dludwig@8400
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/*
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dludwig@8400
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Simple DirectMedia Layer
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dludwig@8400
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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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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dludwig@8400
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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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dludwig@8400
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freely, subject to the following restrictions:
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dludwig@8400
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dludwig@8400
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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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dludwig@8400
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in a product, an acknowledgment in the product documentation would be
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dludwig@8400
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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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dludwig@8400
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*/
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dludwig@8400
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dludwig@8400
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#include "SDL_config.h"
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dludwig@8400
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dludwig@8400
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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dludwig@8400
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dludwig@8400
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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_loadso.h"
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dludwig@8410
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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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dludwig@8433
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#include "SDL_log.h"
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dludwig@8433
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#include "../../video/SDL_sysvideo.h"
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//#include "stdio.h"
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}
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#include <fstream>
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#include <string>
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#include <vector>
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#include "SDL_render_d3d11_cpp.h"
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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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#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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/* Direct3D 11.1 renderer implementation */
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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dludwig@8415
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static void D3D11_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
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int pitch);
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static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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//static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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static int D3D11_RenderClear(SDL_Renderer * renderer);
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static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D11_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect);
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//static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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// const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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// const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static void D3D11_RenderPresent(SDL_Renderer * renderer);
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static void D3D11_DestroyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
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/* Direct3D 11.1 Internal Functions */
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HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
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dludwig@8413
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HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
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dludwig@8414
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HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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dludwig@8414
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HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
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dludwig@8442
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extern "C" SDL_RenderDriver D3D11_RenderDriver = {
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D3D11_CreateRenderer,
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{
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"direct3d 11.1",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), // flags. see SDL_RendererFlags
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2, // num_texture_formats
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{ // texture_formats
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_ARGB8888
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},
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0, // max_texture_width: will be filled in later
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0 // max_texture_height: will be filled in later
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dludwig@8442
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}
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};
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dludwig@8442
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dludwig@8454
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static Uint32
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DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
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dludwig@8454
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switch (dxgiFormat) {
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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return SDL_PIXELFORMAT_ARGB8888;
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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return SDL_PIXELFORMAT_RGB888;
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default:
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return SDL_PIXELFORMAT_UNKNOWN;
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}
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dludwig@8454
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}
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dludwig@8454
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dludwig@8454
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static DXGI_FORMAT
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dludwig@8454
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SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
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{
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dludwig@8454
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switch (sdlFormat) {
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case SDL_PIXELFORMAT_ARGB8888:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_RGB888:
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return DXGI_FORMAT_B8G8R8X8_UNORM;
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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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dludwig@8454
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}
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dludwig@8454
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dludwig@8454
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//typedef struct
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//{
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dludwig@8400
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// float x, y, z;
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// DWORD color;
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dludwig@8400
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// float u, v;
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dludwig@8400
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//} Vertex;
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dludwig@8400
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dludwig@8400
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SDL_Renderer *
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D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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dludwig@8400
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{
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SDL_Renderer *renderer;
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dludwig@8400
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D3D11_RenderData *data;
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dludwig@8400
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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dludwig@8400
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if (!renderer) {
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dludwig@8400
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SDL_OutOfMemory();
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dludwig@8400
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return NULL;
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dludwig@8400
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}
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dludwig@8400
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SDL_zerop(renderer);
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dludwig@8400
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dludwig@8400
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data = new D3D11_RenderData; // Use the C++ 'new' operator to make sure the struct's members initialize using C++ rules
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dludwig@8400
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if (!data) {
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dludwig@8400
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SDL_OutOfMemory();
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dludwig@8400
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return NULL;
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dludwig@8400
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}
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dludwig@8410
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data->featureLevel = (D3D_FEATURE_LEVEL) 0;
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dludwig@8410
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data->loadingComplete = false;
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dludwig@8412
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data->windowSizeInDIPs = XMFLOAT2(0, 0);
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dludwig@8412
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data->renderTargetSize = XMFLOAT2(0, 0);
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dludwig@8400
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dludwig@8415
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renderer->WindowEvent = D3D11_WindowEvent;
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dludwig@8416
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renderer->CreateTexture = D3D11_CreateTexture;
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dludwig@8416
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renderer->UpdateTexture = D3D11_UpdateTexture;
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dludwig@8451
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renderer->LockTexture = D3D11_LockTexture;
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dludwig@8451
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renderer->UnlockTexture = D3D11_UnlockTexture;
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dludwig@8400
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//renderer->SetRenderTarget = D3D11_SetRenderTarget;
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dludwig@8400
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renderer->UpdateViewport = D3D11_UpdateViewport;
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dludwig@8416
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renderer->RenderClear = D3D11_RenderClear;
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dludwig@8450
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renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
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dludwig@8449
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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dludwig@8429
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renderer->RenderFillRects = D3D11_RenderFillRects;
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dludwig@8416
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renderer->RenderCopy = D3D11_RenderCopy;
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dludwig@8400
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//renderer->RenderCopyEx = D3D11_RenderCopyEx;
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dludwig@8454
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renderer->RenderReadPixels = D3D11_RenderReadPixels;
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dludwig@8401
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renderer->RenderPresent = D3D11_RenderPresent;
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dludwig@8416
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renderer->DestroyTexture = D3D11_DestroyTexture;
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dludwig@8413
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renderer->DestroyRenderer = D3D11_DestroyRenderer;
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dludwig@8400
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renderer->info = D3D11_RenderDriver.info;
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dludwig@8413
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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dludwig@8400
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renderer->driverdata = data;
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dludwig@8400
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dludwig@8413
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// HACK: make sure the SDL_Renderer references the SDL_Window data now, in
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dludwig@8413
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// order to give init functions access to the underlying window handle:
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dludwig@8413
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renderer->window = window;
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dludwig@8400
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dludwig@8413
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/* Initialize Direct3D resources */
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dludwig@8413
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if (FAILED(D3D11_CreateDeviceResources(renderer))) {
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dludwig@8413
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D3D11_DestroyRenderer(renderer);
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dludwig@8413
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return NULL;
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dludwig@8413
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}
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dludwig@8413
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if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
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dludwig@8413
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D3D11_DestroyRenderer(renderer);
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dludwig@8413
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return NULL;
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dludwig@8413
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}
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dludwig@8400
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dludwig@8416
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// TODO, WinRT: fill in renderer->info.texture_formats where appropriate
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dludwig@8416
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dludwig@8400
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return renderer;
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dludwig@8400
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}
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dludwig@8400
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dludwig@8413
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static void
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dludwig@8413
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D3D11_DestroyRenderer(SDL_Renderer * renderer)
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dludwig@8413
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{
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dludwig@8413
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207 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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dludwig@8413
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if (data) {
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dludwig@8413
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delete data;
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dludwig@8413
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data = NULL;
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dludwig@8413
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}
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dludwig@8413
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212 |
}
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dludwig@8413
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dludwig@8410
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static bool
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dludwig@8410
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D3D11_ReadFileContents(const wstring & fileName, vector<char> & out)
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dludwig@8410
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{
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dludwig@8410
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217 |
ifstream in(fileName, ios::in | ios::binary);
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dludwig@8410
|
218 |
if (!in) {
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dludwig@8410
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return false;
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dludwig@8410
|
220 |
}
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dludwig@8410
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221 |
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dludwig@8410
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in.seekg(0, ios::end);
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dludwig@8410
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out.resize((size_t) in.tellg());
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dludwig@8410
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224 |
in.seekg(0, ios::beg);
|
dludwig@8410
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225 |
in.read(&out[0], out.size());
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dludwig@8410
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226 |
return in.good();
|
dludwig@8410
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227 |
}
|
dludwig@8410
|
228 |
|
dludwig@8410
|
229 |
static bool
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dludwig@8410
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230 |
D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
|
dludwig@8410
|
231 |
{
|
dludwig@8410
|
232 |
wstring fileName;
|
dludwig@8410
|
233 |
|
dludwig@8410
|
234 |
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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dludwig@8454
|
235 |
fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
|
dludwig@8410
|
236 |
fileName += L"\\SDL_VS2012_WinRT\\";
|
dludwig@8410
|
237 |
#elif WINAPI_FAMILY == WINAPI_PHONE_APP
|
dludwig@8454
|
238 |
fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
|
dludwig@8410
|
239 |
fileName += L"\\";
|
dludwig@8410
|
240 |
#endif
|
dludwig@8410
|
241 |
// WinRT, TODO: test Direct3D 11.1 shader loading on Win32
|
dludwig@8410
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242 |
fileName += shaderName;
|
dludwig@8410
|
243 |
return D3D11_ReadFileContents(fileName, out);
|
dludwig@8410
|
244 |
}
|
dludwig@8410
|
245 |
|
dludwig@8429
|
246 |
static HRESULT
|
dludwig@8429
|
247 |
D3D11_LoadPixelShader(SDL_Renderer * renderer,
|
dludwig@8429
|
248 |
const wstring & shaderName,
|
dludwig@8429
|
249 |
ID3D11PixelShader ** shaderOutput)
|
dludwig@8429
|
250 |
{
|
dludwig@8429
|
251 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
252 |
HRESULT result = S_OK;
|
dludwig@8429
|
253 |
vector<char> fileData;
|
dludwig@8429
|
254 |
|
dludwig@8429
|
255 |
if (!D3D11_ReadShaderContents(shaderName, fileData)) {
|
dludwig@8429
|
256 |
SDL_SetError("Unable to open SDL's pixel shader file.");
|
dludwig@8429
|
257 |
return E_FAIL;
|
dludwig@8429
|
258 |
}
|
dludwig@8429
|
259 |
|
dludwig@8429
|
260 |
result = data->d3dDevice->CreatePixelShader(
|
dludwig@8429
|
261 |
&fileData[0],
|
dludwig@8429
|
262 |
fileData.size(),
|
dludwig@8429
|
263 |
nullptr,
|
dludwig@8429
|
264 |
shaderOutput
|
dludwig@8429
|
265 |
);
|
dludwig@8429
|
266 |
if (FAILED(result)) {
|
dludwig@8429
|
267 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8429
|
268 |
return result;
|
dludwig@8429
|
269 |
}
|
dludwig@8429
|
270 |
|
dludwig@8429
|
271 |
return S_OK;
|
dludwig@8429
|
272 |
}
|
dludwig@8429
|
273 |
|
dludwig@8431
|
274 |
static HRESULT
|
dludwig@8431
|
275 |
D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
dludwig@8431
|
276 |
BOOL enableBlending,
|
dludwig@8431
|
277 |
D3D11_BLEND srcBlend,
|
dludwig@8431
|
278 |
D3D11_BLEND destBlend,
|
dludwig@8431
|
279 |
ID3D11BlendState ** blendStateOutput)
|
dludwig@8431
|
280 |
{
|
dludwig@8431
|
281 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8431
|
282 |
HRESULT result = S_OK;
|
dludwig@8431
|
283 |
|
dludwig@8431
|
284 |
D3D11_BLEND_DESC blendDesc;
|
dludwig@8431
|
285 |
memset(&blendDesc, 0, sizeof(blendDesc));
|
dludwig@8431
|
286 |
blendDesc.AlphaToCoverageEnable = FALSE;
|
dludwig@8431
|
287 |
blendDesc.IndependentBlendEnable = FALSE;
|
dludwig@8431
|
288 |
blendDesc.RenderTarget[0].BlendEnable = enableBlending;
|
dludwig@8431
|
289 |
blendDesc.RenderTarget[0].SrcBlend = srcBlend;
|
dludwig@8431
|
290 |
blendDesc.RenderTarget[0].DestBlend = destBlend;
|
dludwig@8431
|
291 |
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
dludwig@8431
|
292 |
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
dludwig@8431
|
293 |
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
dludwig@8431
|
294 |
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
dludwig@8431
|
295 |
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
dludwig@8431
|
296 |
result = data->d3dDevice->CreateBlendState(&blendDesc, blendStateOutput);
|
dludwig@8431
|
297 |
if (FAILED(result)) {
|
dludwig@8431
|
298 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8431
|
299 |
return result;
|
dludwig@8431
|
300 |
}
|
dludwig@8431
|
301 |
|
dludwig@8431
|
302 |
return S_OK;
|
dludwig@8431
|
303 |
}
|
dludwig@8431
|
304 |
|
dludwig@8414
|
305 |
// Create resources that depend on the device.
