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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dludwig@8400
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dludwig@8400
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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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freely, subject to the following restrictions:
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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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*/
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dludwig@8400
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#include "SDL_config.h"
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dludwig@8400
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#ifdef __WINRT__
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#include <windows.ui.core.h>
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#include <windows.foundation.h>
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dludwig@8505
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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#endif
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#endif
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extern "C" {
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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#include "SDL_system.h"
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_sysvideo.h"
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}
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#include <string>
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#include <vector>
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#include <D3D11_1.h>
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#include <DirectXMath.h>
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#include <wrl/client.h>
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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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dludwig@8540
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/* Texture sampling types */
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static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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/* Vertex shader, common values */
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struct VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 projectionAndView;
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};
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/* Per-vertex data */
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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DirectX::XMFLOAT4 color;
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};
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/* Per-texture data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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D3D11_FILTER scaleMode;
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} D3D11_TextureData;
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/* Private renderer data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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dludwig@8569
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// Rasterizers:
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// If this list starts to get unwieldy, then consider using a map<> of them.
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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dludwig@8569
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> clippedRasterizer;
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dludwig@8559
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dludwig@8559
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// Vertex buffer constants:
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dludwig@8560
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VertexShaderConstants vertexShaderConstantsData;
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dludwig@8559
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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dludwig@8559
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dludwig@8559
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// Cached renderer properties.
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slouken@8582
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DirectX::XMFLOAT2 windowSizeInDIPs;
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dludwig@8559
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DirectX::XMFLOAT2 renderTargetSize;
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dludwig@8559
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Windows::Graphics::Display::DisplayOrientations orientation;
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dludwig@8559
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// Transform used for display orientation.
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DirectX::XMFLOAT4X4 orientationTransform3D;
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} D3D11_RenderData;
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dludwig@8559
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dludwig@8559
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dludwig@8563
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/* Direct3D 11.x shaders
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SDL's shaders are compiled into SDL itself, to simplify distribution.
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All Direct3D 11.x shaders were compiled with the following:
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fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
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Variables:
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- <TYPE>: the type of shader. A table of utilized shader types is
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listed below.
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- <OUTPUT FILE>: where to store compiled output
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- <INPUT FILE>: where to read shader source code from
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slouken@8582
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Shader types:
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- ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
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- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
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- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
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- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
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slouken@8582
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slouken@8582
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Shader object code was converted to a list of DWORDs via the following
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*nix style command (available separately from Windows + MSVC):
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slouken@8582
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hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
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slouken@8582
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*/
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slouken@8582
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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slouken@8582
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#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
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slouken@8582
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#else
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#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
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#endif
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slouken@8582
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/* The texture-rendering pixel shader:
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slouken@8582
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slouken@8582
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--- D3D11_PixelShader_Textures.hlsl ---
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slouken@8582
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Texture2D theTexture : register(t0);
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SamplerState theSampler : register(s0);
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slouken@8582
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struct PixelShaderInput
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{
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slouken@8582
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float4 pos : SV_POSITION;
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slouken@8582
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float2 tex : TEXCOORD0;
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slouken@8582
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float4 color : COLOR0;
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slouken@8582
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};
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slouken@8582
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex) * input.color;
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}
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slouken@8582
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*/
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slouken@8582
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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slouken@8582
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static const DWORD D3D11_PixelShader_Textures[] = {
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slouken@8582
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0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
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slouken@8582
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0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
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slouken@8582
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0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
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slouken@8582
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0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
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slouken@8582
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0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
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slouken@8582
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0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
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slouken@8582
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190 |
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
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slouken@8582
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0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
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slouken@8582
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0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
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slouken@8582
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0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
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slouken@8582
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0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
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slouken@8582
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195 |
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
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slouken@8582
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0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
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slouken@8582
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0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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slouken@8582
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198 |
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
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slouken@8582
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199 |
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
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slouken@8582
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200 |
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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slouken@8582
|
201 |
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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slouken@8582
|
202 |
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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slouken@8582
|
203 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
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slouken@8582
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204 |
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
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slouken@8582
|
205 |
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
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slouken@8582
|
206 |
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
|
slouken@8582
|
207 |
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
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slouken@8582
|
208 |
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
|
slouken@8582
|
209 |
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
|
slouken@8582
|
210 |
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
|
slouken@8582
|
211 |
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
slouken@8582
|
212 |
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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slouken@8582
|
213 |
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
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slouken@8582
|
214 |
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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slouken@8582
|
215 |
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
slouken@8582
|
216 |
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
slouken@8582
|
217 |
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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dludwig@8563
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218 |
};
|
dludwig@8563
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219 |
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
dludwig@8563
|
220 |
static const DWORD D3D11_PixelShader_Textures[] = {
|
slouken@8582
|
221 |
0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
|
slouken@8582
|
222 |
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
|
slouken@8582
|
223 |
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
|
slouken@8582
|
224 |
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
|
slouken@8582
|
225 |
0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
|
slouken@8582
|
226 |
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
|
slouken@8582
|
227 |
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
|
slouken@8582
|
228 |
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
|
slouken@8582
|
229 |
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
|
slouken@8582
|
230 |
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
|
slouken@8582
|
231 |
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
|
slouken@8582
|
232 |
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
|
slouken@8582
|
233 |
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
|
slouken@8582
|
234 |
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
slouken@8582
|
235 |
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
|
slouken@8582
|
236 |
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
|
slouken@8582
|
237 |
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
238 |
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
239 |
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
240 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
|
slouken@8582
|
241 |
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
|
slouken@8582
|
242 |
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
243 |
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
|
slouken@8582
|
244 |
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
|
slouken@8582
|
245 |
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
|
slouken@8582
|
246 |
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
|
slouken@8582
|
247 |
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
|
slouken@8582
|
248 |
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
slouken@8582
|
249 |
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
slouken@8582
|
250 |
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
|
slouken@8582
|
251 |
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
slouken@8582
|
252 |
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
slouken@8582
|
253 |
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
dludwig@8563
|
254 |
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
dludwig@8563
|
255 |
};
|
dludwig@8563
|
256 |
#else
|
dludwig@8563
|
257 |
#error "An appropriate 'textures' pixel shader is not defined"
|
dludwig@8563
|
258 |
#endif
|
dludwig@8563
|
259 |
|
dludwig@8563
|
260 |
/* The color-only-rendering pixel shader:
|
dludwig@8563
|
261 |
|
dludwig@8563
|
262 |
--- D3D11_PixelShader_Colors.hlsl ---
|
slouken@8582
|
263 |
struct PixelShaderInput
|
slouken@8582
|
264 |
{
|
slouken@8582
|
265 |
float4 pos : SV_POSITION;
|
slouken@8582
|
266 |
float2 tex : TEXCOORD0;
|
slouken@8582
|
267 |
float4 color : COLOR0;
|
slouken@8582
|
268 |
};
|
slouken@8582
|
269 |
|
slouken@8582
|
270 |
float4 main(PixelShaderInput input) : SV_TARGET
|
slouken@8582
|
271 |
{
|
slouken@8582
|
272 |
return input.color;
|
slouken@8582
|
273 |
}
|
slouken@8582
|
274 |
*/
|
dludwig@8563
|
275 |
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
|
slouken@8582
|
276 |
static const DWORD D3D11_PixelShader_Colors[] = {
|
slouken@8582
|
277 |
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
|
slouken@8582
|
278 |
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
|
slouken@8582
|
279 |
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
|
slouken@8582
|
280 |
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
|
slouken@8582
|
281 |
0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
|
slouken@8582
|
282 |
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
|
slouken@8582
|
283 |
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
|
slouken@8582
|
284 |
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
|
slouken@8582
|
285 |
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
|
slouken@8582
|
286 |
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
slouken@8582
|
287 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
288 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
|
slouken@8582
|
289 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
290 |
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
|
slouken@8582
|
291 |
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
|
slouken@8582
|
292 |
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
|
slouken@8582
|
293 |
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
|
slouken@8582
|
294 |
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
slouken@8582
|
295 |
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
slouken@8582
|
296 |
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
|
slouken@8582
|
297 |
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
slouken@8582
|
298 |
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
slouken@8582
|
299 |
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
slouken@8582
|
300 |
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
slouken@8582
|
301 |
};
|
slouken@8582
|
302 |
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
slouken@8582
|
303 |
static const DWORD D3D11_PixelShader_Colors[] = {
|
slouken@8582
|
304 |
0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
|
slouken@8582
|
305 |
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
|
slouken@8582
|
306 |
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
|
slouken@8582
|
307 |
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
|
slouken@8582
|
308 |
0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
|
slouken@8582
|
309 |
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
|
slouken@8582
|
310 |
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
|
slouken@8582
|
311 |
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
|
slouken@8582
|
312 |
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
|
slouken@8582
|
313 |
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
slouken@8582
|
314 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
315 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
|
slouken@8582
|
316 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
317 |
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
|
slouken@8582
|
318 |
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
|
slouken@8582
|
319 |
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
|
slouken@8582
|
320 |
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
|
slouken@8582
|
321 |
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
slouken@8582
|
322 |
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
slouken@8582
|
323 |
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
|
slouken@8582
|
324 |
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
slouken@8582
|
325 |
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
slouken@8582
|
326 |
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
slouken@8582
|
327 |
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
slouken@8582
|
328 |
};
|
dludwig@8563
|
329 |
#else
|
dludwig@8563
|
330 |
#error "An appropriate 'colors' pixel shader is not defined."
|
dludwig@8563
|
331 |
#endif
|
dludwig@8563
|
332 |
|
dludwig@8563
|
333 |
/* The sole vertex shader:
|
dludwig@8563
|
334 |
|
dludwig@8563
|
335 |
--- D3D11_VertexShader.hlsl ---
|
slouken@8582
|
336 |
#pragma pack_matrix( row_major )
|
slouken@8582
|
337 |
|
slouken@8582
|
338 |
cbuffer VertexShaderConstants : register(b0)
|
slouken@8582
|
339 |
{
|
slouken@8582
|
340 |
matrix model;
|
slouken@8582
|
341 |
matrix projectionAndView;
|
slouken@8582
|
342 |
};
|
slouken@8582
|
343 |
|
slouken@8582
|
344 |
struct VertexShaderInput
|
slouken@8582
|
345 |
{
|
slouken@8582
|
346 |
float3 pos : POSITION;
|
slouken@8582
|
347 |
float2 tex : TEXCOORD0;
|
slouken@8582
|
348 |
float4 color : COLOR0;
|
slouken@8582
|
349 |
};
|
slouken@8582
|
350 |
|
slouken@8582
|
351 |
struct VertexShaderOutput
|
slouken@8582
|
352 |
{
|
slouken@8582
|
353 |
float4 pos : SV_POSITION;
|
slouken@8582
|
354 |
float2 tex : TEXCOORD0;
|
slouken@8582
|
355 |
float4 color : COLOR0;
|
slouken@8582
|
356 |
};
|
slouken@8582
|
357 |
|
slouken@8582
|
358 |
VertexShaderOutput main(VertexShaderInput input)
|
slouken@8582
|
359 |
{
|
slouken@8582
|
360 |
VertexShaderOutput output;
|
slouken@8582
|
361 |
float4 pos = float4(input.pos, 1.0f);
|
slouken@8582
|
362 |
|
slouken@8582
|
363 |
// Transform the vertex position into projected space.
