;
}
static Float4X4 MatrixScaling(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = x;
m._22 = y;
m._33 = z;
m._44 = 1.0f;
return m;
}
static Float4X4 MatrixTranslation(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
m._41 = x;
m._42 = y;
m._43 = z;
return m;
}
static Float4X4 MatrixRotationX(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = cosR;
m._23 = sinR;
m._32 = -sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
static Float4X4 MatrixRotationY(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._13 = -sinR;
m._22 = 1.0f;
m._31 = sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
static Float4X4 MatrixRotationZ(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._12 = sinR;
m._21 = -sinR;
m._22 = cosR;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
Dec 25, 2013
Dec 25, 2013
639
/* Direct3D 11.1 renderer implementation */
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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);
Aug 14, 2013
Aug 14, 2013
652
static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
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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 */
Mar 10, 2014
Mar 10, 2014
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static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
Mar 10, 2014
Mar 10, 2014
679
SDL_RenderDriver D3D11_RenderDriver = {
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D3D11_CreateRenderer,
{
Mar 10, 2014
Mar 10, 2014
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"direct3d11",
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686
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
Mar 10, 2014
Mar 10, 2014
687
688
689
), /* flags. see SDL_RendererFlags */
2, /* num_texture_formats */
{ /* texture_formats */
690
691
692
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_ARGB8888
},
Mar 10, 2014
Mar 10, 2014
693
694
0, /* max_texture_width: will be filled in later */
0 /* max_texture_height: will be filled in later */
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
}
};
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)
{
Mar 9, 2014
Mar 9, 2014
714
715
716
717
718
719
720
721
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;
}
Dec 26, 2013
Dec 26, 2013
722
}
Mar 9, 2014
Mar 9, 2014
724
725
726
727
728
729
730
731
732
733
734
735
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;
}
Mar 10, 2014
Mar 10, 2014
736
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
Mar 9, 2014
Mar 9, 2014
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
if (!data) {
SDL_OutOfMemory();
return NULL;
}
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;
Mar 10, 2014
Mar 10, 2014
761
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
Mar 9, 2014
Mar 9, 2014
762
763
renderer->driverdata = data;
Mar 10, 2014
Mar 10, 2014
764
765
766
767
768
769
770
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
* order to give init functions access to the underlying window handle:
*/
Mar 9, 2014
Mar 9, 2014
771
772
773
774
775
776
777
778
779
780
781
782
783
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;
}
return renderer;
784
785
786
787
788
789
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
Mar 10, 2014
Mar 10, 2014
790
Mar 10, 2014
Mar 10, 2014
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
SAFE_RELEASE(data->d3dDevice);
SAFE_RELEASE(data->d3dContext);
SAFE_RELEASE(data->swapChain);
SAFE_RELEASE(data->mainRenderTargetView);
SAFE_RELEASE(data->currentOffscreenRenderTargetView);
SAFE_RELEASE(data->inputLayout);
SAFE_RELEASE(data->vertexBuffer);
SAFE_RELEASE(data->vertexShader);
SAFE_RELEASE(data->texturePixelShader);
SAFE_RELEASE(data->colorPixelShader);
SAFE_RELEASE(data->blendModeBlend);
SAFE_RELEASE(data->blendModeAdd);
SAFE_RELEASE(data->blendModeMod);
SAFE_RELEASE(data->nearestPixelSampler);
SAFE_RELEASE(data->linearSampler);
SAFE_RELEASE(data->mainRasterizer);
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
}
SDL_free(data);
Mar 10, 2014
Mar 10, 2014
816
SDL_free(renderer);
817
818
819
820
821
822
823
}
static HRESULT
D3D11_CreateBlendMode(SDL_Renderer * renderer,
BOOL enableBlending,
D3D11_BLEND srcBlend,
D3D11_BLEND destBlend,
Dec 30, 2013
Dec 30, 2013
824
825
D3D11_BLEND srcBlendAlpha,
D3D11_BLEND destBlendAlpha,
826
827
828
829
ID3D11BlendState ** blendStateOutput)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
Mar 9, 2014
Mar 9, 2014
830
831
D3D11_BLEND_DESC blendDesc;
Mar 10, 2014
Mar 10, 2014
832
SDL_zero(blendDesc);
Mar 9, 2014
Mar 9, 2014
833
834
835
836
837
838
839
840
841
842
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;
Mar 10, 2014
Mar 10, 2014
843
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
Mar 9, 2014
Mar 9, 2014
844
845
846
847
848
849
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
return result;
}
return S_OK;
Mar 10, 2014
Mar 10, 2014
852
853
/* Create resources that depend on the device. */
static HRESULT
Mar 9, 2014
Mar 9, 2014
854
855
856
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
Mar 10, 2014
Mar 10, 2014
857
858
859
860
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
ID3D11Device *d3dDevice = NULL;
ID3D11DeviceContext *d3dContext = NULL;
HRESULT result = S_OK;
Mar 9, 2014
Mar 9, 2014
861
Mar 10, 2014
Mar 10, 2014
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
#ifdef __WINRT__
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
if (!data->hD3D11Mod) {
result = E_FAIL;
goto done;
}
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
if (!D3D11CreateDeviceFunc) {
result = E_FAIL;
goto done;
}
#endif /* __WINRT__ */
/* This flag adds support for surfaces with a different color channel ordering
* than the API default. It is required for compatibility with Direct2D.