|
dludwig@8410
|
306 |
HRESULT
|
dludwig@8412
|
307 |
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
dludwig@8410
|
308 |
{
|
dludwig@8410
|
309 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8410
|
310 |
|
dludwig@8410
|
311 |
// This flag adds support for surfaces with a different color channel ordering
|
dludwig@8410
|
312 |
// than the API default. It is required for compatibility with Direct2D.
|
dludwig@8410
|
313 |
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
dludwig@8410
|
314 |
|
dludwig@8410
|
315 |
#if defined(_DEBUG)
|
dludwig@8410
|
316 |
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
|
dludwig@8410
|
317 |
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
dludwig@8410
|
318 |
#endif
|
dludwig@8410
|
319 |
|
dludwig@8410
|
320 |
// This array defines the set of DirectX hardware feature levels this app will support.
|
dludwig@8410
|
321 |
// Note the ordering should be preserved.
|
dludwig@8410
|
322 |
// Don't forget to declare your application's minimum required feature level in its
|
dludwig@8410
|
323 |
// description. All applications are assumed to support 9.1 unless otherwise stated.
|
dludwig@8410
|
324 |
D3D_FEATURE_LEVEL featureLevels[] =
|
dludwig@8410
|
325 |
{
|
dludwig@8410
|
326 |
D3D_FEATURE_LEVEL_11_1,
|
dludwig@8410
|
327 |
D3D_FEATURE_LEVEL_11_0,
|
dludwig@8410
|
328 |
D3D_FEATURE_LEVEL_10_1,
|
dludwig@8410
|
329 |
D3D_FEATURE_LEVEL_10_0,
|
dludwig@8410
|
330 |
D3D_FEATURE_LEVEL_9_3,
|
dludwig@8410
|
331 |
D3D_FEATURE_LEVEL_9_2,
|
dludwig@8410
|
332 |
D3D_FEATURE_LEVEL_9_1
|
dludwig@8410
|
333 |
};
|
dludwig@8410
|
334 |
|
dludwig@8410
|
335 |
// Create the Direct3D 11 API device object and a corresponding context.
|
dludwig@8410
|
336 |
ComPtr<ID3D11Device> device;
|
dludwig@8410
|
337 |
ComPtr<ID3D11DeviceContext> context;
|
dludwig@8410
|
338 |
HRESULT result = S_OK;
|
dludwig@8410
|
339 |
result = D3D11CreateDevice(
|
dludwig@8410
|
340 |
nullptr, // Specify nullptr to use the default adapter.
|
dludwig@8410
|
341 |
D3D_DRIVER_TYPE_HARDWARE,
|
dludwig@8410
|
342 |
nullptr,
|
dludwig@8410
|
343 |
creationFlags, // Set set debug and Direct2D compatibility flags.
|
dludwig@8410
|
344 |
featureLevels, // List of feature levels this app can support.
|
dludwig@8410
|
345 |
ARRAYSIZE(featureLevels),
|
dludwig@8410
|
346 |
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
|
dludwig@8410
|
347 |
&device, // Returns the Direct3D device created.
|
dludwig@8410
|
348 |
&data->featureLevel, // Returns feature level of device created.
|
dludwig@8410
|
349 |
&context // Returns the device immediate context.
|
dludwig@8410
|
350 |
);
|
dludwig@8410
|
351 |
if (FAILED(result)) {
|
dludwig@8410
|
352 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8410
|
353 |
return result;
|
dludwig@8410
|
354 |
}
|
dludwig@8410
|
355 |
|
dludwig@8410
|
356 |
// Get the Direct3D 11.1 API device and context interfaces.
|
dludwig@8410
|
357 |
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice1;
|
dludwig@8410
|
358 |
result = device.As(&(data->d3dDevice));
|
dludwig@8410
|
359 |
if (FAILED(result)) {
|
dludwig@8410
|
360 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8410
|
361 |
return result;
|
dludwig@8410
|
362 |
}
|
dludwig@8410
|
363 |
|
dludwig@8410
|
364 |
result = context.As(&data->d3dContext);
|
dludwig@8410
|
365 |
if (FAILED(result)) {
|
dludwig@8410
|
366 |
return result;
|
dludwig@8410
|
367 |
}
|
dludwig@8410
|
368 |
|
dludwig@8410
|
369 |
//
|
dludwig@8446
|
370 |
// Make note of the maximum texture size
|
dludwig@8446
|
371 |
// Max texture sizes are documented on MSDN, at:
|
dludwig@8446
|
372 |
// http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
|
dludwig@8446
|
373 |
//
|
dludwig@8446
|
374 |
switch (data->d3dDevice->GetFeatureLevel()) {
|
dludwig@8446
|
375 |
case D3D_FEATURE_LEVEL_11_1:
|
dludwig@8446
|
376 |
case D3D_FEATURE_LEVEL_11_0:
|
dludwig@8446
|
377 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
|
dludwig@8446
|
378 |
break;
|
dludwig@8446
|
379 |
|
dludwig@8446
|
380 |
case D3D_FEATURE_LEVEL_10_1:
|
dludwig@8446
|
381 |
case D3D_FEATURE_LEVEL_10_0:
|
dludwig@8446
|
382 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
|
dludwig@8446
|
383 |
break;
|
dludwig@8446
|
384 |
|
dludwig@8446
|
385 |
case D3D_FEATURE_LEVEL_9_3:
|
dludwig@8446
|
386 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
|
dludwig@8446
|
387 |
break;
|
dludwig@8446
|
388 |
|
dludwig@8446
|
389 |
case D3D_FEATURE_LEVEL_9_2:
|
dludwig@8446
|
390 |
case D3D_FEATURE_LEVEL_9_1:
|
dludwig@8446
|
391 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
|
dludwig@8446
|
392 |
break;
|
dludwig@8446
|
393 |
}
|
dludwig@8446
|
394 |
|
dludwig@8446
|
395 |
//
|
dludwig@8410
|
396 |
// Load in SDL's one and only vertex shader:
|
dludwig@8410
|
397 |
//
|
dludwig@8429
|
398 |
vector<char> fileData;
|
dludwig@8444
|
399 |
if (!D3D11_ReadShaderContents(L"SDL_D3D11_VertexShader_Default.cso", fileData)) {
|
dludwig@8410
|
400 |
SDL_SetError("Unable to open SDL's vertex shader file.");
|
dludwig@8410
|
401 |
return E_FAIL;
|
dludwig@8410
|
402 |
}
|
dludwig@8410
|
403 |
|
dludwig@8410
|
404 |
result = data->d3dDevice->CreateVertexShader(
|
dludwig@8410
|
405 |
&fileData[0],
|
dludwig@8410
|
406 |
fileData.size(),
|
dludwig@8410
|
407 |
nullptr,
|
dludwig@8410
|
408 |
&data->vertexShader
|
dludwig@8410
|
409 |
);
|
dludwig@8410
|
410 |
if (FAILED(result)) {
|
dludwig@8410
|
411 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8410
|
412 |
return result;
|
dludwig@8410
|
413 |
}
|
dludwig@8410
|
414 |
|
dludwig@8410
|
415 |
//
|
dludwig@8410
|
416 |
// Create an input layout for SDL's vertex shader:
|
dludwig@8410
|
417 |
//
|
dludwig@8410
|
418 |
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
|
dludwig@8410
|
419 |
{
|
dludwig@8429
|
420 |
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
dludwig@8410
|
421 |
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
dludwig@8429
|
422 |
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
dludwig@8410
|
423 |
};
|
dludwig@8410
|
424 |
|
dludwig@8410
|
425 |
result = data->d3dDevice->CreateInputLayout(
|
dludwig@8410
|
426 |
vertexDesc,
|
dludwig@8410
|
427 |
ARRAYSIZE(vertexDesc),
|
dludwig@8410
|
428 |
&fileData[0],
|
dludwig@8410
|
429 |
fileData.size(),
|
dludwig@8410
|
430 |
&data->inputLayout
|
dludwig@8410
|
431 |
);
|
dludwig@8410
|
432 |
if (FAILED(result)) {
|
dludwig@8410
|
433 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8410
|
434 |
return result;
|
dludwig@8410
|
435 |
}
|
dludwig@8410
|
436 |
|
dludwig@8410
|
437 |
//
|
dludwig@8429
|
438 |
// Load in SDL's pixel shaders
|
dludwig@8410
|
439 |
//
|
dludwig@8429
|
440 |
result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_TextureCopy.cso", &data->texturePixelShader);
|
dludwig@8429
|
441 |
if (FAILED(result)) {
|
dludwig@8429
|
442 |
// D3D11_LoadPixelShader will have aleady set the SDL error
|
dludwig@8429
|
443 |
return result;
|
dludwig@8410
|
444 |
}
|
dludwig@8410
|
445 |
|
dludwig@8429
|
446 |
result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_FixedColor.cso", &data->colorPixelShader);
|
dludwig@8410
|
447 |
if (FAILED(result)) {
|
dludwig@8429
|
448 |
// D3D11_LoadPixelShader will have aleady set the SDL error
|
dludwig@8410
|
449 |
return result;
|
dludwig@8410
|
450 |
}
|
dludwig@8410
|
451 |
|
dludwig@8410
|
452 |
//
|
dludwig@8418
|
453 |
// Setup space to hold vertex shader constants:
|
dludwig@8418
|
454 |
//
|
dludwig@8418
|
455 |
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(SDL_VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
|
dludwig@8418
|
456 |
result = data->d3dDevice->CreateBuffer(
|
dludwig@8418
|
457 |
&constantBufferDesc,
|
dludwig@8418
|
458 |
nullptr,
|
dludwig@8418
|
459 |
&data->vertexShaderConstants
|
dludwig@8418
|
460 |
);
|
dludwig@8418
|
461 |
if (FAILED(result)) {
|
dludwig@8418
|
462 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8418
|
463 |
return result;
|
dludwig@8418
|
464 |
}
|
dludwig@8418
|
465 |
|
dludwig@8418
|
466 |
//
|
dludwig@8425
|
467 |
// Make sure that the vertex buffer, if already created, gets freed.
|
dludwig@8425
|
468 |
// It will be recreated later.