|
slouken@8582
|
364 |
pos = mul(pos, model);
|
slouken@8582
|
365 |
pos = mul(pos, projectionAndView);
|
slouken@8582
|
366 |
output.pos = pos;
|
slouken@8582
|
367 |
|
slouken@8582
|
368 |
// Pass through texture coordinates and color values without transformation
|
slouken@8582
|
369 |
output.tex = input.tex;
|
slouken@8582
|
370 |
output.color = input.color;
|
slouken@8582
|
371 |
|
slouken@8582
|
372 |
return output;
|
slouken@8582
|
373 |
}
|
dludwig@8563
|
374 |
*/
|
dludwig@8563
|
375 |
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
|
dludwig@8563
|
376 |
static const DWORD D3D11_VertexShader[] = {
|
slouken@8582
|
377 |
0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
|
slouken@8582
|
378 |
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
slouken@8582
|
379 |
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
slouken@8582
|
380 |
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
slouken@8582
|
381 |
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
|
slouken@8582
|
382 |
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
slouken@8582
|
383 |
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
slouken@8582
|
384 |
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
slouken@8582
|
385 |
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
slouken@8582
|
386 |
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
slouken@8582
|
387 |
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
slouken@8582
|
388 |
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
slouken@8582
|
389 |
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
slouken@8582
|
390 |
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
slouken@8582
|
391 |
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
slouken@8582
|
392 |
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
slouken@8582
|
393 |
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
slouken@8582
|
394 |
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
slouken@8582
|
395 |
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
slouken@8582
|
396 |
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
slouken@8582
|
397 |
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
slouken@8582
|
398 |
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
slouken@8582
|
399 |
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
slouken@8582
|
400 |
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
slouken@8582
|
401 |
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
slouken@8582
|
402 |
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
slouken@8582
|
403 |
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
slouken@8582
|
404 |
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
slouken@8582
|
405 |
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
slouken@8582
|
406 |
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
slouken@8582
|
407 |
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
slouken@8582
|
408 |
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
slouken@8582
|
409 |
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
slouken@8582
|
410 |
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
slouken@8582
|
411 |
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
slouken@8582
|
412 |
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
slouken@8582
|
413 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
414 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
slouken@8582
|
415 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
416 |
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
slouken@8582
|
417 |
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
slouken@8582
|
418 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
slouken@8582
|
419 |
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
slouken@8582
|
420 |
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
slouken@8582
|
421 |
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
slouken@8582
|
422 |
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
slouken@8582
|
423 |
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
slouken@8582
|
424 |
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
slouken@8582
|
425 |
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
slouken@8582
|
426 |
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
slouken@8582
|
427 |
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
slouken@8582
|
428 |
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
slouken@8582
|
429 |
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
slouken@8582
|
430 |
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
slouken@8582
|
431 |
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
slouken@8582
|
432 |
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
slouken@8582
|
433 |
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
slouken@8582
|
434 |
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
slouken@8582
|
435 |
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
dludwig@8570
|
436 |
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
dludwig@8563
|
437 |
};
|
dludwig@8563
|
438 |
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
dludwig@8563
|
439 |
static const DWORD D3D11_VertexShader[] = {
|
slouken@8582
|
440 |
0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
|
slouken@8582
|
441 |
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
slouken@8582
|
442 |
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
slouken@8582
|
443 |
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
slouken@8582
|
444 |
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
|
slouken@8582
|
445 |
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
slouken@8582
|
446 |
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
slouken@8582
|
447 |
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
slouken@8582
|
448 |
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
slouken@8582
|
449 |
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
slouken@8582
|
450 |
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
slouken@8582
|
451 |
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
slouken@8582
|
452 |
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
slouken@8582
|
453 |
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
slouken@8582
|
454 |
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
slouken@8582
|
455 |
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
slouken@8582
|
456 |
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
slouken@8582
|
457 |
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
slouken@8582
|
458 |
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
slouken@8582
|
459 |
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
slouken@8582
|
460 |
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
slouken@8582
|
461 |
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
slouken@8582
|
462 |
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
slouken@8582
|
463 |
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
slouken@8582
|
464 |
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
slouken@8582
|
465 |
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
slouken@8582
|
466 |
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
slouken@8582
|
467 |
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
slouken@8582
|
468 |
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
slouken@8582
|
469 |
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
slouken@8582
|
470 |
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
slouken@8582
|
471 |
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
slouken@8582
|
472 |
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
slouken@8582
|
473 |
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
slouken@8582
|
474 |
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
slouken@8582
|
475 |
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
slouken@8582
|
476 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
477 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
slouken@8582
|
478 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
slouken@8582
|
479 |
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
slouken@8582
|
480 |
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
slouken@8582
|
481 |
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
slouken@8582
|
482 |
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
slouken@8582
|
483 |
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
slouken@8582
|
484 |
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
slouken@8582
|
485 |
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
slouken@8582
|
486 |
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
slouken@8582
|
487 |
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
slouken@8582
|
488 |
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
slouken@8582
|
489 |
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
slouken@8582
|
490 |
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
slouken@8582
|
491 |
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
slouken@8582
|
492 |
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
slouken@8582
|
493 |
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
slouken@8582
|
494 |
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
slouken@8582
|
495 |
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
slouken@8582
|
496 |
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
slouken@8582
|
497 |
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
slouken@8582
|
498 |
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
slouken@8582
|
499 |
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
dludwig@8563
|
500 |
};
|
dludwig@8563
|
501 |
#else
|
dludwig@8563
|
502 |
#error "An appropriate vertex shader is not defined."
|
dludwig@8563
|
503 |
#endif
|
dludwig@8563
|
504 |
|
dludwig@8410
|
505 |
/* Direct3D 11.1 renderer implementation */
|
dludwig@8400
|
506 |
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
|
dludwig@8415
|
507 |
static void D3D11_WindowEvent(SDL_Renderer * renderer,
|
dludwig@8415
|
508 |
const SDL_WindowEvent *event);
|
dludwig@8416
|
509 |
static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
dludwig@8416
|
510 |
static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8459
|
511 |
const SDL_Rect * rect, const void *srcPixels,
|
dludwig@8459
|
512 |
int srcPitch);
|
dludwig@8451
|
513 |
static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8451
|
514 |
const SDL_Rect * rect, void **pixels, int *pitch);
|
dludwig@8451
|
515 |
static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
dludwig@8459
|
516 |
static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
dludwig@8400
|
517 |
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
|
dludwig@8482
|
518 |
static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
|
dludwig@8416
|
519 |
static int D3D11_RenderClear(SDL_Renderer * renderer);
|
dludwig@8450
|
520 |
static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
dludwig@8450
|
521 |
const SDL_FPoint * points, int count);
|
dludwig@8449
|
522 |
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
dludwig@8449
|
523 |
const SDL_FPoint * points, int count);
|
dludwig@8429
|
524 |
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
|
dludwig@8429
|
525 |
const SDL_FRect * rects, int count);
|
dludwig@8416
|
526 |
static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8416
|
527 |
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
|
dludwig@8455
|
528 |
static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8455
|
529 |
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