*/
Mar 9, 2014
Mar 9, 2014
881
882
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
Mar 10, 2014
Mar 10, 2014
883
/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
Dec 26, 2013
Dec 26, 2013
884
const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
Mar 10, 2014
Mar 10, 2014
885
886
if (hint && SDL_atoi(hint) > 0) {
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
Mar 9, 2014
Mar 9, 2014
887
888
}
Mar 10, 2014
Mar 10, 2014
889
890
891
892
893
/* 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.
*/
Mar 9, 2014
Mar 9, 2014
894
895
896
897
898
899
900
901
902
903
904
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
};
Mar 10, 2014
Mar 10, 2014
905
906
907
/* Create the Direct3D 11 API device object and a corresponding context. */
result = D3D11CreateDeviceFunc(
NULL, /* Specify NULL to use the default adapter */
Mar 9, 2014
Mar 9, 2014
908
D3D_DRIVER_TYPE_HARDWARE,
Mar 10, 2014
Mar 10, 2014
909
910
911
912
913
914
915
916
NULL,
creationFlags, /* Set set debug and Direct2D compatibility flags. */
featureLevels, /* List of feature levels this app can support. */
SDL_arraysize(featureLevels),
D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
&d3dDevice, /* Returns the Direct3D device created. */
&data->featureLevel, /* Returns feature level of device created. */
&d3dContext /* Returns the device immediate context. */
Mar 9, 2014
Mar 9, 2014
917
918
919
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
Mar 10, 2014
Mar 10, 2014
920
goto done;
Mar 9, 2014
Mar 9, 2014
921
922
}
Mar 10, 2014
Mar 10, 2014
923
result = ID3D11Device_QueryInterface(d3dDevice, &IID_ID3D11Device1, &data->d3dDevice);
Mar 9, 2014
Mar 9, 2014
924
925
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
Mar 10, 2014
Mar 10, 2014
926
goto done;
Mar 9, 2014
Mar 9, 2014
927
928
}
Mar 10, 2014
Mar 10, 2014
929
result = ID3D11DeviceContext_QueryInterface(d3dContext, &IID_ID3D11DeviceContext1, &data->d3dContext);
Mar 9, 2014
Mar 9, 2014
930
931
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
Mar 10, 2014
Mar 10, 2014
932
goto done;
Mar 9, 2014
Mar 9, 2014
933
934
}
Mar 10, 2014
Mar 10, 2014
935
936
937
938
939
/* 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->featureLevel) {
Mar 9, 2014
Mar 9, 2014
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
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;
Mar 10, 2014
Mar 10, 2014
958
959
960
961
962
default:
SDL_SetError(__FUNCTION__ ", Unexpected feature level: %d", data->featureLevel);
result = E_FAIL;
goto done;
Mar 9, 2014
Mar 9, 2014
963
964
}
Mar 10, 2014
Mar 10, 2014
965
966
/* Load in SDL's one and only vertex shader: */
result = ID3D11Device_CreateVertexShader(data->d3dDevice,
Mar 9, 2014
Mar 9, 2014
967
968
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
Mar 10, 2014
Mar 10, 2014
969
NULL,
Mar 9, 2014
Mar 9, 2014
970
971
972
973
&data->vertexShader
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
Mar 10, 2014
Mar 10, 2014
974
goto done;
Mar 9, 2014
Mar 9, 2014
975
976
}
Mar 10, 2014
Mar 10, 2014
977
/* Create an input layout for SDL's vertex shader: */
Mar 9, 2014
Mar 9, 2014
978
979
980
981
982
983
984
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 },
};
Mar 10, 2014
Mar 10, 2014
985
result = ID3D11Device_CreateInputLayout(data->d3dDevice,
Mar 9, 2014
Mar 9, 2014
986
987
988
989
990
991
992
993
vertexDesc,
ARRAYSIZE(vertexDesc),
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
&data->inputLayout
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
Mar 10, 2014
Mar 10, 2014
994
goto done;
Mar 9, 2014
Mar 9, 2014
995
996
}
Mar 10, 2014
Mar 10, 2014
997
998
/* Load in SDL's pixel shaders */
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
Mar 9, 2014
Mar 9, 2014
999
1000
D3D11_PixelShader_Textures,
sizeof(D3D11_PixelShader_Textures),