|
dludwig@8410
|
469 |
//
|
dludwig@8425
|
470 |
data->vertexBuffer = nullptr;
|
dludwig@8410
|
471 |
|
dludwig@8410
|
472 |
//
|
dludwig@8410
|
473 |
// Create a sampler to use when drawing textures:
|
dludwig@8410
|
474 |
//
|
dludwig@8410
|
475 |
D3D11_SAMPLER_DESC samplerDesc;
|
dludwig@8410
|
476 |
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
dludwig@8410
|
477 |
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
dludwig@8410
|
478 |
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
dludwig@8410
|
479 |
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
dludwig@8410
|
480 |
samplerDesc.MipLODBias = 0.0f;
|
dludwig@8410
|
481 |
samplerDesc.MaxAnisotropy = 1;
|
dludwig@8410
|
482 |
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
dludwig@8410
|
483 |
samplerDesc.BorderColor[0] = 0.0f;
|
dludwig@8410
|
484 |
samplerDesc.BorderColor[1] = 0.0f;
|
dludwig@8410
|
485 |
samplerDesc.BorderColor[2] = 0.0f;
|
dludwig@8410
|
486 |
samplerDesc.BorderColor[3] = 0.0f;
|
dludwig@8410
|
487 |
samplerDesc.MinLOD = 0.0f;
|
dludwig@8410
|
488 |
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
dludwig@8410
|
489 |
result = data->d3dDevice->CreateSamplerState(
|
dludwig@8410
|
490 |
&samplerDesc,
|
dludwig@8410
|
491 |
&data->mainSampler
|
dludwig@8410
|
492 |
);
|
dludwig@8410
|
493 |
if (FAILED(result)) {
|
dludwig@8410
|
494 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8410
|
495 |
return result;
|
dludwig@8410
|
496 |
}
|
dludwig@8410
|
497 |
|
dludwig@8410
|
498 |
//
|
dludwig@8426
|
499 |
// Setup the Direct3D rasterizer
|
dludwig@8426
|
500 |
//
|
dludwig@8426
|
501 |
D3D11_RASTERIZER_DESC rasterDesc;
|
dludwig@8426
|
502 |
memset(&rasterDesc, 0, sizeof(rasterDesc));
|
dludwig@8426
|
503 |
rasterDesc.AntialiasedLineEnable = false;
|
dludwig@8426
|
504 |
rasterDesc.CullMode = D3D11_CULL_NONE;
|
dludwig@8426
|
505 |
rasterDesc.DepthBias = 0;
|
dludwig@8426
|
506 |
rasterDesc.DepthBiasClamp = 0.0f;
|
dludwig@8426
|
507 |
rasterDesc.DepthClipEnable = true;
|
dludwig@8426
|
508 |
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
dludwig@8426
|
509 |
rasterDesc.FrontCounterClockwise = false;
|
dludwig@8426
|
510 |
rasterDesc.MultisampleEnable = false;
|
dludwig@8426
|
511 |
rasterDesc.ScissorEnable = false;
|
dludwig@8426
|
512 |
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
dludwig@8426
|
513 |
result = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->mainRasterizer);
|
dludwig@8426
|
514 |
if (FAILED(result)) {
|
dludwig@8426
|
515 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8426
|
516 |
return result;
|
dludwig@8426
|
517 |
}
|
dludwig@8426
|
518 |
|
dludwig@8426
|
519 |
//
|
dludwig@8431
|
520 |
// Create blending states:
|
dludwig@8431
|
521 |
//
|
dludwig@8431
|
522 |
result = D3D11_CreateBlendMode(
|
dludwig@8431
|
523 |
renderer,
|
dludwig@8431
|
524 |
TRUE,
|
dludwig@8431
|
525 |
D3D11_BLEND_SRC_ALPHA,
|
dludwig@8431
|
526 |
D3D11_BLEND_INV_SRC_ALPHA,
|
dludwig@8431
|
527 |
&data->blendModeBlend);
|
dludwig@8431
|
528 |
if (FAILED(result)) {
|
dludwig@8431
|
529 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
dludwig@8431
|
530 |
return result;
|
dludwig@8431
|
531 |
}
|
dludwig@8431
|
532 |
|
dludwig@8431
|
533 |
result = D3D11_CreateBlendMode(
|
dludwig@8431
|
534 |
renderer,
|
dludwig@8431
|
535 |
TRUE,
|
dludwig@8431
|
536 |
D3D11_BLEND_SRC_ALPHA,
|
dludwig@8431
|
537 |
D3D11_BLEND_ONE,
|
dludwig@8431
|
538 |
&data->blendModeAdd);
|
dludwig@8431
|
539 |
if (FAILED(result)) {
|
dludwig@8431
|
540 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
dludwig@8431
|
541 |
return result;
|
dludwig@8431
|
542 |
}
|
dludwig@8431
|
543 |
|
dludwig@8431
|
544 |
result = D3D11_CreateBlendMode(
|
dludwig@8431
|
545 |
renderer,
|
dludwig@8431
|
546 |
TRUE,
|
dludwig@8431
|
547 |
D3D11_BLEND_ZERO,
|
dludwig@8431
|
548 |
D3D11_BLEND_SRC_COLOR,
|
dludwig@8431
|
549 |
&data->blendModeMod);
|
dludwig@8431
|
550 |
if (FAILED(result)) {
|
dludwig@8431
|
551 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
dludwig@8431
|
552 |
return result;
|
dludwig@8431
|
553 |
}
|
dludwig@8431
|
554 |
|
dludwig@8431
|
555 |
//
|
dludwig@8410
|
556 |
// All done!
|
dludwig@8410
|
557 |
//
|
dludwig@8410
|
558 |
data->loadingComplete = true; // This variable can probably be factored-out
|
dludwig@8410
|
559 |
return S_OK;
|
dludwig@8410
|
560 |
}
|
dludwig@8410
|
561 |
|
dludwig@8412
|
562 |
#ifdef __WINRT__
|
dludwig@8412
|
563 |
|
dludwig@8415
|
564 |
static CoreWindow ^
|
dludwig@8412
|
565 |
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
dludwig@8412
|
566 |
{
|
dludwig@8412
|
567 |
SDL_Window * sdlWindow = renderer->window;
|
dludwig@8412
|
568 |
if ( ! renderer->window ) {
|
dludwig@8412
|
569 |
return nullptr;
|
dludwig@8412
|
570 |
}
|
dludwig@8412
|
571 |
|
dludwig@8412
|
572 |
SDL_SysWMinfo sdlWindowInfo;
|
dludwig@8412
|
573 |
SDL_VERSION(&sdlWindowInfo.version);
|
dludwig@8412
|
574 |
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
|
dludwig@8412
|
575 |
return nullptr;
|
dludwig@8412
|
576 |
}
|
dludwig@8412
|
577 |
|
dludwig@8412
|
578 |
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINDOWSRT) {
|
dludwig@8412
|
579 |
return nullptr;
|
dludwig@8412
|
580 |
}
|
dludwig@8412
|
581 |
|
dludwig@8412
|
582 |
CoreWindow ^* coreWindowPointer = (CoreWindow ^*) sdlWindowInfo.info.winrt.window;
|
dludwig@8412
|
583 |
if ( ! coreWindowPointer ) {
|
dludwig@8412
|
584 |
return nullptr;
|
dludwig@8412
|
585 |
}
|
dludwig@8412
|
586 |
|
dludwig@8412
|
587 |
return *coreWindowPointer;
|
dludwig@8412
|
588 |
}
|
dludwig@8412
|
589 |
|
dludwig@8414
|
590 |
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
dludwig@8412
|
591 |
static float
|
dludwig@8412
|
592 |
D3D11_ConvertDipsToPixels(float dips)
|
dludwig@8412
|
593 |
{
|
dludwig@8412
|
594 |
static const float dipsPerInch = 96.0f;
|
dludwig@8412
|
595 |
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
dludwig@8412
|
596 |
}
|
dludwig@8412
|
597 |
#endif
|
dludwig@8412
|
598 |
|
dludwig@8414
|
599 |
// Initialize all resources that change when the window's size changes.
|
dludwig@8412
|
600 |
// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
|
dludwig@8412
|
601 |
HRESULT
|
dludwig@8412
|
602 |
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
dludwig@8412
|
603 |
{
|
dludwig@8412
|
604 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8412
|
605 |
HRESULT result = S_OK;
|
dludwig@8412
|
606 |
Windows::UI::Core::CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
dludwig@8412
|
607 |
|
dludwig@8412
|
608 |
// Store the window bounds so the next time we get a SizeChanged event we can
|
dludwig@8412
|
609 |
// avoid rebuilding everything if the size is identical.
|
dludwig@8412
|
610 |
data->windowSizeInDIPs.x = coreWindow->Bounds.Width;
|
dludwig@8412
|
611 |
data->windowSizeInDIPs.y = coreWindow->Bounds.Height;
|
dludwig@8412
|
612 |
|
dludwig@8412
|
613 |
// Calculate the necessary swap chain and render target size in pixels.
|
dludwig@8412
|
614 |
float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
|
dludwig@8412
|
615 |
float windowHeight = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.y);
|
dludwig@8412
|
616 |
|
dludwig@8412
|
617 |
// The width and height of the swap chain must be based on the window's
|
dludwig@8412
|
618 |
// landscape-oriented width and height. If the window is in a portrait
|
dludwig@8412
|
619 |
// orientation, the dimensions must be reversed.
|
dludwig@8412
|
620 |
data->orientation = DisplayProperties::CurrentOrientation;
|
dludwig@8433
|
621 |
const bool swapDimensions =
|
dludwig@8412
|
622 |
data->orientation == DisplayOrientations::Portrait ||
|
dludwig@8412
|
623 |
data->orientation == DisplayOrientations::PortraitFlipped;
|
dludwig@8412
|
624 |
data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
|
dludwig@8412
|
625 |
data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
|
dludwig@8412
|
626 |
|
dludwig@8412
|
627 |
if(data->swapChain != nullptr)
|
dludwig@8412
|
628 |
{
|
dludwig@8412
|
629 |
// If the swap chain already exists, resize it.
|
dludwig@8412
|
630 |
result = data->swapChain->ResizeBuffers(
|
dludwig@8412
|
631 |
2, // Double-buffered swap chain.
|
dludwig@8412
|
632 |
static_cast<UINT>(data->renderTargetSize.x),
|
dludwig@8412
|
633 |
static_cast<UINT>(data->renderTargetSize.y),
|
dludwig@8412
|
634 |
DXGI_FORMAT_B8G8R8A8_UNORM,
|
dludwig@8412
|
635 |
0
|
dludwig@8412
|
636 |
);
|
dludwig@8412
|
637 |
if (FAILED(result)) {
|
dludwig@8412
|
638 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
639 |
return result;
|
dludwig@8412
|
640 |
}
|
dludwig@8412
|
641 |
}
|
dludwig@8412
|
642 |
else
|
dludwig@8412
|
643 |
{
|
dludwig@8412
|
644 |
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
dludwig@8412
|
645 |
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
dludwig@8412
|
646 |
swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
|
dludwig@8412
|
647 |
swapChainDesc.Height = static_cast<UINT>(data->renderTargetSize.y);
|
dludwig@8412
|
648 |
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
|
dludwig@8412
|
649 |
swapChainDesc.Stereo = false;
|
dludwig@8412
|
650 |
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
|
dludwig@8412
|
651 |
swapChainDesc.SampleDesc.Quality = 0;
|
dludwig@8412
|
652 |
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
dludwig@8412
|
653 |
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
|
dludwig@8412
|
654 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
dludwig@8412
|
655 |
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
|
dludwig@8412
|
656 |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
|
dludwig@8412
|
657 |
#else
|
dludwig@8412
|
658 |
swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
dludwig@8412
|
659 |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
|
dludwig@8412
|
660 |
#endif
|
dludwig@8412
|
661 |
swapChainDesc.Flags = 0;
|
dludwig@8412
|
662 |
|
dludwig@8412
|
663 |
ComPtr<IDXGIDevice1> dxgiDevice;
|
dludwig@8412
|
664 |
result = data->d3dDevice.As(&dxgiDevice);
|
dludwig@8412
|
665 |
if (FAILED(result)) {
|
dludwig@8412
|
666 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
667 |
return result;
|
dludwig@8412
|
668 |
}
|
dludwig@8412
|
669 |
|
dludwig@8412
|
670 |
ComPtr<IDXGIAdapter> dxgiAdapter;
|
dludwig@8412
|
671 |
result = dxgiDevice->GetAdapter(&dxgiAdapter);
|
dludwig@8412
|
672 |
if (FAILED(result)) {
|
dludwig@8412
|
673 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
674 |
return result;
|
dludwig@8412
|
675 |
}
|
dludwig@8412
|
676 |
|
dludwig@8412
|
677 |
ComPtr<IDXGIFactory2> dxgiFactory;
|
dludwig@8412
|
678 |
result = dxgiAdapter->GetParent(
|
dludwig@8412
|
679 |
__uuidof(IDXGIFactory2),
|
dludwig@8412
|
680 |
&dxgiFactory
|
dludwig@8412
|
681 |
);
|
dludwig@8412
|
682 |
if (FAILED(result)) {
|
dludwig@8412
|
683 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
684 |
return result;
|
dludwig@8412
|
685 |
}
|
dludwig@8412
|
686 |
|
dludwig@8412
|
687 |
result = dxgiFactory->CreateSwapChainForCoreWindow(
|
dludwig@8412
|
688 |
data->d3dDevice.Get(),
|
dludwig@8412
|
689 |
reinterpret_cast<IUnknown*>(coreWindow),
|
dludwig@8412
|
690 |
&swapChainDesc,
|
dludwig@8412
|
691 |
nullptr, // Allow on all displays.