dludwig@8455
|
530 |
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
|
dludwig@8454
|
531 |
static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
dludwig@8454
|
532 |
Uint32 format, void * pixels, int pitch);
|
dludwig@8401
|
533 |
static void D3D11_RenderPresent(SDL_Renderer * renderer);
|
dludwig@8416
|
534 |
static void D3D11_DestroyTexture(SDL_Renderer * renderer,
|
dludwig@8416
|
535 |
SDL_Texture * texture);
|
dludwig@8413
|
536 |
static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
|
dludwig@8400
|
537 |
|
dludwig@8410
|
538 |
/* Direct3D 11.1 Internal Functions */
|
dludwig@8412
|
539 |
HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
|
dludwig@8413
|
540 |
HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
|
dludwig@8414
|
541 |
HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
|
dludwig@8414
|
542 |
HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
|
dludwig@8400
|
543 |
|
dludwig@8442
|
544 |
extern "C" SDL_RenderDriver D3D11_RenderDriver = {
|
dludwig@8400
|
545 |
D3D11_CreateRenderer,
|
dludwig@8400
|
546 |
{
|
dludwig@8442
|
547 |
"direct3d 11.1",
|
dludwig@8459
|
548 |
(
|
dludwig@8459
|
549 |
SDL_RENDERER_ACCELERATED |
|
dludwig@8459
|
550 |
SDL_RENDERER_PRESENTVSYNC |
|
dludwig@8459
|
551 |
SDL_RENDERER_TARGETTEXTURE
|
dludwig@8459
|
552 |
), // flags. see SDL_RendererFlags
|
dludwig@8442
|
553 |
2, // num_texture_formats
|
dludwig@8442
|
554 |
{ // texture_formats
|
dludwig@8442
|
555 |
SDL_PIXELFORMAT_RGB888,
|
dludwig@8442
|
556 |
SDL_PIXELFORMAT_ARGB8888
|
dludwig@8442
|
557 |
},
|
dludwig@8446
|
558 |
0, // max_texture_width: will be filled in later
|
dludwig@8446
|
559 |
0 // max_texture_height: will be filled in later
|
dludwig@8442
|
560 |
}
|
dludwig@8442
|
561 |
};
|
dludwig@8442
|
562 |
|
dludwig@8400
|
563 |
|
dludwig@8454
|
564 |
static Uint32
|
dludwig@8454
|
565 |
DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
|
dludwig@8454
|
566 |
switch (dxgiFormat) {
|
dludwig@8454
|
567 |
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
dludwig@8454
|
568 |
return SDL_PIXELFORMAT_ARGB8888;
|
dludwig@8454
|
569 |
case DXGI_FORMAT_B8G8R8X8_UNORM:
|
dludwig@8454
|
570 |
return SDL_PIXELFORMAT_RGB888;
|
dludwig@8454
|
571 |
default:
|
dludwig@8454
|
572 |
return SDL_PIXELFORMAT_UNKNOWN;
|
dludwig@8454
|
573 |
}
|
dludwig@8454
|
574 |
}
|
dludwig@8454
|
575 |
|
dludwig@8454
|
576 |
static DXGI_FORMAT
|
dludwig@8454
|
577 |
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
|
dludwig@8454
|
578 |
{
|
slouken@8582
|
579 |
switch (sdlFormat) {
|
slouken@8582
|
580 |
case SDL_PIXELFORMAT_ARGB8888:
|
slouken@8582
|
581 |
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
slouken@8582
|
582 |
case SDL_PIXELFORMAT_RGB888:
|
slouken@8582
|
583 |
return DXGI_FORMAT_B8G8R8X8_UNORM;
|
slouken@8582
|
584 |
default:
|
slouken@8582
|
585 |
return DXGI_FORMAT_UNKNOWN;
|
slouken@8582
|
586 |
}
|
dludwig@8566
|
587 |
}
|
dludwig@8400
|
588 |
|
slouken@8582
|
589 |
SDL_Renderer *
|
slouken@8582
|
590 |
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
slouken@8582
|
591 |
{
|
slouken@8582
|
592 |
SDL_Renderer *renderer;
|
slouken@8582
|
593 |
D3D11_RenderData *data;
|
slouken@8582
|
594 |
|
slouken@8582
|
595 |
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
slouken@8582
|
596 |
if (!renderer) {
|
slouken@8582
|
597 |
SDL_OutOfMemory();
|
slouken@8582
|
598 |
return NULL;
|
slouken@8582
|
599 |
}
|
slouken@8582
|
600 |
SDL_zerop(renderer);
|
slouken@8582
|
601 |
|
slouken@8582
|
602 |
data = new D3D11_RenderData; // Use the C++ 'new' operator to make sure the struct's members initialize using C++ rules
|
slouken@8582
|
603 |
if (!data) {
|
slouken@8582
|
604 |
SDL_OutOfMemory();
|
slouken@8582
|
605 |
return NULL;
|
slouken@8582
|
606 |
}
|
slouken@8582
|
607 |
data->featureLevel = (D3D_FEATURE_LEVEL) 0;
|
slouken@8582
|
608 |
data->windowSizeInDIPs = XMFLOAT2(0, 0);
|
slouken@8582
|
609 |
data->renderTargetSize = XMFLOAT2(0, 0);
|
slouken@8582
|
610 |
|
slouken@8582
|
611 |
renderer->WindowEvent = D3D11_WindowEvent;
|
slouken@8582
|
612 |
renderer->CreateTexture = D3D11_CreateTexture;
|
slouken@8582
|
613 |
renderer->UpdateTexture = D3D11_UpdateTexture;
|
slouken@8582
|
614 |
renderer->LockTexture = D3D11_LockTexture;
|
slouken@8582
|
615 |
renderer->UnlockTexture = D3D11_UnlockTexture;
|
slouken@8582
|
616 |
renderer->SetRenderTarget = D3D11_SetRenderTarget;
|
slouken@8582
|
617 |
renderer->UpdateViewport = D3D11_UpdateViewport;
|
slouken@8582
|
618 |
renderer->UpdateClipRect = D3D11_UpdateClipRect;
|
slouken@8582
|
619 |
renderer->RenderClear = D3D11_RenderClear;
|
slouken@8582
|
620 |
renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
|
slouken@8582
|
621 |
renderer->RenderDrawLines = D3D11_RenderDrawLines;
|
slouken@8582
|
622 |
renderer->RenderFillRects = D3D11_RenderFillRects;
|
slouken@8582
|
623 |
renderer->RenderCopy = D3D11_RenderCopy;
|
slouken@8582
|
624 |
renderer->RenderCopyEx = D3D11_RenderCopyEx;
|
slouken@8582
|
625 |
renderer->RenderReadPixels = D3D11_RenderReadPixels;
|
slouken@8582
|
626 |
renderer->RenderPresent = D3D11_RenderPresent;
|
slouken@8582
|
627 |
renderer->DestroyTexture = D3D11_DestroyTexture;
|
slouken@8582
|
628 |
renderer->DestroyRenderer = D3D11_DestroyRenderer;
|
slouken@8582
|
629 |
renderer->info = D3D11_RenderDriver.info;
|
slouken@8582
|
630 |
renderer->driverdata = data;
|
slouken@8582
|
631 |
|
slouken@8582
|
632 |
// HACK: make sure the SDL_Renderer references the SDL_Window data now, in
|
slouken@8582
|
633 |
// order to give init functions access to the underlying window handle:
|
slouken@8582
|
634 |
renderer->window = window;
|
slouken@8582
|
635 |
|
slouken@8582
|
636 |
/* Initialize Direct3D resources */
|
slouken@8582
|
637 |
if (FAILED(D3D11_CreateDeviceResources(renderer))) {
|
slouken@8582
|
638 |
D3D11_DestroyRenderer(renderer);
|
slouken@8582
|
639 |
return NULL;
|
slouken@8582
|
640 |
}
|
slouken@8582
|
641 |
if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
|
slouken@8582
|
642 |
D3D11_DestroyRenderer(renderer);
|
slouken@8582
|
643 |
return NULL;
|
slouken@8582
|
644 |
}
|
slouken@8582
|
645 |
|
slouken@8582
|
646 |
// TODO, WinRT: fill in renderer->info.texture_formats where appropriate
|
slouken@8582
|
647 |
|
slouken@8582
|
648 |
return renderer;
|
dludwig@8400
|
649 |
}
|
dludwig@8400
|
650 |
|
dludwig@8413
|
651 |
static void
|
dludwig@8413
|
652 |
D3D11_DestroyRenderer(SDL_Renderer * renderer)
|
dludwig@8413
|
653 |
{
|
dludwig@8413
|
654 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8413
|
655 |
if (data) {
|
dludwig@8413
|
656 |
delete data;
|
dludwig@8413
|
657 |
data = NULL;
|
dludwig@8413
|
658 |
}
|
dludwig@8413
|
659 |
}
|
dludwig@8413
|
660 |
|
dludwig@8431
|
661 |
static HRESULT
|
dludwig@8431
|
662 |
D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
dludwig@8431
|
663 |
BOOL enableBlending,
|
dludwig@8431
|
664 |
D3D11_BLEND srcBlend,
|
dludwig@8431
|
665 |
D3D11_BLEND destBlend,
|
dludwig@8575
|
666 |
D3D11_BLEND srcBlendAlpha,
|
dludwig@8575
|
667 |
D3D11_BLEND destBlendAlpha,
|
dludwig@8431
|
668 |
ID3D11BlendState ** blendStateOutput)
|
dludwig@8431
|
669 |
{
|
dludwig@8431
|
670 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8431
|
671 |
HRESULT result = S_OK;
|
slouken@8582
|
672 |
|
slouken@8582
|
673 |
D3D11_BLEND_DESC blendDesc;
|
slouken@8582
|
674 |
memset(&blendDesc, 0, sizeof(blendDesc));
|
slouken@8582
|
675 |
blendDesc.AlphaToCoverageEnable = FALSE;
|
slouken@8582
|
676 |
blendDesc.IndependentBlendEnable = FALSE;
|
slouken@8582
|
677 |
blendDesc.RenderTarget[0].BlendEnable = enableBlending;
|
slouken@8582
|
678 |
blendDesc.RenderTarget[0].SrcBlend = srcBlend;
|
slouken@8582
|
679 |
blendDesc.RenderTarget[0].DestBlend = destBlend;
|
slouken@8582
|
680 |
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
slouken@8582
|
681 |
blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
|
slouken@8582
|
682 |
blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
|
slouken@8582
|
683 |
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
slouken@8582
|
684 |
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
slouken@8582
|
685 |
result = data->d3dDevice->CreateBlendState(&blendDesc, blendStateOutput);
|
slouken@8582
|
686 |
if (FAILED(result)) {
|
slouken@8582
|
687 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
|
slouken@8582
|
688 |
return result;
|
slouken@8582
|
689 |
}
|
slouken@8582
|
690 |
|
slouken@8582
|
691 |
return S_OK;
|
dludwig@8431
|
692 |
}
|
dludwig@8431
|
693 |
|
dludwig@8414
|
694 |
// Create resources that depend on the device.
|
dludwig@8410
|
695 |
HRESULT
|
slouken@8582
|
696 |
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
slouken@8582
|
697 |
{
|
slouken@8582
|
698 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
699 |
|
slouken@8582
|
700 |
// This flag adds support for surfaces with a different color channel ordering
|
slouken@8582
|
701 |
// than the API default. It is required for compatibility with Direct2D.
|
slouken@8582
|
702 |
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
slouken@8582
|
703 |
|
slouken@8582
|
704 |
// Make sure Direct3D's debugging feature gets used, if the app requests it.
|
dludwig@8564
|
705 |
const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
|
dludwig@8564
|
706 |
if (hint) {
|
dludwig@8564
|
707 |
if (*hint == '1') {
|
dludwig@8533
|
708 |
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
dludwig@8564
|
709 |
}
|
slouken@8582
|
710 |
}
|
slouken@8582
|
711 |
|
slouken@8582
|
712 |
// This array defines the set of DirectX hardware feature levels this app will support.
|
slouken@8582
|
713 |
// Note the ordering should be preserved.
|
slouken@8582
|
714 |
// Don't forget to declare your application's minimum required feature level in its
|
slouken@8582
|
715 |
// description. All applications are assumed to support 9.1 unless otherwise stated.
|
slouken@8582
|
716 |
D3D_FEATURE_LEVEL featureLevels[] =
|
slouken@8582
|
717 |
{
|
slouken@8582
|
718 |
D3D_FEATURE_LEVEL_11_1,
|
slouken@8582
|
719 |
D3D_FEATURE_LEVEL_11_0,
|
slouken@8582
|
720 |
D3D_FEATURE_LEVEL_10_1,
|
slouken@8582
|
721 |
D3D_FEATURE_LEVEL_10_0,
|
slouken@8582
|
722 |
D3D_FEATURE_LEVEL_9_3,
|
slouken@8582
|
723 |
D3D_FEATURE_LEVEL_9_2,
|
slouken@8582
|
724 |
D3D_FEATURE_LEVEL_9_1
|
slouken@8582
|
725 |
};
|
slouken@8582
|
726 |
|
slouken@8582
|
727 |
// Create the Direct3D 11 API device object and a corresponding context.
|
slouken@8582
|
728 |
ComPtr<ID3D11Device> device;
|
slouken@8582
|
729 |
ComPtr<ID3D11DeviceContext> context;
|
slouken@8582
|
730 |
HRESULT result = S_OK;
|
slouken@8582
|
731 |
result = D3D11CreateDevice(
|
slouken@8582
|
732 |
nullptr, // Specify nullptr to use the default adapter.
|
slouken@8582
|
733 |
D3D_DRIVER_TYPE_HARDWARE,
|
slouken@8582
|
734 |
nullptr,
|
slouken@8582
|
735 |
creationFlags, // Set set debug and Direct2D compatibility flags.
|
slouken@8582
|
736 |
featureLevels, // List of feature levels this app can support.
|
slouken@8582
|
737 |
ARRAYSIZE(featureLevels),
|
slouken@8582
|
738 |
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
|
slouken@8582
|
739 |
&device, // Returns the Direct3D device created.
|
slouken@8582
|
740 |
&data->featureLevel, // Returns feature level of device created.
|
slouken@8582
|
741 |
&context // Returns the device immediate context.
|
slouken@8582
|
742 |
);
|
slouken@8582
|
743 |
if (FAILED(result)) {
|
slouken@8582
|
744 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
|
slouken@8582
|
745 |
return result;
|
slouken@8582
|
746 |
}
|
slouken@8582
|
747 |
|
slouken@8582
|
748 |
// Get the Direct3D 11.1 API device and context interfaces.
|
slouken@8582
|
749 |
result = device.As(&(data->d3dDevice));
|
slouken@8582
|
750 |
if (FAILED(result)) {
|
slouken@8582
|
751 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
|
slouken@8582
|
752 |
return result;
|
slouken@8582
|
753 |
}
|
slouken@8582
|
754 |
|
slouken@8582
|
755 |
result = context.As(&data->d3dContext);
|
slouken@8582
|
756 |
if (FAILED(result)) {
|
slouken@8582
|
757 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
|
slouken@8582
|
758 |
return result;
|
slouken@8582
|
759 |
}
|
slouken@8582
|
760 |
|
slouken@8582
|
761 |
//
|
slouken@8582
|
762 |
// Make note of the maximum texture size
|
slouken@8582
|
763 |
// Max texture sizes are documented on MSDN, at:
|
slouken@8582
|
764 |
// http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
|
slouken@8582
|
765 |
//
|
slouken@8582
|
766 |
switch (data->d3dDevice->GetFeatureLevel()) {
|
slouken@8582
|
767 |
case D3D_FEATURE_LEVEL_11_1:
|
slouken@8582
|
768 |
case D3D_FEATURE_LEVEL_11_0:
|
slouken@8582
|
769 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
|
slouken@8582
|
770 |
break;
|
slouken@8582
|
771 |
|
slouken@8582
|
772 |
case D3D_FEATURE_LEVEL_10_1:
|
slouken@8582
|
773 |
case D3D_FEATURE_LEVEL_10_0:
|
slouken@8582
|
774 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
|
slouken@8582
|
775 |
break;
|
slouken@8582
|
776 |
|
slouken@8582
|
777 |
case D3D_FEATURE_LEVEL_9_3:
|
slouken@8582
|
778 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
|
slouken@8582
|
779 |
break;
|
slouken@8582
|
780 |
|
slouken@8582
|
781 |
case D3D_FEATURE_LEVEL_9_2:
|
slouken@8582
|
782 |
case D3D_FEATURE_LEVEL_9_1:
|
slouken@8582
|
783 |
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
|
slouken@8582
|
784 |
break;
|
slouken@8582
|
785 |
}
|
slouken@8582
|
786 |
|
slouken@8582
|
787 |
//
|
slouken@8582
|
788 |
// Load in SDL's one and only vertex shader:
|
slouken@8582
|
789 |
//
|
slouken@8582
|
790 |
result = data->d3dDevice->CreateVertexShader(
|
slouken@8582
|
791 |
D3D11_VertexShader,
|
slouken@8582
|
792 |
sizeof(D3D11_VertexShader),
|
slouken@8582
|
793 |
nullptr,
|
slouken@8582
|
794 |
&data->vertexShader
|
slouken@8582
|
795 |
);
|
slouken@8582
|
796 |
if (FAILED(result)) {
|
slouken@8582
|
797 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
|
slouken@8582
|
798 |
return result;
|
slouken@8582
|
799 |
}
|
slouken@8582
|
800 |
|
slouken@8582
|
801 |
//
|
slouken@8582
|
802 |
// Create an input layout for SDL's vertex shader:
|
slouken@8582
|
803 |
//
|
slouken@8582
|
804 |
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
|
slouken@8582
|
805 |
{
|
slouken@8582
|
806 |
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
slouken@8582
|
807 |
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
slouken@8582
|
808 |
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
slouken@8582
|
809 |
};
|
slouken@8582
|
810 |
|
slouken@8582
|
811 |
result = data->d3dDevice->CreateInputLayout(
|
slouken@8582
|
812 |
vertexDesc,
|
slouken@8582
|
813 |
ARRAYSIZE(vertexDesc),
|
slouken@8582
|
814 |
D3D11_VertexShader,
|
slouken@8582
|
815 |
sizeof(D3D11_VertexShader),
|
slouken@8582
|
816 |
&data->inputLayout
|
slouken@8582
|
817 |
);
|
slouken@8582
|
818 |
if (FAILED(result)) {
|
slouken@8582
|
819 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
|
slouken@8582
|
820 |
return result;
|
slouken@8582
|
821 |
}
|
slouken@8582
|
822 |
|
slouken@8582
|
823 |
//
|
slouken@8582
|
824 |
// Load in SDL's pixel shaders
|
slouken@8582
|
825 |
//
|
slouken@8582
|
826 |
|
slouken@8582
|
827 |
result = data->d3dDevice->CreatePixelShader(
|
slouken@8582
|
828 |
D3D11_PixelShader_Textures,
|
slouken@8582
|
829 |
sizeof(D3D11_PixelShader_Textures),
|
slouken@8582
|
830 |
nullptr,
|
slouken@8582
|
831 |
&data->texturePixelShader
|
slouken@8582
|
832 |
);
|
slouken@8582
|
833 |
if (FAILED(result)) {
|
slouken@8582
|
834 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['textures' shader]", result);
|
slouken@8582
|
835 |
return result;
|
slouken@8582
|
836 |
}
|
slouken@8582
|
837 |
|
slouken@8582
|
838 |
result = data->d3dDevice->CreatePixelShader(
|
slouken@8582
|
839 |
D3D11_PixelShader_Colors,
|
slouken@8582
|
840 |
sizeof(D3D11_PixelShader_Colors),
|
slouken@8582
|
841 |
nullptr,
|
slouken@8582
|
842 |
&data->colorPixelShader
|
slouken@8582
|
843 |
);
|
slouken@8582
|
844 |
if (FAILED(result)) {
|
slouken@8582
|
845 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
|
slouken@8582
|
846 |
return result;
|
slouken@8582
|
847 |
}
|
slouken@8582
|
848 |
|
slouken@8582
|
849 |
//
|
slouken@8582
|
850 |
// Setup space to hold vertex shader constants:
|
slouken@8582
|
851 |
//
|
slouken@8582
|
852 |
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
|
slouken@8582
|
853 |
result = data->d3dDevice->CreateBuffer(
|
slouken@8582
|
854 |
&constantBufferDesc,
|
slouken@8582
|
855 |
nullptr,
|
slouken@8582
|
856 |
&data->vertexShaderConstants
|
slouken@8582
|
857 |
);
|
slouken@8582
|
858 |
if (FAILED(result)) {
|
slouken@8582
|
859 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result);
|
slouken@8582
|
860 |
return result;
|
slouken@8582
|
861 |
}
|
slouken@8582
|
862 |
|
slouken@8582
|
863 |
//
|
slouken@8582
|
864 |
// Make sure that the vertex buffer, if already created, gets freed.
|
slouken@8582
|
865 |
// It will be recreated later.
|
slouken@8582
|
866 |
//
|
slouken@8582
|
867 |
data->vertexBuffer = nullptr;
|
slouken@8582
|
868 |
|
slouken@8582
|
869 |
//
|
slouken@8582
|
870 |
// Create samplers to use when drawing textures:
|
slouken@8582
|
871 |
//
|
slouken@8582
|
872 |
D3D11_SAMPLER_DESC samplerDesc;
|
slouken@8582
|
873 |
samplerDesc.Filter = SDL_D3D11_NEAREST_PIXEL_FILTER;
|
slouken@8582
|
874 |
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
slouken@8582
|
875 |
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
slouken@8582
|
876 |
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
slouken@8582
|
877 |
samplerDesc.MipLODBias = 0.0f;
|
slouken@8582
|
878 |
samplerDesc.MaxAnisotropy = 1;
|
slouken@8582
|
879 |
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
slouken@8582
|
880 |
samplerDesc.BorderColor[0] = 0.0f;
|
slouken@8582
|
881 |
samplerDesc.BorderColor[1] = 0.0f;
|
slouken@8582
|
882 |
samplerDesc.BorderColor[2] = 0.0f;
|
slouken@8582
|
883 |
samplerDesc.BorderColor[3] = 0.0f;
|
slouken@8582
|
884 |
samplerDesc.MinLOD = 0.0f;
|
slouken@8582
|
885 |
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
slouken@8582
|
886 |
result = data->d3dDevice->CreateSamplerState(
|
slouken@8582
|
887 |
&samplerDesc,
|
slouken@8582
|
888 |
&data->nearestPixelSampler
|
slouken@8582
|
889 |
);
|
slouken@8582
|
890 |
if (FAILED(result)) {
|
slouken@8582
|
891 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result);
|
slouken@8582
|
892 |
return result;
|
slouken@8582
|
893 |
}
|
slouken@8582
|
894 |
|
slouken@8582
|
895 |
samplerDesc.Filter = SDL_D3D11_LINEAR_FILTER;
|
slouken@8582
|
896 |
result = data->d3dDevice->CreateSamplerState(
|
slouken@8582
|
897 |
&samplerDesc,
|
slouken@8582
|
898 |
&data->linearSampler
|
slouken@8582
|
899 |
);
|
slouken@8582
|
900 |
if (FAILED(result)) {
|
slouken@8582
|
901 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result);
|
slouken@8582
|
902 |
return result;
|
slouken@8582
|
903 |
}
|
slouken@8582
|
904 |
|
slouken@8582
|
905 |
//
|
slouken@8582
|
906 |
// Setup Direct3D rasterizer states
|
slouken@8582
|
907 |
//
|
slouken@8582
|
908 |
D3D11_RASTERIZER_DESC rasterDesc;
|
slouken@8582
|
909 |
memset(&rasterDesc, 0, sizeof(rasterDesc));
|
slouken@8582
|
910 |
rasterDesc.AntialiasedLineEnable = false;
|
slouken@8582
|
911 |
rasterDesc.CullMode = D3D11_CULL_NONE;
|
slouken@8582
|
912 |
rasterDesc.DepthBias = 0;
|
slouken@8582
|
913 |
rasterDesc.DepthBiasClamp = 0.0f;
|
slouken@8582
|
914 |
rasterDesc.DepthClipEnable = true;
|
slouken@8582
|
915 |
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
slouken@8582
|
916 |
rasterDesc.FrontCounterClockwise = false;
|
slouken@8582
|
917 |
rasterDesc.MultisampleEnable = false;
|
slouken@8582
|
918 |
rasterDesc.ScissorEnable = false;
|
slouken@8582
|
919 |
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
slouken@8582
|
920 |
result = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->mainRasterizer);
|
slouken@8582
|
921 |
if (FAILED(result)) {
|
slouken@8582
|
922 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result);
|
slouken@8582
|
923 |
return result;
|
slouken@8582
|
924 |
}
|
slouken@8582
|
925 |
|
slouken@8582
|
926 |
rasterDesc.ScissorEnable = true;
|
slouken@8582
|
927 |
result = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->clippedRasterizer);
|
slouken@8582
|
928 |
if (FAILED(result)) {
|
slouken@8582
|
929 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [clipped rasterizer]", result);
|
slouken@8582
|
930 |
return result;
|
slouken@8582
|
931 |
}
|
slouken@8582
|
932 |
|
slouken@8582
|
933 |
//
|
slouken@8582
|
934 |
// Create blending states:
|
slouken@8582
|
935 |
//
|
slouken@8582
|
936 |
result = D3D11_CreateBlendMode(
|
slouken@8582
|
937 |
renderer,
|
slouken@8582
|
938 |
TRUE,
|
slouken@8582
|
939 |
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
slouken@8582
|
940 |
D3D11_BLEND_INV_SRC_ALPHA, /* destBlend */
|
slouken@8582
|
941 |
D3D11_BLEND_ONE, /* srcBlendAlpha */
|
slouken@8582
|
942 |
D3D11_BLEND_INV_SRC_ALPHA, /* destBlendAlpha */
|
slouken@8582
|
943 |
&data->blendModeBlend);
|
slouken@8582
|
944 |
if (FAILED(result)) {
|
slouken@8582
|
945 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
slouken@8582
|
946 |
return result;
|
slouken@8582
|
947 |
}
|
slouken@8582
|
948 |
|
slouken@8582
|
949 |
result = D3D11_CreateBlendMode(
|
slouken@8582
|
950 |
renderer,
|
slouken@8582
|
951 |
TRUE,
|
slouken@8582
|
952 |
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
slouken@8582
|
953 |
D3D11_BLEND_ONE, /* destBlend */
|
slouken@8582
|
954 |
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
slouken@8582
|
955 |
D3D11_BLEND_ONE, /* destBlendAlpha */
|
slouken@8582
|
956 |
&data->blendModeAdd);
|
slouken@8582
|
957 |
if (FAILED(result)) {
|
slouken@8582
|
958 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
slouken@8582
|
959 |
return result;
|
slouken@8582
|
960 |
}
|
slouken@8582
|
961 |
|
slouken@8582
|
962 |
result = D3D11_CreateBlendMode(
|
slouken@8582
|
963 |
renderer,
|
slouken@8582
|
964 |
TRUE,
|
slouken@8582
|
965 |
D3D11_BLEND_ZERO, /* srcBlend */
|
slouken@8582
|
966 |
D3D11_BLEND_SRC_COLOR, /* destBlend */
|
slouken@8582
|
967 |
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
slouken@8582
|
968 |
D3D11_BLEND_ONE, /* destBlendAlpha */
|
slouken@8582
|
969 |
&data->blendModeMod);
|
slouken@8582
|
970 |
if (FAILED(result)) {
|
slouken@8582
|
971 |
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
slouken@8582
|
972 |
return result;
|
slouken@8582
|
973 |
}
|
slouken@8582
|
974 |
|
slouken@8582
|
975 |
//
|
slouken@8582
|
976 |
// All done!