|
dludwig@8412
|
692 |
&data->swapChain
|
dludwig@8412
|
693 |
);
|
dludwig@8412
|
694 |
if (FAILED(result)) {
|
dludwig@8412
|
695 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
696 |
return result;
|
dludwig@8412
|
697 |
}
|
dludwig@8412
|
698 |
|
dludwig@8412
|
699 |
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
|
dludwig@8412
|
700 |
// ensures that the application will only render after each VSync, minimizing power consumption.
|
dludwig@8412
|
701 |
result = dxgiDevice->SetMaximumFrameLatency(1);
|
dludwig@8412
|
702 |
if (FAILED(result)) {
|
dludwig@8412
|
703 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
704 |
return result;
|
dludwig@8412
|
705 |
}
|
dludwig@8412
|
706 |
}
|
dludwig@8412
|
707 |
|
dludwig@8412
|
708 |
// Set the proper orientation for the swap chain, and generate the
|
dludwig@8412
|
709 |
// 3D matrix transformation for rendering to the rotated swap chain.
|
dludwig@8412
|
710 |
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
|
dludwig@8412
|
711 |
switch (data->orientation)
|
dludwig@8412
|
712 |
{
|
dludwig@8412
|
713 |
case DisplayOrientations::Landscape:
|
dludwig@8412
|
714 |
rotation = DXGI_MODE_ROTATION_IDENTITY;
|
dludwig@8412
|
715 |
break;
|
dludwig@8412
|
716 |
|
dludwig@8412
|
717 |
case DisplayOrientations::Portrait:
|
dludwig@8412
|
718 |
rotation = DXGI_MODE_ROTATION_ROTATE270;
|
dludwig@8412
|
719 |
break;
|
dludwig@8412
|
720 |
|
dludwig@8412
|
721 |
case DisplayOrientations::LandscapeFlipped:
|
dludwig@8412
|
722 |
rotation = DXGI_MODE_ROTATION_ROTATE180;
|
dludwig@8412
|
723 |
break;
|
dludwig@8412
|
724 |
|
dludwig@8412
|
725 |
case DisplayOrientations::PortraitFlipped:
|
dludwig@8412
|
726 |
rotation = DXGI_MODE_ROTATION_ROTATE90;
|
dludwig@8412
|
727 |
break;
|
dludwig@8412
|
728 |
|
dludwig@8412
|
729 |
default:
|
dludwig@8412
|
730 |
throw ref new Platform::FailureException();
|
dludwig@8412
|
731 |
}
|
dludwig@8412
|
732 |
|
dludwig@8412
|
733 |
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
dludwig@8412
|
734 |
// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
|
dludwig@8412
|
735 |
result = data->swapChain->SetRotation(rotation);
|
dludwig@8412
|
736 |
if (FAILED(result)) {
|
dludwig@8412
|
737 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
738 |
return result;
|
dludwig@8412
|
739 |
}
|
dludwig@8412
|
740 |
#endif
|
dludwig@8412
|
741 |
|
dludwig@8412
|
742 |
// Create a render target view of the swap chain back buffer.
|
dludwig@8412
|
743 |
ComPtr<ID3D11Texture2D> backBuffer;
|
dludwig@8412
|
744 |
result = data->swapChain->GetBuffer(
|
dludwig@8412
|
745 |
0,
|
dludwig@8412
|
746 |
__uuidof(ID3D11Texture2D),
|
dludwig@8412
|
747 |
&backBuffer
|
dludwig@8412
|
748 |
);
|
dludwig@8412
|
749 |
if (FAILED(result)) {
|
dludwig@8412
|
750 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
751 |
return result;
|
dludwig@8412
|
752 |
}
|
dludwig@8412
|
753 |
|
dludwig@8412
|
754 |
result = data->d3dDevice->CreateRenderTargetView(
|
dludwig@8412
|
755 |
backBuffer.Get(),
|
dludwig@8412
|
756 |
nullptr,
|
dludwig@8412
|
757 |
&data->renderTargetView
|
dludwig@8412
|
758 |
);
|
dludwig@8412
|
759 |
if (FAILED(result)) {
|
dludwig@8412
|
760 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8412
|
761 |
return result;
|
dludwig@8412
|
762 |
}
|
dludwig@8412
|
763 |
|
dludwig@8432
|
764 |
if (D3D11_UpdateViewport(renderer) != 0) {
|
dludwig@8432
|
765 |
// D3D11_UpdateViewport will set the SDL error if it fails.
|
dludwig@8432
|
766 |
return E_FAIL;
|
dludwig@8432
|
767 |
}
|
dludwig@8412
|
768 |
|
dludwig@8412
|
769 |
return S_OK;
|
dludwig@8412
|
770 |
}
|
dludwig@8412
|
771 |
|
dludwig@8415
|
772 |
// This method is called when the window's size changes.
|
dludwig@8414
|
773 |
HRESULT
|
dludwig@8414
|
774 |
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
dludwig@8414
|
775 |
{
|
dludwig@8414
|
776 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8414
|
777 |
HRESULT result = S_OK;
|
dludwig@8414
|
778 |
Windows::UI::Core::CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
dludwig@8414
|
779 |
|
dludwig@8414
|
780 |
if (coreWindow->Bounds.Width != data->windowSizeInDIPs.x ||
|
dludwig@8414
|
781 |
coreWindow->Bounds.Height != data->windowSizeInDIPs.y ||
|
dludwig@8414
|
782 |
data->orientation != DisplayProperties::CurrentOrientation)
|
dludwig@8414
|
783 |
{
|
dludwig@8414
|
784 |
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
dludwig@8414
|
785 |
data->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
dludwig@8414
|
786 |
data->renderTargetView = nullptr;
|
dludwig@8414
|
787 |
data->d3dContext->Flush();
|
dludwig@8414
|
788 |
result = D3D11_CreateWindowSizeDependentResources(renderer);
|
dludwig@8414
|
789 |
if (FAILED(result)) {
|
dludwig@8414
|
790 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8414
|
791 |
return result;
|
dludwig@8414
|
792 |
}
|
dludwig@8414
|
793 |
}
|
dludwig@8414
|
794 |
|
dludwig@8414
|
795 |
return S_OK;
|
dludwig@8414
|
796 |
}
|
dludwig@8414
|
797 |
|
dludwig@8414
|
798 |
HRESULT
|
dludwig@8414
|
799 |
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
dludwig@8414
|
800 |
{
|
dludwig@8414
|
801 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8414
|
802 |
HRESULT result = S_OK;
|
dludwig@8414
|
803 |
|
dludwig@8415
|
804 |
// Reset these member variables to ensure that D3D11_UpdateForWindowSizeChange recreates all resources.
|
dludwig@8414
|
805 |
data->windowSizeInDIPs.x = 0;
|
dludwig@8414
|
806 |
data->windowSizeInDIPs.y = 0;
|
dludwig@8414
|
807 |
data->swapChain = nullptr;
|
dludwig@8414
|
808 |
|
dludwig@8414
|
809 |
result = D3D11_CreateDeviceResources(renderer);
|
dludwig@8414
|
810 |
if (FAILED(result)) {
|
dludwig@8414
|
811 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8414
|
812 |
return result;
|
dludwig@8414
|
813 |
}
|
dludwig@8414
|
814 |
|
dludwig@8414
|
815 |
result = D3D11_UpdateForWindowSizeChange(renderer);
|
dludwig@8414
|
816 |
if (FAILED(result)) {
|
dludwig@8414
|
817 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8414
|
818 |
return result;
|
dludwig@8414
|
819 |
}
|
dludwig@8414
|
820 |
|
dludwig@8414
|
821 |
return S_OK;
|
dludwig@8414
|
822 |
}
|
dludwig@8414
|
823 |
|
dludwig@8415
|
824 |
static void
|
dludwig@8415
|
825 |
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
dludwig@8415
|
826 |
{
|
dludwig@8415
|
827 |
//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8415
|
828 |
|
dludwig@8415
|
829 |
if (event->event == SDL_WINDOWEVENT_RESIZED) {
|
dludwig@8415
|
830 |
D3D11_UpdateForWindowSizeChange(renderer);
|
dludwig@8415
|
831 |
}
|
dludwig@8415
|
832 |
}
|
dludwig@8415
|
833 |
|
dludwig@8416
|
834 |
static int
|
dludwig@8416
|
835 |
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
dludwig@8416
|
836 |
{
|
dludwig@8416
|
837 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8416
|
838 |
D3D11_TextureData *textureData;
|
dludwig@8416
|
839 |
HRESULT result;
|
dludwig@8454
|
840 |
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
dludwig@8454
|
841 |
if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
|
dludwig@8454
|
842 |
SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
dludwig@8454
|
843 |
__FUNCTION__, texture->format);
|
dludwig@8454
|
844 |
return -1;
|
dludwig@8442
|
845 |
}
|
dludwig@8416
|
846 |
|
dludwig@8416
|
847 |
textureData = new D3D11_TextureData;
|
dludwig@8416
|
848 |
if (!textureData) {
|
dludwig@8416
|
849 |
SDL_OutOfMemory();
|
dludwig@8416
|
850 |
return -1;
|
dludwig@8416
|
851 |
}
|
dludwig@8416
|
852 |
textureData->pixelFormat = SDL_AllocFormat(texture->format);
|
dludwig@8451
|
853 |
textureData->lockedTexturePosition = XMINT2(0, 0);
|
dludwig@8416
|
854 |
|
dludwig@8416
|
855 |
texture->driverdata = textureData;
|
dludwig@8416
|
856 |
|
dludwig@8416
|
857 |
D3D11_TEXTURE2D_DESC textureDesc = {0};
|
dludwig@8416
|
858 |
textureDesc.Width = texture->w;
|
dludwig@8416
|
859 |
textureDesc.Height = texture->h;
|
dludwig@8416
|
860 |
textureDesc.MipLevels = 1;
|
dludwig@8416
|
861 |
textureDesc.ArraySize = 1;
|
dludwig@8442
|
862 |
textureDesc.Format = textureFormat;
|
dludwig@8416
|
863 |
textureDesc.SampleDesc.Count = 1;
|
dludwig@8416
|
864 |
textureDesc.SampleDesc.Quality = 0;
|
dludwig@8416
|
865 |
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
|
dludwig@8416
|
866 |
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
dludwig@8416
|
867 |
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
dludwig@8416
|
868 |
textureDesc.MiscFlags = 0;
|
dludwig@8416
|
869 |
|
dludwig@8452
|
870 |
#if 0
|
dludwig@8416
|
871 |
// Fill the texture with a non-black color, for debugging purposes:
|
dludwig@8452
|
872 |
const int numPixels = textureDesc.Width * textureDesc.Height;
|
dludwig@8452
|
873 |
const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
|
dludwig@8452
|
874 |
std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
|
dludwig@8452
|
875 |
for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
|
dludwig@8452
|
876 |
initialTexturePixels[i+0] = 0xff;
|
dludwig@8452
|
877 |
initialTexturePixels[i+1] = 0xff;
|
dludwig@8452
|
878 |
initialTexturePixels[i+2] = 0x00;
|
dludwig@8452
|
879 |
initialTexturePixels[i+3] = 0xff;
|
dludwig@8452
|
880 |
}
|
dludwig@8416
|
881 |
D3D11_SUBRESOURCE_DATA initialTextureData = {0};
|
dludwig@8416
|
882 |
initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
|
dludwig@8416
|
883 |
initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
|
dludwig@8416
|
884 |
initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
|
dludwig@8452
|
885 |
#endif
|
dludwig@8452
|
886 |
|
dludwig@8416
|
887 |
result = rendererData->d3dDevice->CreateTexture2D(
|
dludwig@8416
|
888 |
&textureDesc,
|
dludwig@8452
|
889 |
NULL, // &initialTextureData,
|
dludwig@8416
|
890 |
&textureData->mainTexture
|
dludwig@8416
|
891 |
);
|
dludwig@8416
|
892 |
if (FAILED(result)) {
|
dludwig@8416
|
893 |
D3D11_DestroyTexture(renderer, texture);
|
dludwig@8416
|
894 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8416
|
895 |
return -1;
|
dludwig@8416
|
896 |
}
|
dludwig@8416
|
897 |
|
dludwig@8416
|
898 |
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
dludwig@8416
|
899 |
resourceViewDesc.Format = textureDesc.Format;
|
dludwig@8416
|
900 |
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
dludwig@8416
|
901 |
resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
dludwig@8416
|
902 |
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
dludwig@8416
|
903 |
result = rendererData->d3dDevice->CreateShaderResourceView(
|
dludwig@8416
|
904 |
textureData->mainTexture.Get(),
|
dludwig@8416
|
905 |
&resourceViewDesc,
|
dludwig@8416
|
906 |
&textureData->mainTextureResourceView
|
dludwig@8416
|
907 |
);
|
dludwig@8416
|
908 |
if (FAILED(result)) {
|
dludwig@8416
|
909 |
D3D11_DestroyTexture(renderer, texture);
|
dludwig@8416
|
910 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8416
|
911 |
return -1;
|
dludwig@8416
|
912 |
}
|
dludwig@8416
|
913 |
|
dludwig@8416
|
914 |
return 0;
|
dludwig@8416
|
915 |
}
|
dludwig@8416
|
916 |
|
dludwig@8416
|
917 |
static void
|
dludwig@8416
|
918 |
D3D11_DestroyTexture(SDL_Renderer * renderer,
|
dludwig@8416
|
919 |
SDL_Texture * texture)
|
dludwig@8416
|
920 |
{
|
dludwig@8416
|
921 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8416
|
922 |
|
dludwig@8416
|
923 |
if (textureData) {
|
dludwig@8416
|
924 |
if (textureData->pixelFormat) {
|
dludwig@8416
|
925 |
SDL_FreeFormat(textureData->pixelFormat);
|
dludwig@8416
|
926 |
textureData->pixelFormat = NULL;
|
dludwig@8416
|
927 |
}
|
dludwig@8416
|
928 |
|
dludwig@8416
|
929 |
delete textureData;
|
dludwig@8416
|
930 |
texture->driverdata = NULL;
|
dludwig@8416
|
931 |
}
|
dludwig@8416
|
932 |
}
|
dludwig@8416
|
933 |
|
dludwig@8416
|
934 |
static int
|
dludwig@8416
|
935 |
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8416
|
936 |
const SDL_Rect * rect, const void *pixels,
|
dludwig@8416
|
937 |
int pitch)
|
dludwig@8416
|
938 |
{
|
dludwig@8416
|
939 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8416
|
940 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8416
|
941 |
HRESULT result = S_OK;
|
dludwig@8416
|
942 |
|
dludwig@8416
|
943 |
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
dludwig@8416
|
944 |
result = rendererData->d3dContext->Map(
|
dludwig@8416
|
945 |
textureData->mainTexture.Get(),
|
dludwig@8416
|
946 |
0,
|
dludwig@8416
|
947 |
D3D11_MAP_WRITE_DISCARD,
|
dludwig@8416
|
948 |
0,
|
dludwig@8416
|
949 |
&textureMemory
|
dludwig@8416
|
950 |
);
|
dludwig@8416
|
951 |
if (FAILED(result)) {
|
dludwig@8416
|
952 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8416
|
953 |
return -1;
|
dludwig@8416
|
954 |
}
|
dludwig@8416
|
955 |
|
dludwig@8416
|
956 |
// Copy pixel data to the locked texture's memory:
|
dludwig@8416
|
957 |
for (int y = 0; y < rect->h; ++y) {
|
dludwig@8416
|
958 |
memcpy(
|
dludwig@8416
|
959 |
((Uint8 *)textureMemory.pData) + (textureMemory.RowPitch * y),
|
dludwig@8416
|
960 |
((Uint8 *)pixels) + (pitch * y),
|
dludwig@8416
|
961 |
pitch
|
dludwig@8416
|
962 |
);
|
dludwig@8416
|
963 |
}
|
dludwig@8416
|
964 |
|
dludwig@8416
|
965 |
// Clean up a bit, then commit the texture's memory back to Direct3D:
|
dludwig@8416
|
966 |
rendererData->d3dContext->Unmap(
|
dludwig@8416
|
967 |
textureData->mainTexture.Get(),
|
dludwig@8416
|
968 |
0);
|
dludwig@8416
|
969 |
|
dludwig@8416
|
970 |
return 0;
|
dludwig@8416
|
971 |
}
|
dludwig@8416
|
972 |
|
dludwig@8400
|
973 |
static int
|
dludwig@8451
|
974 |
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8451
|
975 |
const SDL_Rect * rect, void **pixels, int *pitch)
|
dludwig@8451
|
976 |
{
|
dludwig@8451
|
977 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8451
|
978 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8451
|
979 |
HRESULT result = S_OK;
|
dludwig@8451
|
980 |
|
dludwig@8451
|
981 |
if (textureData->stagingTexture) {
|
dludwig@8451
|
982 |
SDL_SetError("texture is already locked");
|
dludwig@8451
|
983 |
return -1;
|
dludwig@8451
|
984 |
}
|
dludwig@8451
|
985 |
|
dludwig@8451
|
986 |
// Create a 'staging' texture, which will be used to write to a portion
|
dludwig@8451
|
987 |
// of the main texture. This is necessary, as Direct3D 11.1 does not
|
dludwig@8451
|
988 |
// have the ability to write a CPU-bound pixel buffer to a rectangular
|
dludwig@8451
|
989 |
// subrect of a texture. Direct3D 11.1 can, however, write a pixel
|
dludwig@8451
|
990 |
// buffer to an entire texture, hence the use of a staging texture.
|
dludwig@8451
|
991 |
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
dludwig@8451
|
992 |
textureData->mainTexture->GetDesc(&stagingTextureDesc);
|
dludwig@8451
|
993 |
stagingTextureDesc.Width = rect->w;
|
dludwig@8451
|
994 |
stagingTextureDesc.Height = rect->h;
|
dludwig@8451
|
995 |
stagingTextureDesc.BindFlags = 0;
|
dludwig@8451
|
996 |
stagingTextureDesc.MiscFlags = 0;
|
dludwig@8451
|
997 |
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
dludwig@8451
|
998 |
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
dludwig@8451
|
999 |
result = rendererData->d3dDevice->CreateTexture2D(
|
dludwig@8451
|
1000 |
&stagingTextureDesc,
|
dludwig@8451
|
1001 |
NULL,
|
dludwig@8451
|
1002 |
&textureData->stagingTexture);
|
dludwig@8451
|
1003 |
if (FAILED(result)) {
|
dludwig@8451
|
1004 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", Create Staging Texture", result);
|
dludwig@8451
|
1005 |
return -1;
|
dludwig@8451
|
1006 |
}
|
dludwig@8451
|
1007 |
|
dludwig@8451
|
1008 |
// Get a write-only pointer to data in the staging texture:
|
dludwig@8451
|
1009 |
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
dludwig@8451
|
1010 |
result = rendererData->d3dContext->Map(
|
dludwig@8451
|
1011 |
textureData->stagingTexture.Get(),
|
dludwig@8451
|
1012 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8451
|
1013 |
D3D11_MAP_WRITE,
|
dludwig@8451
|
1014 |
0,
|
dludwig@8451
|
1015 |
&textureMemory
|
dludwig@8451
|
1016 |
);
|
dludwig@8451
|
1017 |
if (FAILED(result)) {
|
dludwig@8451
|
1018 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", Map Staging Texture", result);
|
dludwig@8451
|
1019 |
textureData->stagingTexture = nullptr;
|
dludwig@8451
|
1020 |
return -1;
|
dludwig@8451
|
1021 |
}
|
dludwig@8451
|
1022 |
|
dludwig@8451
|
1023 |
// Make note of where the staging texture will be written to (on a
|
dludwig@8451
|
1024 |
// call to SDL_UnlockTexture):
|
dludwig@8451
|
1025 |
textureData->lockedTexturePosition = XMINT2(rect->x, rect->y);
|
dludwig@8451
|
1026 |
|
dludwig@8451
|
1027 |
// Make sure the caller has information on the texture's pixel buffer,
|
dludwig@8451
|
1028 |
// then return:
|
dludwig@8451
|
1029 |
*pixels = textureMemory.pData;
|
dludwig@8451
|
1030 |
*pitch = textureMemory.RowPitch;
|
dludwig@8451
|
1031 |
return 0;
|
dludwig@8451
|
1032 |
}
|
dludwig@8451
|
1033 |
|
dludwig@8451
|
1034 |
static void
|
dludwig@8451
|
1035 |
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
dludwig@8451
|
1036 |
{
|
dludwig@8451
|
1037 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8451
|
1038 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8451
|
1039 |
|
dludwig@8451
|
1040 |
// Commit the pixel buffer's changes back to the staging texture:
|
dludwig@8451
|
1041 |
rendererData->d3dContext->Unmap(
|
dludwig@8451
|
1042 |
textureData->stagingTexture.Get(),
|
dludwig@8451
|
1043 |
0);
|
dludwig@8451
|
1044 |
|
dludwig@8451
|
1045 |
// Copy the staging texture's contents back to the main texture:
|
dludwig@8451
|
1046 |
rendererData->d3dContext->CopySubresourceRegion(
|
dludwig@8451
|
1047 |
textureData->mainTexture.Get(),
|
dludwig@8451
|
1048 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8451
|
1049 |
textureData->lockedTexturePosition.x,
|
dludwig@8451
|
1050 |
textureData->lockedTexturePosition.y,
|
dludwig@8451
|
1051 |
0,
|
dludwig@8451
|
1052 |
textureData->stagingTexture.Get(),
|
dludwig@8451
|
1053 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8451
|
1054 |
NULL);
|
dludwig@8451
|
1055 |
|
dludwig@8451
|
1056 |
// Clean up and return:
|
dludwig@8451
|
1057 |
textureData->stagingTexture = nullptr;
|
dludwig@8451
|
1058 |
textureData->lockedTexturePosition = XMINT2(0, 0);
|
dludwig@8451
|
1059 |
}
|
dludwig@8451
|
1060 |
|
dludwig@8451
|
1061 |
static int
|
dludwig@8400
|
1062 |
D3D11_UpdateViewport(SDL_Renderer * renderer)
|
dludwig@8400
|
1063 |
{
|
dludwig@8432
|
1064 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8432
|
1065 |
|
dludwig@8432
|
1066 |
if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
|
dludwig@8432
|
1067 |
// If the viewport is empty, assume that it is because
|
dludwig@8432
|
1068 |
// SDL_CreateRenderer is calling it, and will call it again later
|
dludwig@8432
|
1069 |
// with a non-empty viewport.