|
slouken@8582
|
977 |
//
|
slouken@8582
|
978 |
return S_OK;
|
dludwig@8410
|
979 |
}
|
dludwig@8410
|
980 |
|
dludwig@8412
|
981 |
#ifdef __WINRT__
|
slouken@8582
|
982 |
|
slouken@8582
|
983 |
static ABI::Windows::UI::Core::ICoreWindow *
|
slouken@8582
|
984 |
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
slouken@8582
|
985 |
{
|
slouken@8582
|
986 |
SDL_Window * sdlWindow = renderer->window;
|
slouken@8582
|
987 |
if ( ! renderer->window ) {
|
slouken@8582
|
988 |
return nullptr;
|
slouken@8582
|
989 |
}
|
slouken@8582
|
990 |
|
slouken@8582
|
991 |
SDL_SysWMinfo sdlWindowInfo;
|
slouken@8582
|
992 |
SDL_VERSION(&sdlWindowInfo.version);
|
slouken@8582
|
993 |
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
|
slouken@8582
|
994 |
return nullptr;
|
slouken@8582
|
995 |
}
|
slouken@8582
|
996 |
|
slouken@8582
|
997 |
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
|
slouken@8582
|
998 |
return nullptr;
|
slouken@8582
|
999 |
}
|
slouken@8582
|
1000 |
|
slouken@8582
|
1001 |
if ( ! sdlWindowInfo.info.winrt.window ) {
|
slouken@8582
|
1002 |
return nullptr;
|
slouken@8582
|
1003 |
}
|
slouken@8582
|
1004 |
|
slouken@8582
|
1005 |
ABI::Windows::UI::Core::ICoreWindow * coreWindow = nullptr;
|
slouken@8582
|
1006 |
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
|
slouken@8582
|
1007 |
return nullptr;
|
slouken@8582
|
1008 |
}
|
slouken@8582
|
1009 |
|
slouken@8582
|
1010 |
return coreWindow;
|
dludwig@8412
|
1011 |
}
|
dludwig@8412
|
1012 |
|
dludwig@8414
|
1013 |
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
slouken@8582
|
1014 |
static float
|
slouken@8582
|
1015 |
D3D11_ConvertDipsToPixels(float dips)
|
slouken@8582
|
1016 |
{
|
slouken@8582
|
1017 |
static const float dipsPerInch = 96.0f;
|
slouken@8582
|
1018 |
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
dludwig@8412
|
1019 |
}
|
dludwig@8412
|
1020 |
#endif
|
dludwig@8412
|
1021 |
|
dludwig@8505
|
1022 |
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
dludwig@8505
|
1023 |
// TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var
|
dludwig@8505
|
1024 |
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
|
dludwig@8505
|
1025 |
#endif
|
dludwig@8505
|
1026 |
|
dludwig@8548
|
1027 |
static DXGI_MODE_ROTATION
|
dludwig@8548
|
1028 |
D3D11_GetRotationForOrientation(Windows::Graphics::Display::DisplayOrientations orientation)
|
dludwig@8548
|
1029 |
{
|
dludwig@8548
|
1030 |
switch (orientation)
|
dludwig@8548
|
1031 |
{
|
dludwig@8548
|
1032 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
dludwig@8548
|
1033 |
//
|
dludwig@8548
|
1034 |
// Windows Phone rotations
|
dludwig@8548
|
1035 |
//
|
slouken@8582
|
1036 |
case DisplayOrientations::Landscape:
|
slouken@8582
|
1037 |
return DXGI_MODE_ROTATION_ROTATE90;
|
slouken@8582
|
1038 |
case DisplayOrientations::Portrait:
|
slouken@8582
|
1039 |
return DXGI_MODE_ROTATION_IDENTITY;
|
slouken@8582
|
1040 |
case DisplayOrientations::LandscapeFlipped:
|
slouken@8582
|
1041 |
return DXGI_MODE_ROTATION_ROTATE270;
|
slouken@8582
|
1042 |
case DisplayOrientations::PortraitFlipped:
|
slouken@8582
|
1043 |
return DXGI_MODE_ROTATION_ROTATE180;
|
dludwig@8548
|
1044 |
#else
|
dludwig@8548
|
1045 |
//
|
dludwig@8548
|
1046 |
// Non-Windows-Phone rotations (ex: Windows 8, Windows RT)
|
slouken@8582
|
1047 |
//
|
slouken@8582
|
1048 |
case DisplayOrientations::Landscape:
|
slouken@8582
|
1049 |
return DXGI_MODE_ROTATION_IDENTITY;
|
slouken@8582
|
1050 |
case DisplayOrientations::Portrait:
|
slouken@8582
|
1051 |
return DXGI_MODE_ROTATION_ROTATE270;
|
slouken@8582
|
1052 |
case DisplayOrientations::LandscapeFlipped:
|
slouken@8582
|
1053 |
return DXGI_MODE_ROTATION_ROTATE180;
|
slouken@8582
|
1054 |
case DisplayOrientations::PortraitFlipped:
|
slouken@8582
|
1055 |
return DXGI_MODE_ROTATION_ROTATE90;
|
slouken@8582
|
1056 |
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
dludwig@8548
|
1057 |
|
dludwig@8548
|
1058 |
default:
|
dludwig@8548
|
1059 |
return DXGI_MODE_ROTATION_UNSPECIFIED;
|
dludwig@8548
|
1060 |
}
|
dludwig@8548
|
1061 |
}
|
dludwig@8505
|
1062 |
|
dludwig@8567
|
1063 |
static bool
|
dludwig@8567
|
1064 |
D3D11_IsDisplayRotated90Degrees(Windows::Graphics::Display::DisplayOrientations orientation)
|
dludwig@8567
|
1065 |
{
|
dludwig@8567
|
1066 |
switch (D3D11_GetRotationForOrientation(orientation)) {
|
dludwig@8567
|
1067 |
case DXGI_MODE_ROTATION_ROTATE90:
|
dludwig@8567
|
1068 |
case DXGI_MODE_ROTATION_ROTATE270:
|
dludwig@8567
|
1069 |
return true;
|
dludwig@8567
|
1070 |
default:
|
dludwig@8567
|
1071 |
return false;
|
dludwig@8567
|
1072 |
}
|
dludwig@8567
|
1073 |
}
|
dludwig@8567
|
1074 |
|
dludwig@8569
|
1075 |
static int
|
dludwig@8569
|
1076 |
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect)
|
dludwig@8569
|
1077 |
{
|
dludwig@8569
|
1078 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8569
|
1079 |
switch (D3D11_GetRotationForOrientation(data-> orientation)) {
|
dludwig@8569
|
1080 |
case DXGI_MODE_ROTATION_IDENTITY:
|
dludwig@8569
|
1081 |
outRect->left = sdlRect->x;
|
dludwig@8569
|
1082 |
outRect->right = sdlRect->x + sdlRect->w;
|
dludwig@8569
|
1083 |
outRect->top = sdlRect->y;
|
dludwig@8569
|
1084 |
outRect->bottom = sdlRect->y + sdlRect->h;
|
dludwig@8569
|
1085 |
break;
|
dludwig@8569
|
1086 |
case DXGI_MODE_ROTATION_ROTATE270:
|
slouken@8582
|
1087 |
outRect->left = sdlRect->y;
|
slouken@8582
|
1088 |
outRect->right = sdlRect->y + sdlRect->h;
|
slouken@8582
|
1089 |
outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
dludwig@8569
|
1090 |
outRect->bottom = renderer->viewport.w - sdlRect->x;
|
dludwig@8569
|
1091 |
break;
|
dludwig@8569
|
1092 |
case DXGI_MODE_ROTATION_ROTATE180:
|
dludwig@8569
|
1093 |
outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
dludwig@8569
|
1094 |
outRect->right = renderer->viewport.w - sdlRect->x;
|
dludwig@8569
|
1095 |
outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
dludwig@8569
|
1096 |
outRect->bottom = renderer->viewport.h - sdlRect->y;
|
dludwig@8569
|
1097 |
break;
|
dludwig@8569
|
1098 |
case DXGI_MODE_ROTATION_ROTATE90:
|
dludwig@8569
|
1099 |
outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
dludwig@8569
|
1100 |
outRect->right = renderer->viewport.h - sdlRect->y;
|
slouken@8582
|
1101 |
outRect->top = sdlRect->x;
|
dludwig@8569
|
1102 |
outRect->bottom = sdlRect->x + sdlRect->h;
|
dludwig@8569
|
1103 |
break;
|
dludwig@8569
|
1104 |
default:
|
dludwig@8569
|
1105 |
return SDL_SetError("The physical display is in an unknown or unsupported orientation");
|
dludwig@8569
|
1106 |
}
|
dludwig@8569
|
1107 |
return 0;
|
dludwig@8569
|
1108 |
}
|
dludwig@8569
|
1109 |
|
dludwig@8569
|
1110 |
|
dludwig@8414
|
1111 |
// Initialize all resources that change when the window's size changes.
|
dludwig@8504
|
1112 |
// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
|
slouken@8582
|
1113 |
HRESULT
|
slouken@8582
|
1114 |
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
slouken@8582
|
1115 |
{
|
slouken@8582
|
1116 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1117 |
HRESULT result = S_OK;
|
slouken@8582
|
1118 |
ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
slouken@8582
|
1119 |
|
slouken@8582
|
1120 |
// Store the window bounds so the next time we get a SizeChanged event we can
|
slouken@8582
|
1121 |
// avoid rebuilding everything if the size is identical.
|
slouken@8582
|
1122 |
ABI::Windows::Foundation::Rect nativeWindowBounds;
|
slouken@8582
|
1123 |
if (coreWindow) {
|
slouken@8582
|
1124 |
result = coreWindow->get_Bounds(&nativeWindowBounds);
|
slouken@8582
|
1125 |
if (FAILED(result)) {
|
slouken@8582
|
1126 |
WIN_SetErrorFromHRESULT(__FUNCTION__", ICoreWindow::get_Bounds [get native-window bounds]", result);
|
slouken@8582
|
1127 |
return result;
|
slouken@8582
|
1128 |
}
|
slouken@8582
|
1129 |
} else {
|
slouken@8582
|
1130 |
// TODO, WinRT, XAML: clean up window-bounds code in D3D11_CreateWindowSizeDependentResources
|
dludwig@8505
|
1131 |
SDL_DisplayMode displayMode;
|
dludwig@8505
|
1132 |
if (SDL_GetDesktopDisplayMode(0, &displayMode) < 0) {
|
dludwig@8505
|
1133 |
SDL_SetError(__FUNCTION__", Get Window Bounds (XAML): Unable to retrieve the native window's size");
|
dludwig@8505
|
1134 |
return E_FAIL;
|
dludwig@8505
|
1135 |
}
|
dludwig@8505
|
1136 |
|
dludwig@8505
|
1137 |
nativeWindowBounds.Width = (FLOAT) displayMode.w;
|
slouken@8582
|
1138 |
nativeWindowBounds.Height = (FLOAT) displayMode.h;
|
slouken@8582
|
1139 |
}
|
slouken@8582
|
1140 |
|
slouken@8582
|
1141 |
// TODO, WinRT, XAML: see if window/control sizes are in DIPs, or something else. If something else, then adjust renderer size tracking accordingly.
|
slouken@8582
|
1142 |
data->windowSizeInDIPs.x = nativeWindowBounds.Width;
|
slouken@8582
|
1143 |
data->windowSizeInDIPs.y = nativeWindowBounds.Height;
|
slouken@8582
|
1144 |
|
slouken@8582
|
1145 |
// Calculate the necessary swap chain and render target size in pixels.
|
slouken@8582
|
1146 |
float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
|
slouken@8582
|
1147 |
float windowHeight = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.y);
|
slouken@8582
|
1148 |
|
slouken@8582
|
1149 |
// The width and height of the swap chain must be based on the window's
|
slouken@8582
|
1150 |
// landscape-oriented width and height. If the window is in a portrait
|
slouken@8582
|
1151 |
// orientation, the dimensions must be reversed.
|
slouken@8582
|
1152 |
data->orientation = DisplayProperties::CurrentOrientation;
|
slouken@8582
|
1153 |
|
slouken@8582
|
1154 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
slouken@8582
|
1155 |
const bool swapDimensions = false;
|
slouken@8582
|
1156 |
#else
|
slouken@8582
|
1157 |
const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
|
slouken@8582
|
1158 |
#endif
|
slouken@8582
|
1159 |
data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
|
slouken@8582
|
1160 |
data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
|
slouken@8582
|
1161 |
|
slouken@8582
|
1162 |
if(data->swapChain != nullptr)
|
slouken@8582
|
1163 |
{
|
slouken@8582
|
1164 |
// If the swap chain already exists, resize it.
|
slouken@8582
|
1165 |
result = data->swapChain->ResizeBuffers(
|
slouken@8582
|
1166 |
2, // Double-buffered swap chain.
|
slouken@8582
|
1167 |
static_cast<UINT>(data->renderTargetSize.x),
|
slouken@8582
|
1168 |
static_cast<UINT>(data->renderTargetSize.y),
|
slouken@8582
|
1169 |
DXGI_FORMAT_B8G8R8A8_UNORM,
|
slouken@8582
|
1170 |
0
|
slouken@8582
|
1171 |
);
|
slouken@8582
|
1172 |
if (FAILED(result)) {
|
slouken@8582
|
1173 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::ResizeBuffers", result);
|
slouken@8582
|
1174 |
return result;
|
slouken@8582
|
1175 |
}
|
slouken@8582
|
1176 |
}
|
slouken@8582
|
1177 |
else
|
slouken@8582
|
1178 |
{
|
slouken@8582
|
1179 |
const bool usingXAML = (coreWindow == nullptr);
|
slouken@8582
|
1180 |
|
slouken@8582
|
1181 |
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
slouken@8582
|
1182 |
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
slouken@8582
|
1183 |
swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
|
slouken@8582
|
1184 |
swapChainDesc.Height = static_cast<UINT>(data->renderTargetSize.y);
|
slouken@8582
|
1185 |
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
|
slouken@8582
|
1186 |
swapChainDesc.Stereo = false;
|
slouken@8582
|
1187 |
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
|
slouken@8582
|
1188 |
swapChainDesc.SampleDesc.Quality = 0;
|
slouken@8582
|
1189 |
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
slouken@8582
|
1190 |
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
|
slouken@8582
|
1191 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
slouken@8582
|
1192 |
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
|
slouken@8582
|
1193 |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
|
slouken@8582
|
1194 |
#else
|
slouken@8582
|
1195 |
if (usingXAML) {
|
slouken@8582
|
1196 |
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
|
slouken@8582
|
1197 |
} else {
|
slouken@8582
|
1198 |
swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
slouken@8582
|
1199 |
}
|
slouken@8582
|
1200 |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
|
slouken@8582
|
1201 |
#endif
|
slouken@8582
|
1202 |
swapChainDesc.Flags = 0;
|
slouken@8582
|
1203 |
|
slouken@8582
|
1204 |
ComPtr<IDXGIDevice1> dxgiDevice;
|
slouken@8582
|
1205 |
result = data->d3dDevice.As(&dxgiDevice);
|
slouken@8582
|
1206 |
if (FAILED(result)) {
|
slouken@8582
|
1207 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1 to IDXGIDevice1", result);
|
slouken@8582
|
1208 |
return result;
|
slouken@8582
|
1209 |
}
|
slouken@8582
|
1210 |
|
slouken@8582
|
1211 |
ComPtr<IDXGIAdapter> dxgiAdapter;
|
slouken@8582
|
1212 |
result = dxgiDevice->GetAdapter(&dxgiAdapter);
|
slouken@8582
|
1213 |
if (FAILED(result)) {
|
slouken@8582
|
1214 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::GetAdapter", result);
|
slouken@8582
|
1215 |
return result;
|
slouken@8582
|
1216 |
}
|
slouken@8582
|
1217 |
|
slouken@8582
|
1218 |
ComPtr<IDXGIFactory2> dxgiFactory;
|
slouken@8582
|
1219 |
result = dxgiAdapter->GetParent(
|
slouken@8582
|
1220 |
__uuidof(IDXGIFactory2),
|
slouken@8582
|
1221 |
&dxgiFactory
|
slouken@8582
|
1222 |
);
|
slouken@8582
|
1223 |
if (FAILED(result)) {
|
slouken@8582
|
1224 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter::GetParent", result);
|
slouken@8582
|
1225 |
return result;
|
slouken@8582
|
1226 |
}
|
slouken@8582
|
1227 |
|
slouken@8582
|
1228 |
if (usingXAML) {
|
slouken@8582
|
1229 |
result = dxgiFactory->CreateSwapChainForComposition(
|
slouken@8582
|
1230 |
data->d3dDevice.Get(),
|
slouken@8582
|
1231 |
&swapChainDesc,
|
slouken@8582
|
1232 |
nullptr,
|
slouken@8582
|
1233 |
&data->swapChain);
|
slouken@8582
|
1234 |
if (FAILED(result)) {
|
slouken@8582
|
1235 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result);
|
slouken@8582
|
1236 |
return result;
|
slouken@8582
|
1237 |
}
|
slouken@8582
|
1238 |
|
slouken@8582
|
1239 |
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
slouken@8582
|
1240 |
result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain.Get());
|
slouken@8582
|
1241 |
if (FAILED(result)) {
|
slouken@8582
|
1242 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
|
slouken@8582
|
1243 |
return result;
|
slouken@8582
|
1244 |
}
|
slouken@8582
|
1245 |
#else
|
slouken@8582
|
1246 |
SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
|
slouken@8582
|
1247 |
return E_FAIL;
|
slouken@8582
|
1248 |
#endif
|
slouken@8582
|
1249 |
} else {
|
slouken@8582
|
1250 |
IUnknown * coreWindowAsIUnknown = nullptr;
|
slouken@8582
|
1251 |
result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
|
slouken@8582
|
1252 |
if (FAILED(result)) {
|
slouken@8582
|
1253 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow to IUnknown", result);
|
slouken@8582
|
1254 |
return result;
|
slouken@8582
|
1255 |
}
|
slouken@8582
|
1256 |
|
slouken@8582
|
1257 |
result = dxgiFactory->CreateSwapChainForCoreWindow(
|
slouken@8582
|
1258 |
data->d3dDevice.Get(),
|
slouken@8582
|
1259 |
coreWindowAsIUnknown,
|
slouken@8582
|
1260 |
&swapChainDesc,
|
slouken@8582
|
1261 |
nullptr, // Allow on all displays.
|
slouken@8582
|
1262 |
&data->swapChain
|
slouken@8582
|
1263 |
);
|
slouken@8582
|
1264 |
if (FAILED(result)) {
|
slouken@8582
|
1265 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result);
|
slouken@8582
|
1266 |
return result;
|
slouken@8582
|
1267 |
}
|
slouken@8582
|
1268 |
}
|
slouken@8582
|
1269 |
|
slouken@8582
|
1270 |
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
|
slouken@8582
|
1271 |
// ensures that the application will only render after each VSync, minimizing power consumption.
|
slouken@8582
|
1272 |
result = dxgiDevice->SetMaximumFrameLatency(1);
|
slouken@8582
|
1273 |
if (FAILED(result)) {
|
slouken@8582
|
1274 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
|
slouken@8582
|
1275 |
return result;
|
slouken@8582
|
1276 |
}
|
slouken@8582
|
1277 |
}
|
slouken@8582
|
1278 |
|
slouken@8582
|
1279 |
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
slouken@8582
|
1280 |
// Set the proper orientation for the swap chain, and generate the
|
slouken@8582
|
1281 |
// 3D matrix transformation for rendering to the rotated swap chain.
|
slouken@8582
|
1282 |
//
|
slouken@8582
|
1283 |
// To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
slouken@8582
|
1284 |
// on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
|
slouken@8582
|
1285 |
DXGI_MODE_ROTATION rotation = D3D11_GetRotationForOrientation(data->orientation);
|
slouken@8582
|
1286 |
result = data->swapChain->SetRotation(rotation);
|
slouken@8582
|
1287 |
if (FAILED(result)) {
|
slouken@8582
|
1288 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation" , result);
|
slouken@8582
|
1289 |
return result;
|
slouken@8582
|
1290 |
}
|
slouken@8582
|
1291 |
#endif
|
slouken@8582
|
1292 |
|
slouken@8582
|
1293 |
// Create a render target view of the swap chain back buffer.
|
slouken@8582
|
1294 |
ComPtr<ID3D11Texture2D> backBuffer;
|
slouken@8582
|
1295 |
result = data->swapChain->GetBuffer(
|
slouken@8582
|
1296 |
0,
|
slouken@8582
|
1297 |
__uuidof(ID3D11Texture2D),
|
slouken@8582
|
1298 |
&backBuffer
|
slouken@8582
|
1299 |
);
|
slouken@8582
|
1300 |
if (FAILED(result)) {
|
slouken@8582
|
1301 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [back-buffer]", result);
|
slouken@8582
|
1302 |
return result;
|
slouken@8582
|
1303 |
}
|
slouken@8582
|
1304 |
|
slouken@8582
|
1305 |
result = data->d3dDevice->CreateRenderTargetView(
|
slouken@8582
|
1306 |
backBuffer.Get(),
|
slouken@8582
|
1307 |
nullptr,
|
slouken@8582
|
1308 |
&data->mainRenderTargetView
|
slouken@8582
|
1309 |
);
|
slouken@8582
|
1310 |
if (FAILED(result)) {
|
slouken@8582
|
1311 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
slouken@8582
|
1312 |
return result;
|
slouken@8582
|
1313 |
}
|
slouken@8582
|
1314 |
|
slouken@8582
|
1315 |
if (D3D11_UpdateViewport(renderer) != 0) {
|
slouken@8582
|
1316 |
// D3D11_UpdateViewport will set the SDL error if it fails.