|
dludwig@8432
|
1070 |
return 0;
|
dludwig@8432
|
1071 |
}
|
dludwig@8432
|
1072 |
|
dludwig@8432
|
1073 |
switch (data->orientation)
|
dludwig@8432
|
1074 |
{
|
dludwig@8432
|
1075 |
case DisplayOrientations::Landscape:
|
dludwig@8432
|
1076 |
data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 0-degree Z-rotation
|
dludwig@8432
|
1077 |
1.0f, 0.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1078 |
0.0f, 1.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1079 |
0.0f, 0.0f, 1.0f, 0.0f,
|
dludwig@8432
|
1080 |
0.0f, 0.0f, 0.0f, 1.0f
|
dludwig@8432
|
1081 |
);
|
dludwig@8432
|
1082 |
break;
|
dludwig@8432
|
1083 |
|
dludwig@8432
|
1084 |
case DisplayOrientations::Portrait:
|
dludwig@8433
|
1085 |
data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 90-degree Z-rotation
|
dludwig@8433
|
1086 |
0.0f, 1.0f, 0.0f, 0.0f,
|
dludwig@8433
|
1087 |
-1.0f, 0.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1088 |
0.0f, 0.0f, 1.0f, 0.0f,
|
dludwig@8432
|
1089 |
0.0f, 0.0f, 0.0f, 1.0f
|
dludwig@8432
|
1090 |
);
|
dludwig@8432
|
1091 |
break;
|
dludwig@8432
|
1092 |
|
dludwig@8432
|
1093 |
case DisplayOrientations::LandscapeFlipped:
|
dludwig@8432
|
1094 |
data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 180-degree Z-rotation
|
dludwig@8432
|
1095 |
-1.0f, 0.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1096 |
0.0f, -1.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1097 |
0.0f, 0.0f, 1.0f, 0.0f,
|
dludwig@8432
|
1098 |
0.0f, 0.0f, 0.0f, 1.0f
|
dludwig@8432
|
1099 |
);
|
dludwig@8432
|
1100 |
break;
|
dludwig@8432
|
1101 |
|
dludwig@8432
|
1102 |
case DisplayOrientations::PortraitFlipped:
|
dludwig@8433
|
1103 |
data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 270-degree Z-rotation
|
dludwig@8433
|
1104 |
0.0f, -1.0f, 0.0f, 0.0f,
|
dludwig@8433
|
1105 |
1.0f, 0.0f, 0.0f, 0.0f,
|
dludwig@8432
|
1106 |
0.0f, 0.0f, 1.0f, 0.0f,
|
dludwig@8432
|
1107 |
0.0f, 0.0f, 0.0f, 1.0f
|
dludwig@8432
|
1108 |
);
|
dludwig@8432
|
1109 |
break;
|
dludwig@8432
|
1110 |
|
dludwig@8432
|
1111 |
default:
|
dludwig@8432
|
1112 |
SDL_SetError("An unknown DisplayOrientation is being used");
|
dludwig@8432
|
1113 |
return -1;
|
dludwig@8432
|
1114 |
}
|
dludwig@8432
|
1115 |
|
dludwig@8432
|
1116 |
//
|
dludwig@8432
|
1117 |
// Update the view matrix
|
dludwig@8432
|
1118 |
//
|
dludwig@8433
|
1119 |
float viewportWidth = (float) renderer->viewport.w;
|
dludwig@8433
|
1120 |
float viewportHeight = (float) renderer->viewport.h;
|
dludwig@8433
|
1121 |
XMStoreFloat4x4(&data->vertexShaderConstantsData.view,
|
dludwig@8432
|
1122 |
XMMatrixMultiply(
|
dludwig@8433
|
1123 |
XMMatrixScaling(2.0f / viewportWidth, 2.0f / viewportHeight, 1.0f),
|
dludwig@8432
|
1124 |
XMMatrixMultiply(
|
dludwig@8432
|
1125 |
XMMatrixTranslation(-1, -1, 0),
|
dludwig@8432
|
1126 |
XMMatrixRotationX(XM_PI)
|
dludwig@8432
|
1127 |
)));
|
dludwig@8434
|
1128 |
#if 0
|
dludwig@8434
|
1129 |
data->vertexShaderConstantsData.view = XMMatrixIdentity();
|
dludwig@8434
|
1130 |
#endif
|
dludwig@8433
|
1131 |
|
dludwig@8433
|
1132 |
//
|
dludwig@8433
|
1133 |
// Update the Direct3D viewport, which seems to be aligned to the
|
dludwig@8433
|
1134 |
// swap buffer's coordinate space, which is always in landscape:
|
dludwig@8433
|
1135 |
//
|
dludwig@8433
|
1136 |
SDL_FRect orientationAlignedViewport;
|
dludwig@8433
|
1137 |
const bool swapDimensions =
|
dludwig@8433
|
1138 |
data->orientation == DisplayOrientations::Portrait ||
|
dludwig@8433
|
1139 |
data->orientation == DisplayOrientations::PortraitFlipped;
|
dludwig@8433
|
1140 |
if (swapDimensions) {
|
dludwig@8433
|
1141 |
orientationAlignedViewport.x = (float) renderer->viewport.y;
|
dludwig@8433
|
1142 |
orientationAlignedViewport.y = (float) renderer->viewport.x;
|
dludwig@8433
|
1143 |
orientationAlignedViewport.w = (float) renderer->viewport.h;
|
dludwig@8433
|
1144 |
orientationAlignedViewport.h = (float) renderer->viewport.w;
|
dludwig@8433
|
1145 |
} else {
|
dludwig@8433
|
1146 |
orientationAlignedViewport.x = (float) renderer->viewport.x;
|
dludwig@8433
|
1147 |
orientationAlignedViewport.y = (float) renderer->viewport.y;
|
dludwig@8433
|
1148 |
orientationAlignedViewport.w = (float) renderer->viewport.w;
|
dludwig@8433
|
1149 |
orientationAlignedViewport.h = (float) renderer->viewport.h;
|
dludwig@8433
|
1150 |
}
|
dludwig@8433
|
1151 |
// WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
|
dludwig@8432
|
1152 |
|
dludwig@8432
|
1153 |
D3D11_VIEWPORT viewport;
|
dludwig@8432
|
1154 |
memset(&viewport, 0, sizeof(viewport));
|
dludwig@8433
|
1155 |
viewport.TopLeftX = orientationAlignedViewport.x;
|
dludwig@8433
|
1156 |
viewport.TopLeftY = orientationAlignedViewport.y;
|
dludwig@8433
|
1157 |
viewport.Width = orientationAlignedViewport.w;
|
dludwig@8433
|
1158 |
viewport.Height = orientationAlignedViewport.h;
|
dludwig@8432
|
1159 |
viewport.MinDepth = 0.0f;
|
dludwig@8432
|
1160 |
viewport.MaxDepth = 1.0f;
|
dludwig@8432
|
1161 |
data->d3dContext->RSSetViewports(1, &viewport);
|
dludwig@8432
|
1162 |
|
dludwig@8433
|
1163 |
#if 0
|
dludwig@8433
|
1164 |
SDL_Log("%s, oav={%.0f,%.0f,%.0f,%.0f}, rend={%.0f,%.0f}\n",
|
dludwig@8433
|
1165 |
__FUNCTION__,
|
dludwig@8433
|
1166 |
orientationAlignedViewport.x,
|
dludwig@8433
|
1167 |
orientationAlignedViewport.y,
|
dludwig@8433
|
1168 |
orientationAlignedViewport.w,
|
dludwig@8433
|
1169 |
orientationAlignedViewport.h,
|
dludwig@8433
|
1170 |
data->renderTargetSize.x,
|
dludwig@8433
|
1171 |
data->renderTargetSize.y);
|
dludwig@8433
|
1172 |
#endif
|
dludwig@8433
|
1173 |
|
dludwig@8400
|
1174 |
return 0;
|
dludwig@8400
|
1175 |
}
|
dludwig@8400
|
1176 |
|
dludwig@8416
|
1177 |
static int
|
dludwig@8416
|
1178 |
D3D11_RenderClear(SDL_Renderer * renderer)
|
dludwig@8416
|
1179 |
{
|
dludwig@8416
|
1180 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8416
|
1181 |
const float colorRGBA[] = {
|
dludwig@8423
|
1182 |
(renderer->r / 255.0f),
|
dludwig@8423
|
1183 |
(renderer->g / 255.0f),
|
dludwig@8423
|
1184 |
(renderer->b / 255.0f),
|
dludwig@8423
|
1185 |
(renderer->a / 255.0f)
|
dludwig@8416
|
1186 |
};
|
dludwig@8416
|
1187 |
data->d3dContext->ClearRenderTargetView(
|
dludwig@8416
|
1188 |
data->renderTargetView.Get(),
|
dludwig@8416
|
1189 |
colorRGBA
|
dludwig@8416
|
1190 |
);
|
dludwig@8416
|
1191 |
return 0;
|
dludwig@8416
|
1192 |
}
|
dludwig@8416
|
1193 |
|
dludwig@8429
|
1194 |
static int
|
dludwig@8429
|
1195 |
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
dludwig@8429
|
1196 |
const void * vertexData, unsigned int dataSizeInBytes)
|
dludwig@8416
|
1197 |
{
|
dludwig@8416
|
1198 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8425
|
1199 |
HRESULT result = S_OK;
|
dludwig@8449
|
1200 |
D3D11_BUFFER_DESC vertexBufferDesc;
|
dludwig@8449
|
1201 |
|
dludwig@8449
|
1202 |
if (rendererData->vertexBuffer) {
|
dludwig@8449
|
1203 |
rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
|
dludwig@8449
|
1204 |
} else {
|
dludwig@8449
|
1205 |
memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
|
dludwig@8449
|
1206 |
}
|
dludwig@8449
|
1207 |
|
dludwig@8449
|
1208 |
if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
dludwig@8429
|
1209 |
rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertexData, dataSizeInBytes, 0);
|
dludwig@8425
|
1210 |
} else {
|
dludwig@8449
|
1211 |
vertexBufferDesc.ByteWidth = dataSizeInBytes;
|
dludwig@8449
|
1212 |
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
dludwig@8449
|
1213 |
|
dludwig@8425
|
1214 |
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
dludwig@8429
|
1215 |
vertexBufferData.pSysMem = vertexData;
|
dludwig@8425
|
1216 |
vertexBufferData.SysMemPitch = 0;
|
dludwig@8425
|
1217 |
vertexBufferData.SysMemSlicePitch = 0;
|
dludwig@8449
|
1218 |
|
dludwig@8425
|
1219 |
result = rendererData->d3dDevice->CreateBuffer(
|
dludwig@8425
|
1220 |
&vertexBufferDesc,
|
dludwig@8425
|
1221 |
&vertexBufferData,
|
dludwig@8425
|
1222 |
&rendererData->vertexBuffer
|
dludwig@8425
|
1223 |
);
|
dludwig@8425
|
1224 |
if (FAILED(result)) {
|
dludwig@8425
|
1225 |
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
dludwig@8425
|
1226 |
return -1;
|
dludwig@8425
|
1227 |
}
|
dludwig@8425
|
1228 |
}
|
dludwig@8425
|
1229 |
|
dludwig@8416
|
1230 |
UINT stride = sizeof(VertexPositionColor);
|
dludwig@8416
|
1231 |
UINT offset = 0;
|
dludwig@8416
|
1232 |
rendererData->d3dContext->IASetVertexBuffers(
|
dludwig@8416
|
1233 |
0,
|
dludwig@8416
|
1234 |
1,
|
dludwig@8416
|
1235 |
rendererData->vertexBuffer.GetAddressOf(),
|
dludwig@8416
|
1236 |
&stride,
|
dludwig@8416
|
1237 |
&offset
|
dludwig@8429
|
1238 |
);
|
dludwig@8429
|
1239 |
|
dludwig@8429
|
1240 |
return 0;
|
dludwig@8429
|
1241 |
}
|
dludwig@8429
|
1242 |
|
dludwig@8429
|
1243 |
static void
|
dludwig@8429
|
1244 |
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
|
dludwig@8429
|
1245 |
{
|
dludwig@8429
|
1246 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1247 |
|
dludwig@8429
|
1248 |
rendererData->d3dContext->OMSetRenderTargets(
|
dludwig@8429
|
1249 |
1,
|
dludwig@8429
|
1250 |
rendererData->renderTargetView.GetAddressOf(),
|
dludwig@8429
|
1251 |
nullptr
|
dludwig@8416
|
1252 |
);
|
dludwig@8416
|
1253 |
|
dludwig@8429
|
1254 |
rendererData->d3dContext->UpdateSubresource(
|
dludwig@8429
|
1255 |
rendererData->vertexShaderConstants.Get(),
|
dludwig@8429
|
1256 |
0,
|
dludwig@8429
|
1257 |
NULL,
|
dludwig@8429
|
1258 |
&rendererData->vertexShaderConstantsData,
|
dludwig@8418
|
1259 |
0,
|
dludwig@8429
|
1260 |
0
|
dludwig@8418
|
1261 |
);
|
dludwig@8442
|
1262 |
}
|
dludwig@8431
|
1263 |
|
dludwig@8442
|
1264 |
static void
|
dludwig@8442
|
1265 |
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
dludwig@8442
|
1266 |
{
|
dludwig@8442
|
1267 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8442
|
1268 |
switch (blendMode) {
|
dludwig@8431
|
1269 |
case SDL_BLENDMODE_BLEND:
|
dludwig@8431
|
1270 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeBlend.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1271 |
break;
|
dludwig@8431
|
1272 |
case SDL_BLENDMODE_ADD:
|
dludwig@8431
|
1273 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeAdd.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1274 |
break;
|
dludwig@8431
|
1275 |
case SDL_BLENDMODE_MOD:
|
dludwig@8431
|
1276 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeMod.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1277 |
break;
|
dludwig@8431
|
1278 |
case SDL_BLENDMODE_NONE:
|
dludwig@8431
|
1279 |
rendererData->d3dContext->OMSetBlendState(NULL, 0, 0xFFFFFFFF);
|
dludwig@8431
|
1280 |
break;
|
dludwig@8431
|
1281 |
}
|
dludwig@8429
|
1282 |
}
|
dludwig@8429
|
1283 |
|
dludwig@8429
|
1284 |
static void
|
dludwig@8429
|
1285 |
D3D11_SetPixelShader(SDL_Renderer * renderer,
|
dludwig@8429
|
1286 |
ID3D11PixelShader * shader,
|
dludwig@8429
|
1287 |
ID3D11ShaderResourceView * shaderResource,
|
dludwig@8429
|
1288 |
ID3D11SamplerState * sampler)
|
dludwig@8429
|
1289 |
{
|
dludwig@8429
|
1290 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1291 |
rendererData->d3dContext->PSSetShader(shader, nullptr, 0);
|
dludwig@8429
|
1292 |
rendererData->d3dContext->PSSetShaderResources(0, 1, &shaderResource);
|
dludwig@8429
|
1293 |
rendererData->d3dContext->PSSetSamplers(0, 1, &sampler);
|
dludwig@8429
|
1294 |
}
|
dludwig@8429
|
1295 |
|
dludwig@8429
|
1296 |
static void
|
dludwig@8429
|
1297 |
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
|
dludwig@8449
|
1298 |
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
|
dludwig@8449
|
1299 |
UINT vertexCount)
|
dludwig@8429
|
1300 |
{
|
dludwig@8429
|
1301 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1302 |
rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
|
dludwig@8429
|
1303 |
rendererData->d3dContext->IASetInputLayout(rendererData->inputLayout.Get());
|
dludwig@8429
|
1304 |
rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
|
dludwig@8429
|
1305 |
rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
|
dludwig@8429
|
1306 |
rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
|
dludwig@8449
|
1307 |
rendererData->d3dContext->Draw(vertexCount, 0);
|
dludwig@8449
|
1308 |
}
|
dludwig@8449
|
1309 |
|
dludwig@8449
|
1310 |
static int
|
dludwig@8450
|
1311 |
D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
dludwig@8450
|
1312 |
const SDL_FPoint * points, int count)
|
dludwig@8450
|
1313 |
{
|
dludwig@8450
|
1314 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8450
|
1315 |
float r, g, b, a;
|
dludwig@8450
|
1316 |
|
dludwig@8450
|
1317 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8450
|
1318 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8450
|
1319 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8450
|
1320 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8450
|
1321 |
|
dludwig@8450
|
1322 |
vector<VertexPositionColor> vertices;
|
dludwig@8450
|
1323 |
vertices.reserve(count);
|
dludwig@8450
|
1324 |
for (int i = 0; i < count; ++i) {
|
dludwig@8450
|
1325 |
VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
dludwig@8450
|
1326 |
vertices.push_back(v);
|
dludwig@8450
|
1327 |
}
|
dludwig@8450
|
1328 |
|
dludwig@8450
|
1329 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8450
|
1330 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
dludwig@8450
|
1331 |
if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
|
dludwig@8450
|
1332 |
return -1;
|
dludwig@8450
|
1333 |
}
|
dludwig@8450
|
1334 |
|
dludwig@8450
|
1335 |
D3D11_SetPixelShader(
|
dludwig@8450
|
1336 |
renderer,
|
dludwig@8450
|
1337 |
rendererData->colorPixelShader.Get(),
|
dludwig@8450
|
1338 |
nullptr,
|
dludwig@8450
|
1339 |
nullptr);
|
dludwig@8450
|
1340 |
|
dludwig@8450
|
1341 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, vertices.size());
|
dludwig@8450
|
1342 |
|
dludwig@8450
|
1343 |
return 0;
|
dludwig@8450
|
1344 |
}
|
dludwig@8450
|
1345 |
|
dludwig@8450
|
1346 |
static int
|
dludwig@8449
|
1347 |
D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
dludwig@8449
|
1348 |
const SDL_FPoint * points, int count)
|
dludwig@8449
|
1349 |
{
|
dludwig@8449
|
1350 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8449
|
1351 |
float r, g, b, a;
|
dludwig@8449
|
1352 |
|
dludwig@8449
|
1353 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8449
|
1354 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8449
|
1355 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8449
|
1356 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8449
|
1357 |
|
dludwig@8449
|
1358 |
vector<VertexPositionColor> vertices;
|
dludwig@8449
|
1359 |
vertices.reserve(count);
|
dludwig@8449
|
1360 |
for (int i = 0; i < count; ++i) {
|
dludwig@8449
|
1361 |
VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
dludwig@8449
|
1362 |
vertices.push_back(v);
|
dludwig@8449
|
1363 |
}
|
dludwig@8449
|
1364 |
|
dludwig@8449
|
1365 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8449
|
1366 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
dludwig@8449
|
1367 |
if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
|
dludwig@8449
|
1368 |
return -1;
|
dludwig@8449
|
1369 |
}
|
dludwig@8449
|
1370 |
|
dludwig@8449
|
1371 |
D3D11_SetPixelShader(
|
dludwig@8449
|
1372 |
renderer,
|
dludwig@8449
|
1373 |
rendererData->colorPixelShader.Get(),
|
dludwig@8449
|
1374 |
nullptr,
|
dludwig@8449
|
1375 |
nullptr);
|
dludwig@8449
|
1376 |
|
dludwig@8449
|
1377 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, vertices.size());
|
dludwig@8449
|
1378 |
|
dludwig@8449
|
1379 |
return 0;
|
dludwig@8429
|
1380 |
}
|
dludwig@8429
|
1381 |
|
dludwig@8429
|
1382 |
static int
|
dludwig@8429
|
1383 |
D3D11_RenderFillRects(SDL_Renderer * renderer,
|
dludwig@8429
|
1384 |
const SDL_FRect * rects, int count)
|
dludwig@8429
|
1385 |
{
|
dludwig@8429
|
1386 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1387 |
float r, g, b, a;
|
dludwig@8429
|
1388 |
|
dludwig@8431
|
1389 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8431
|
1390 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8431
|
1391 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8431
|
1392 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8429
|
1393 |
|
dludwig@8433
|
1394 |
#if 0
|
dludwig@8433
|
1395 |
// Set up a test pattern:
|
dludwig@8434
|
1396 |
SDL_FRect _rects[] = {
|
dludwig@8433
|
1397 |
{-1.1f, 1.1f, 1.1f, -1.1f},
|
dludwig@8433
|
1398 |
{-1.0f, 1.0f, 1.0f, -1.0f}, // red
|
dludwig@8433
|
1399 |
{0.0f, 1.0f, 1.0f, -1.0f}, // green
|
dludwig@8433
|
1400 |
{-1.0f, 0.0f, 1.0f, -1.0f}, // blue
|
dludwig@8433
|
1401 |
{0.0f, 0.0f, 1.0f, -1.0f} // white
|
dludwig@8433
|
1402 |
};
|
dludwig@8434
|
1403 |
count = sizeof(_rects) / sizeof(SDL_FRect);
|
dludwig@8434
|
1404 |
#define rects _rects
|
dludwig@8433
|
1405 |
#endif
|
dludwig@8429
|
1406 |
|
dludwig@8429
|
1407 |
for (int i = 0; i < count; ++i) {
|
dludwig@8433
|
1408 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8442
|
1409 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
dludwig@8433
|
1410 |
|
dludwig@8433
|
1411 |
#if 0
|
dludwig@8433
|
1412 |
// Set colors for the test pattern:
|
dludwig@8433
|
1413 |
a = 1.0f;
|
dludwig@8433
|
1414 |
switch (i) {
|
dludwig@8433
|
1415 |
case 0: r = 1.0f; g = 1.0f; b = 0.0f; break;
|
dludwig@8433
|
1416 |
case 1: r = 1.0f; g = 0.0f; b = 0.0f; break;
|
dludwig@8433
|
1417 |
case 2: r = 0.0f; g = 1.0f; b = 0.0f; break;
|
dludwig@8433
|
1418 |
case 3: r = 0.0f; g = 0.0f; b = 1.0f; break;
|
dludwig@8433
|
1419 |
case 4: r = 1.0f; g = 1.0f; b = 1.0f; break;
|
dludwig@8433
|
1420 |
}
|
dludwig@8433
|
1421 |
#endif
|
dludwig@8433
|
1422 |
|
dludwig@8429
|
1423 |
VertexPositionColor vertices[] = {
|
dludwig@8429
|
1424 |
{XMFLOAT3(rects[i].x, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
dludwig@8429
|
1425 |
{XMFLOAT3(rects[i].x, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
dludwig@8429
|
1426 |
{XMFLOAT3(rects[i].x + rects[i].w, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
dludwig@8429
|
1427 |
{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)},
|
dludwig@8429
|
1428 |
};
|
dludwig@8429
|
1429 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
dludwig@8429
|
1430 |
return -1;
|
dludwig@8429
|
1431 |
}
|
dludwig@8418
|
1432 |
|
dludwig@8429
|
1433 |
D3D11_SetPixelShader(
|
dludwig@8429
|
1434 |
renderer,
|
dludwig@8429
|
1435 |
rendererData->colorPixelShader.Get(),
|
dludwig@8429
|
1436 |
nullptr,
|
dludwig@8429
|
1437 |
nullptr);
|
dludwig@8416
|
1438 |
|
dludwig@8449
|
1439 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
dludwig@8429
|
1440 |
}
|
dludwig@8429
|
1441 |
|
dludwig@8429
|
1442 |
return 0;
|
dludwig@8429
|
1443 |
}
|
dludwig@8429
|
1444 |
|
dludwig@8429
|
1445 |
static int
|
dludwig@8429
|
1446 |
D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8429
|
1447 |
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
dludwig@8429
|
1448 |
{
|
dludwig@8429
|