|
slouken@8582
|
1317 |
return E_FAIL;
|
slouken@8582
|
1318 |
}
|
slouken@8582
|
1319 |
|
slouken@8582
|
1320 |
return S_OK;
|
dludwig@8412
|
1321 |
}
|
dludwig@8412
|
1322 |
|
dludwig@8415
|
1323 |
// This method is called when the window's size changes.
|
slouken@8582
|
1324 |
HRESULT
|
slouken@8582
|
1325 |
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
slouken@8582
|
1326 |
{
|
slouken@8582
|
1327 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1328 |
HRESULT result = S_OK;
|
slouken@8582
|
1329 |
ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
slouken@8582
|
1330 |
ABI::Windows::Foundation::Rect coreWindowBounds;
|
slouken@8582
|
1331 |
|
slouken@8582
|
1332 |
result = coreWindow->get_Bounds(&coreWindowBounds);
|
slouken@8582
|
1333 |
if (FAILED(result)) {
|
slouken@8582
|
1334 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow::get_Bounds [get window bounds]", result);
|
slouken@8582
|
1335 |
return result;
|
slouken@8582
|
1336 |
}
|
slouken@8582
|
1337 |
|
slouken@8582
|
1338 |
if (coreWindowBounds.Width != data->windowSizeInDIPs.x ||
|
slouken@8582
|
1339 |
coreWindowBounds.Height != data->windowSizeInDIPs.y ||
|
slouken@8582
|
1340 |
data->orientation != DisplayProperties::CurrentOrientation)
|
slouken@8582
|
1341 |
{
|
slouken@8582
|
1342 |
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
slouken@8582
|
1343 |
data->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
slouken@8582
|
1344 |
data->mainRenderTargetView = nullptr;
|
slouken@8582
|
1345 |
data->d3dContext->Flush();
|
slouken@8582
|
1346 |
result = D3D11_CreateWindowSizeDependentResources(renderer);
|
slouken@8582
|
1347 |
if (FAILED(result)) {
|
slouken@8582
|
1348 |
/* D3D11_CreateWindowSizeDependentResources will set the SDL error */
|
slouken@8582
|
1349 |
return result;
|
slouken@8582
|
1350 |
}
|
slouken@8582
|
1351 |
}
|
slouken@8582
|
1352 |
|
slouken@8582
|
1353 |
return S_OK;
|
dludwig@8414
|
1354 |
}
|
dludwig@8414
|
1355 |
|
dludwig@8414
|
1356 |
HRESULT
|
dludwig@8414
|
1357 |
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
dludwig@8414
|
1358 |
{
|
dludwig@8414
|
1359 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8414
|
1360 |
HRESULT result = S_OK;
|
dludwig@8414
|
1361 |
|
slouken@8582
|
1362 |
// Reset these member variables to ensure that D3D11_UpdateForWindowSizeChange recreates all resources.
|
slouken@8582
|
1363 |
data->windowSizeInDIPs.x = 0;
|
slouken@8582
|
1364 |
data->windowSizeInDIPs.y = 0;
|
slouken@8582
|
1365 |
data->swapChain = nullptr;
|
slouken@8582
|
1366 |
|
slouken@8582
|
1367 |
result = D3D11_CreateDeviceResources(renderer);
|
slouken@8582
|
1368 |
if (FAILED(result)) {
|
slouken@8582
|
1369 |
/* D3D11_CreateDeviceResources will set the SDL error */
|
slouken@8582
|
1370 |
return result;
|
slouken@8582
|
1371 |
}
|
slouken@8582
|
1372 |
|
slouken@8582
|
1373 |
result = D3D11_UpdateForWindowSizeChange(renderer);
|
slouken@8582
|
1374 |
if (FAILED(result)) {
|
slouken@8582
|
1375 |
/* D3D11_UpdateForWindowSizeChange will set the SDL error */
|
slouken@8582
|
1376 |
return result;
|
slouken@8582
|
1377 |
}
|
dludwig@8414
|
1378 |
|
dludwig@8414
|
1379 |
return S_OK;
|
dludwig@8414
|
1380 |
}
|
dludwig@8414
|
1381 |
|
dludwig@8415
|
1382 |
static void
|
dludwig@8415
|
1383 |
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
dludwig@8415
|
1384 |
{
|
slouken@8582
|
1385 |
//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1386 |
|
slouken@8582
|
1387 |
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
slouken@8582
|
1388 |
D3D11_UpdateForWindowSizeChange(renderer);
|
slouken@8582
|
1389 |
}
|
slouken@8582
|
1390 |
}
|
slouken@8582
|
1391 |
|
slouken@8582
|
1392 |
static D3D11_FILTER
|
slouken@8582
|
1393 |
GetScaleQuality(void)
|
slouken@8582
|
1394 |
{
|
slouken@8582
|
1395 |
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
|
slouken@8582
|
1396 |
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
|
slouken@8582
|
1397 |
return SDL_D3D11_NEAREST_PIXEL_FILTER;
|
slouken@8582
|
1398 |
} else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
|
slouken@8582
|
1399 |
return SDL_D3D11_LINEAR_FILTER;
|
dludwig@8415
|
1400 |
}
|
dludwig@8415
|
1401 |
}
|
dludwig@8415
|
1402 |
|
slouken@8582
|
1403 |
static int
|
slouken@8582
|
1404 |
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
slouken@8582
|
1405 |
{
|
slouken@8582
|
1406 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1407 |
D3D11_TextureData *textureData;
|
slouken@8582
|
1408 |
HRESULT result;
|
slouken@8582
|
1409 |
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
slouken@8582
|
1410 |
if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
|
slouken@8582
|
1411 |
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
slouken@8582
|
1412 |
__FUNCTION__, texture->format);
|
slouken@8582
|
1413 |
}
|
slouken@8582
|
1414 |
|
slouken@8582
|
1415 |
textureData = new D3D11_TextureData;
|
slouken@8582
|
1416 |
if (!textureData) {
|
slouken@8582
|
1417 |
SDL_OutOfMemory();
|
slouken@8582
|
1418 |
return -1;
|
slouken@8582
|
1419 |
}
|
slouken@8582
|
1420 |
textureData->pixelFormat = SDL_AllocFormat(texture->format);
|
slouken@8582
|
1421 |
textureData->lockedTexturePosition = XMINT2(0, 0);
|
slouken@8582
|
1422 |
textureData->scaleMode = GetScaleQuality();
|
slouken@8582
|
1423 |
|
slouken@8582
|
1424 |
texture->driverdata = textureData;
|
slouken@8582
|
1425 |
|
slouken@8582
|
1426 |
D3D11_TEXTURE2D_DESC textureDesc = {0};
|
slouken@8582
|
1427 |
textureDesc.Width = texture->w;
|
slouken@8582
|
1428 |
textureDesc.Height = texture->h;
|
slouken@8582
|
1429 |
textureDesc.MipLevels = 1;
|
slouken@8582
|
1430 |
textureDesc.ArraySize = 1;
|
slouken@8582
|
1431 |
textureDesc.Format = textureFormat;
|
slouken@8582
|
1432 |
textureDesc.SampleDesc.Count = 1;
|
slouken@8582
|
1433 |
textureDesc.SampleDesc.Quality = 0;
|
slouken@8582
|
1434 |
textureDesc.MiscFlags = 0;
|
slouken@8582
|
1435 |
|
slouken@8582
|
1436 |
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
slouken@8582
|
1437 |
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
|
slouken@8582
|
1438 |
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
slouken@8582
|
1439 |
} else {
|
slouken@8582
|
1440 |
textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
slouken@8582
|
1441 |
textureDesc.CPUAccessFlags = 0;
|
slouken@8582
|
1442 |
}
|
slouken@8582
|
1443 |
|
slouken@8582
|
1444 |
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
slouken@8582
|
1445 |
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
slouken@8582
|
1446 |
} else {
|
slouken@8582
|
1447 |
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
slouken@8582
|
1448 |
}
|
dludwig@8540
|
1449 |
|
slouken@8582
|
1450 |
#if 0
|
slouken@8582
|
1451 |
// Fill the texture with a non-black color, for debugging purposes:
|
slouken@8582
|
1452 |
const int numPixels = textureDesc.Width * textureDesc.Height;
|
slouken@8582
|
1453 |
const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
|
slouken@8582
|
1454 |
std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
|
slouken@8582
|
1455 |
for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
|
slouken@8582
|
1456 |
initialTexturePixels[i+0] = 0xff;
|
slouken@8582
|
1457 |
initialTexturePixels[i+1] = 0xff;
|
slouken@8582
|
1458 |
initialTexturePixels[i+2] = 0x00;
|
slouken@8582
|
1459 |
initialTexturePixels[i+3] = 0xff;
|
slouken@8582
|
1460 |
}
|
slouken@8582
|
1461 |
D3D11_SUBRESOURCE_DATA initialTextureData = {0};
|
slouken@8582
|
1462 |
initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
|
slouken@8582
|
1463 |
initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
|
slouken@8582
|
1464 |
initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
|
slouken@8582
|
1465 |
#endif
|
slouken@8582
|
1466 |
|
slouken@8582
|
1467 |
result = rendererData->d3dDevice->CreateTexture2D(
|
slouken@8582
|
1468 |
&textureDesc,
|
slouken@8582
|
1469 |
NULL, // &initialTextureData,
|
slouken@8582
|
1470 |
&textureData->mainTexture
|
slouken@8582
|
1471 |
);
|
slouken@8582
|
1472 |
if (FAILED(result)) {
|
slouken@8582
|
1473 |
D3D11_DestroyTexture(renderer, texture);
|
slouken@8582
|
1474 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
|
slouken@8582
|
1475 |
return -1;
|
slouken@8582
|
1476 |
}
|
slouken@8582
|
1477 |
|
slouken@8582
|
1478 |
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
|
slouken@8582
|
1479 |
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
slouken@8582
|
1480 |
renderTargetViewDesc.Format = textureDesc.Format;
|
slouken@8582
|
1481 |
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
slouken@8582
|
1482 |
renderTargetViewDesc.Texture2D.MipSlice = 0;
|
slouken@8582
|
1483 |
|
slouken@8582
|
1484 |
result = rendererData->d3dDevice->CreateRenderTargetView(
|
slouken@8582
|
1485 |
textureData->mainTexture.Get(),
|
slouken@8582
|
1486 |
&renderTargetViewDesc,
|
slouken@8582
|
1487 |
&textureData->mainTextureRenderTargetView);
|
slouken@8582
|
1488 |
if (FAILED(result)) {
|
slouken@8582
|
1489 |
D3D11_DestroyTexture(renderer, texture);
|
slouken@8582
|
1490 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
slouken@8582
|
1491 |
return -1;
|
slouken@8582
|
1492 |
}
|
slouken@8582
|
1493 |
}
|
slouken@8582
|
1494 |
|
slouken@8582
|
1495 |
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
slouken@8582
|
1496 |
resourceViewDesc.Format = textureDesc.Format;
|
slouken@8582
|
1497 |
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
slouken@8582
|
1498 |
resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
slouken@8582
|
1499 |
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
slouken@8582
|
1500 |
result = rendererData->d3dDevice->CreateShaderResourceView(
|
slouken@8582
|
1501 |
textureData->mainTexture.Get(),
|
slouken@8582
|
1502 |
&resourceViewDesc,
|
slouken@8582
|
1503 |
&textureData->mainTextureResourceView
|
slouken@8582
|
1504 |
);
|
slouken@8582
|
1505 |
if (FAILED(result)) {
|
slouken@8582
|
1506 |
D3D11_DestroyTexture(renderer, texture);
|
slouken@8582
|
1507 |
WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
slouken@8582
|
1508 |
return -1;
|
slouken@8582
|
1509 |
}
|
slouken@8582
|
1510 |
|
slouken@8582
|
1511 |
return 0;
|
dludwig@8416
|
1512 |
}
|
dludwig@8416
|
1513 |
|
dludwig@8416
|
1514 |
static void
|
dludwig@8416
|
1515 |
D3D11_DestroyTexture(SDL_Renderer * renderer,
|
dludwig@8416
|
1516 |
SDL_Texture * texture)
|
dludwig@8416
|
1517 |
{
|
slouken@8582
|
1518 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8416
|
1519 |
|
dludwig@8416
|
1520 |
if (textureData) {
|
dludwig@8416
|
1521 |
if (textureData->pixelFormat) {
|
dludwig@8416
|
1522 |
SDL_FreeFormat(textureData->pixelFormat);
|
dludwig@8416
|
1523 |
textureData->pixelFormat = NULL;
|
dludwig@8416
|
1524 |
}
|
dludwig@8416
|
1525 |
|
dludwig@8416
|
1526 |
delete textureData;
|
dludwig@8416
|
1527 |
texture->driverdata = NULL;
|
dludwig@8416
|
1528 |
}
|
dludwig@8416
|
1529 |
}
|
dludwig@8416
|
1530 |
|
dludwig@8416
|
1531 |
static int
|
dludwig@8416
|
1532 |
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8459
|
1533 |
const SDL_Rect * rect, const void * srcPixels,
|
dludwig@8459
|
1534 |
int srcPitch)
|
dludwig@8416
|
1535 |
{
|
slouken@8582
|
1536 |
// Lock the texture, retrieving a buffer to write pixel data to:
|
slouken@8582
|
1537 |
void * destPixels = NULL;
|
slouken@8582
|
1538 |
int destPitch = 0;
|
slouken@8582
|
1539 |
if (D3D11_LockTexture(renderer, texture, rect, &destPixels, &destPitch) != 0) {
|
slouken@8582
|
1540 |
// An error is already set. Attach some info to it, then return to
|
slouken@8582
|
1541 |
// the caller.