1449 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1450 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8429
|
1451 |
|
dludwig@8429
|
1452 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8442
|
1453 |
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
dludwig@8448
|
1454 |
|
dludwig@8448
|
1455 |
float minu = (float) srcrect->x / texture->w;
|
dludwig@8448
|
1456 |
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
dludwig@8448
|
1457 |
float minv = (float) srcrect->y / texture->h;
|
dludwig@8448
|
1458 |
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
dludwig@8416
|
1459 |
|
dludwig@8429
|
1460 |
VertexPositionColor vertices[] = {
|
dludwig@8448
|
1461 |
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
|
dludwig@8448
|
1462 |
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
|
dludwig@8448
|
1463 |
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
|
dludwig@8448
|
1464 |
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
|
dludwig@8429
|
1465 |
};
|
dludwig@8429
|
1466 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
dludwig@8429
|
1467 |
return -1;
|
dludwig@8429
|
1468 |
}
|
dludwig@8426
|
1469 |
|
dludwig@8429
|
1470 |
D3D11_SetPixelShader(
|
dludwig@8429
|
1471 |
renderer,
|
dludwig@8429
|
1472 |
rendererData->texturePixelShader.Get(),
|
dludwig@8429
|
1473 |
textureData->mainTextureResourceView.Get(),
|
dludwig@8429
|
1474 |
rendererData->mainSampler.Get());
|
dludwig@8429
|
1475 |
|
dludwig@8449
|
1476 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
dludwig@8416
|
1477 |
|
dludwig@8416
|
1478 |
return 0;
|
dludwig@8416
|
1479 |
}
|
dludwig@8416
|
1480 |
|
dludwig@8454
|
1481 |
static int
|
dludwig@8454
|
1482 |
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
dludwig@8454
|
1483 |
Uint32 format, void * pixels, int pitch)
|
dludwig@8454
|
1484 |
{
|
dludwig@8454
|
1485 |
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8454
|
1486 |
HRESULT result = S_OK;
|
dludwig@8454
|
1487 |
|
dludwig@8454
|
1488 |
// Retrieve a pointer to the back buffer:
|
dludwig@8454
|
1489 |
ComPtr<ID3D11Texture2D> backBuffer;
|
dludwig@8454
|
1490 |
result = data->swapChain->GetBuffer(
|
dludwig@8454
|
1491 |
0,
|
dludwig@8454
|
1492 |
__uuidof(ID3D11Texture2D),
|
dludwig@8454
|
1493 |
&backBuffer
|
dludwig@8454
|
1494 |
);
|
dludwig@8454
|
1495 |
if (FAILED(result)) {
|
dludwig@8454
|
1496 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", Get Back Buffer", result);
|
dludwig@8454
|
1497 |
return -1;
|
dludwig@8454
|
1498 |
}
|
dludwig@8454
|
1499 |
|
dludwig@8454
|
1500 |
// Create a staging texture to copy the screen's data to:
|
dludwig@8454
|
1501 |
ComPtr<ID3D11Texture2D> stagingTexture;
|
dludwig@8454
|
1502 |
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
dludwig@8454
|
1503 |
backBuffer->GetDesc(&stagingTextureDesc);
|
dludwig@8454
|
1504 |
stagingTextureDesc.Width = rect->w;
|
dludwig@8454
|
1505 |
stagingTextureDesc.Height = rect->h;
|
dludwig@8454
|
1506 |
stagingTextureDesc.BindFlags = 0;
|
dludwig@8454
|
1507 |
stagingTextureDesc.MiscFlags = 0;
|
dludwig@8454
|
1508 |
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
dludwig@8454
|
1509 |
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
dludwig@8454
|
1510 |
result = data->d3dDevice->CreateTexture2D(
|
dludwig@8454
|
1511 |
&stagingTextureDesc,
|
dludwig@8454
|
1512 |
NULL,
|
dludwig@8454
|
1513 |
&stagingTexture);
|
dludwig@8454
|
1514 |
if (FAILED(result)) {
|
dludwig@8454
|
1515 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", Create Staging Texture", result);
|
dludwig@8454
|
1516 |
return -1;
|
dludwig@8454
|
1517 |
}
|
dludwig@8454
|
1518 |
|
dludwig@8454
|
1519 |
// Copy the desired portion of the back buffer to the staging texture:
|
dludwig@8454
|
1520 |
D3D11_BOX srcBox;
|
dludwig@8454
|
1521 |
srcBox.left = rect->x;
|
dludwig@8454
|
1522 |
srcBox.right = rect->x + rect->w;
|
dludwig@8454
|
1523 |
srcBox.top = rect->y;
|
dludwig@8454
|
1524 |
srcBox.bottom = rect->y + rect->h;
|
dludwig@8454
|
1525 |
srcBox.front = 0;
|
dludwig@8454
|
1526 |
srcBox.back = 1;
|
dludwig@8454
|
1527 |
data->d3dContext->CopySubresourceRegion(
|
dludwig@8454
|
1528 |
stagingTexture.Get(),
|
dludwig@8454
|
1529 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
1530 |
0, 0, 0,
|
dludwig@8454
|
1531 |
backBuffer.Get(),
|
dludwig@8454
|
1532 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
1533 |
&srcBox);
|
dludwig@8454
|
1534 |
|
dludwig@8454
|
1535 |
// Map the staging texture's data to CPU-accessible memory:
|
dludwig@8454
|
1536 |
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
dludwig@8454
|
1537 |
result = data->d3dContext->Map(
|
dludwig@8454
|
1538 |
stagingTexture.Get(),
|
dludwig@8454
|
1539 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
1540 |
D3D11_MAP_READ,
|
dludwig@8454
|
1541 |
0,
|
dludwig@8454
|
1542 |
&textureMemory);
|
dludwig@8454
|
1543 |
if (FAILED(result)) {
|
dludwig@8454
|
1544 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", Map Staging Texture to CPU Memory", result);
|
dludwig@8454
|
1545 |
return -1;
|
dludwig@8454
|
1546 |
}
|
dludwig@8454
|
1547 |
|
dludwig@8454
|
1548 |
// Copy the data into the desired buffer, converting pixels to the
|
dludwig@8454
|
1549 |
// desired format at the same time:
|
dludwig@8454
|
1550 |
if (SDL_ConvertPixels(
|
dludwig@8454
|
1551 |
rect->w, rect->h,
|
dludwig@8454
|
1552 |
DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
|
dludwig@8454
|
1553 |
textureMemory.pData,
|
dludwig@8454
|
1554 |
textureMemory.RowPitch,
|
dludwig@8454
|
1555 |
format,
|
dludwig@8454
|
1556 |
pixels,
|
dludwig@8454
|
1557 |
pitch) != 0)
|
dludwig@8454
|
1558 |
{
|
dludwig@8454
|
1559 |
// When SDL_ConvertPixels fails, it'll have already set the format.
|
dludwig@8454
|
1560 |
// Get the error message, and attach some extra data to it.
|
dludwig@8454
|
1561 |
std::string errorMessage = string(__FUNCTION__ ", Convert Pixels failed: ") + SDL_GetError();
|
dludwig@8454
|
1562 |
SDL_SetError(errorMessage.c_str());
|
dludwig@8454
|
1563 |
return -1;
|
dludwig@8454
|
1564 |
}
|
dludwig@8454
|
1565 |
|
dludwig@8454
|
1566 |
// Unmap the texture:
|
dludwig@8454
|
1567 |
data->d3dContext->Unmap(
|
dludwig@8454
|
1568 |
stagingTexture.Get(),
|
dludwig@8454
|
1569 |
D3D11CalcSubresource(0, 0, 0));
|
dludwig@8454
|
1570 |
|
dludwig@8454
|
1571 |
// All done. The staging texture will be cleaned up in it's container
|
dludwig@8454
|
1572 |
// ComPtr<>'s destructor.
|
dludwig@8454
|
1573 |
return 0;
|
dludwig@8454
|
1574 |
}
|
dludwig@8454
|
1575 |
|
dludwig@8401
|
1576 |
static void
|
dludwig@8401
|
1577 |
D3D11_RenderPresent(SDL_Renderer * renderer)
|
dludwig@8401
|
1578 |
{
|
dludwig@8401
|
1579 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8401
|
1580 |
|
dludwig@8401
|
1581 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
dludwig@8401
|
1582 |
// The first argument instructs DXGI to block until VSync, putting the application
|
dludwig@8401
|
1583 |
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
dludwig@8401
|
1584 |
// frames that will never be displayed to the screen.
|
dludwig@8401
|
1585 |
HRESULT hr = data->swapChain->Present(1, 0);
|
dludwig@8401
|
1586 |
#else
|
dludwig@8401
|
1587 |
// The application may optionally specify "dirty" or "scroll"
|
dludwig@8401
|
1588 |
// rects to improve efficiency in certain scenarios.
|
dludwig@8401
|
1589 |
// This option is not available on Windows Phone 8, to note.
|
dludwig@8401
|
1590 |
DXGI_PRESENT_PARAMETERS parameters = {0};
|
dludwig@8401
|
1591 |
parameters.DirtyRectsCount = 0;
|
dludwig@8401
|
1592 |
parameters.pDirtyRects = nullptr;
|
dludwig@8401
|
1593 |
parameters.pScrollRect = nullptr;
|
dludwig@8401
|
1594 |
parameters.pScrollOffset = nullptr;
|
dludwig@8401
|
1595 |
|
dludwig@8401
|
1596 |
// The first argument instructs DXGI to block until VSync, putting the application
|
dludwig@8401
|
1597 |
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
dludwig@8401
|
1598 |
// frames that will never be displayed to the screen.
|
dludwig@8401
|
1599 |
HRESULT hr = data->swapChain->Present1(1, 0, ¶meters);
|
dludwig@8401
|
1600 |
#endif
|
dludwig@8401
|
1601 |
|
dludwig@8401
|
1602 |
// Discard the contents of the render target.
|
dludwig@8401
|
1603 |
// This is a valid operation only when the existing contents will be entirely
|
dludwig@8401
|
1604 |
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
dludwig@8401
|
1605 |
data->d3dContext->DiscardView(data->renderTargetView.Get());
|
dludwig@8401
|
1606 |
|
dludwig@8401
|
1607 |
// If the device was removed either by a disconnect or a driver upgrade, we
|
dludwig@8401
|
1608 |
// must recreate all device resources.
|
dludwig@8414
|
1609 |
//
|
dludwig@8414
|
1610 |
// TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvedge debug info from users' machines
|
dludwig@8401
|
1611 |
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
dludwig@8401
|
1612 |
{
|
dludwig@8414
|
1613 |
hr = D3D11_HandleDeviceLost(renderer);
|
dludwig@8414
|
1614 |
if (FAILED(hr)) {
|
dludwig@8414
|
1615 |
WIN_SetErrorFromHRESULT(__FUNCTION__, hr);
|
dludwig@8414
|
1616 |
}
|
dludwig@8401
|
1617 |
}
|
dludwig@8401
|
1618 |
else
|
dludwig@8401
|
1619 |
{
|
dludwig@8401
|
1620 |
WIN_SetErrorFromHRESULT(__FUNCTION__, hr);
|
dludwig@8401
|
1621 |
}
|
dludwig@8401
|
1622 |
}
|
dludwig@8401
|
1623 |
|
dludwig@8400
|
1624 |
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
|
dludwig@8400
|
1625 |
|
dludwig@8400
|
1626 |
/* vi: set ts=4 sw=4 expandtab: */
|