|
slouken@8582
|
1542 |
std::string errorMessage = string(__FUNCTION__ ", Lock Texture Failed: ") + SDL_GetError();
|
slouken@8582
|
1543 |
return SDL_SetError(errorMessage.c_str());
|
slouken@8582
|
1544 |
}
|
slouken@8582
|
1545 |
|
slouken@8582
|
1546 |
// Copy pixel data to the locked texture's memory:
|
slouken@8582
|
1547 |
for (int y = 0; y < rect->h; ++y) {
|
slouken@8582
|
1548 |
memcpy(
|
slouken@8582
|
1549 |
((Uint8 *)destPixels) + (destPitch * y),
|
slouken@8582
|
1550 |
((Uint8 *)srcPixels) + (srcPitch * y),
|
slouken@8582
|
1551 |
srcPitch
|
slouken@8582
|
1552 |
);
|
slouken@8582
|
1553 |
}
|
slouken@8582
|
1554 |
|
slouken@8582
|
1555 |
// Commit the texture's memory back to Direct3D:
|
slouken@8582
|
1556 |
D3D11_UnlockTexture(renderer, texture);
|
dludwig@8416
|
1557 |
|
dludwig@8459
|
1558 |
// Return to the caller:
|
dludwig@8416
|
1559 |
return 0;
|
dludwig@8416
|
1560 |
}
|
dludwig@8416
|
1561 |
|
dludwig@8400
|
1562 |
static int
|
dludwig@8451
|
1563 |
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8451
|
1564 |
const SDL_Rect * rect, void **pixels, int *pitch)
|
dludwig@8451
|
1565 |
{
|
dludwig@8451
|
1566 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1567 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
slouken@8582
|
1568 |
HRESULT result = S_OK;
|
slouken@8582
|
1569 |
|
dludwig@8451
|
1570 |
if (textureData->stagingTexture) {
|
dludwig@8556
|
1571 |
return SDL_SetError("texture is already locked");
|
dludwig@8451
|
1572 |
}
|
dludwig@8451
|
1573 |
|
dludwig@8451
|
1574 |
// Create a 'staging' texture, which will be used to write to a portion
|
dludwig@8451
|
1575 |
// of the main texture. This is necessary, as Direct3D 11.1 does not
|
dludwig@8451
|
1576 |
// have the ability to write a CPU-bound pixel buffer to a rectangular
|
dludwig@8451
|
1577 |
// subrect of a texture. Direct3D 11.1 can, however, write a pixel
|
dludwig@8451
|
1578 |
// buffer to an entire texture, hence the use of a staging texture.
|
dludwig@8561
|
1579 |
//
|
dludwig@8561
|
1580 |
// TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
|
dludwig@8451
|
1581 |
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
dludwig@8451
|
1582 |
textureData->mainTexture->GetDesc(&stagingTextureDesc);
|
dludwig@8451
|
1583 |
stagingTextureDesc.Width = rect->w;
|
dludwig@8451
|
1584 |
stagingTextureDesc.Height = rect->h;
|
dludwig@8451
|
1585 |
stagingTextureDesc.BindFlags = 0;
|
dludwig@8451
|
1586 |
stagingTextureDesc.MiscFlags = 0;
|
dludwig@8451
|
1587 |
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
dludwig@8451
|
1588 |
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
dludwig@8451
|
1589 |
result = rendererData->d3dDevice->CreateTexture2D(
|
dludwig@8451
|
1590 |
&stagingTextureDesc,
|
dludwig@8451
|
1591 |
NULL,
|
dludwig@8451
|
1592 |
&textureData->stagingTexture);
|
dludwig@8451
|
1593 |
if (FAILED(result)) {
|
dludwig@8553
|
1594 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
dludwig@8451
|
1595 |
return -1;
|
dludwig@8451
|
1596 |
}
|
dludwig@8451
|
1597 |
|
dludwig@8451
|
1598 |
// Get a write-only pointer to data in the staging texture:
|
slouken@8582
|
1599 |
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
slouken@8582
|
1600 |
result = rendererData->d3dContext->Map(
|
slouken@8582
|
1601 |
textureData->stagingTexture.Get(),
|
slouken@8582
|
1602 |
D3D11CalcSubresource(0, 0, 0),
|
slouken@8582
|
1603 |
D3D11_MAP_WRITE,
|
slouken@8582
|
1604 |
0,
|
slouken@8582
|
1605 |
&textureMemory
|
slouken@8582
|
1606 |
);
|
slouken@8582
|
1607 |
if (FAILED(result)) {
|
slouken@8582
|
1608 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
slouken@8582
|
1609 |
textureData->stagingTexture = nullptr;
|
slouken@8582
|
1610 |
return -1;
|
dludwig@8451
|
1611 |
}
|
dludwig@8451
|
1612 |
|
dludwig@8451
|
1613 |
// Make note of where the staging texture will be written to (on a
|
dludwig@8451
|
1614 |
// call to SDL_UnlockTexture):
|
dludwig@8451
|
1615 |
textureData->lockedTexturePosition = XMINT2(rect->x, rect->y);
|
dludwig@8451
|
1616 |
|
dludwig@8451
|
1617 |
// Make sure the caller has information on the texture's pixel buffer,
|
dludwig@8451
|
1618 |
// then return:
|
dludwig@8451
|
1619 |
*pixels = textureMemory.pData;
|
dludwig@8451
|
1620 |
*pitch = textureMemory.RowPitch;
|
dludwig@8451
|
1621 |
return 0;
|
dludwig@8451
|
1622 |
}
|
dludwig@8451
|
1623 |
|
dludwig@8451
|
1624 |
static void
|
dludwig@8451
|
1625 |
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
dludwig@8451
|
1626 |
{
|
dludwig@8451
|
1627 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8451
|
1628 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8451
|
1629 |
|
dludwig@8451
|
1630 |
// Commit the pixel buffer's changes back to the staging texture:
|
dludwig@8451
|
1631 |
rendererData->d3dContext->Unmap(
|
dludwig@8451
|
1632 |
textureData->stagingTexture.Get(),
|
dludwig@8451
|
1633 |
0);
|
dludwig@8451
|
1634 |
|
dludwig@8451
|
1635 |
// Copy the staging texture's contents back to the main texture:
|
dludwig@8451
|
1636 |
rendererData->d3dContext->CopySubresourceRegion(
|
dludwig@8451
|
1637 |
textureData->mainTexture.Get(),
|
dludwig@8451
|
1638 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8451
|
1639 |
textureData->lockedTexturePosition.x,
|
dludwig@8451
|
1640 |
textureData->lockedTexturePosition.y,
|
dludwig@8451
|
1641 |
0,
|
dludwig@8451
|
1642 |
textureData->stagingTexture.Get(),
|
dludwig@8451
|
1643 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8451
|
1644 |
NULL);
|
dludwig@8451
|
1645 |
|
dludwig@8451
|
1646 |
// Clean up and return:
|
dludwig@8451
|
1647 |
textureData->stagingTexture = nullptr;
|
dludwig@8451
|
1648 |
textureData->lockedTexturePosition = XMINT2(0, 0);
|
dludwig@8451
|
1649 |
}
|
dludwig@8451
|
1650 |
|
dludwig@8451
|
1651 |
static int
|
slouken@8582
|
1652 |
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
slouken@8582
|
1653 |
{
|
slouken@8582
|
1654 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1655 |
|
slouken@8582
|
1656 |
if (texture == NULL) {
|
slouken@8582
|
1657 |
rendererData->currentOffscreenRenderTargetView = nullptr;
|
slouken@8582
|
1658 |
return 0;
|
slouken@8582
|
1659 |
}
|
slouken@8582
|
1660 |
|
slouken@8582
|
1661 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
slouken@8582
|
1662 |
|
slouken@8582
|
1663 |
if (!textureData->mainTextureRenderTargetView) {
|
slouken@8582
|
1664 |
return SDL_SetError("specified texture is not a render target");
|
slouken@8582
|
1665 |
}
|
slouken@8582
|
1666 |
|
slouken@8582
|
1667 |
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
|
slouken@8582
|
1668 |
|
slouken@8582
|
1669 |
return 0;
|
dludwig@8548
|
1670 |
}
|
dludwig@8459
|
1671 |
|
dludwig@8459
|
1672 |
static int
|
dludwig@8400
|
1673 |
D3D11_UpdateViewport(SDL_Renderer * renderer)
|
dludwig@8400
|
1674 |
{
|
dludwig@8432
|
1675 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8432
|
1676 |
|
dludwig@8432
|
1677 |
if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
|
dludwig@8432
|
1678 |
// If the viewport is empty, assume that it is because
|
dludwig@8432
|
1679 |
// SDL_CreateRenderer is calling it, and will call it again later
|
dludwig@8432
|
1680 |
// with a non-empty viewport.
|
dludwig@8432
|
1681 |
return 0;
|
dludwig@8432
|
1682 |
}
|
dludwig@8432
|
1683 |
|
dludwig@8548
|
1684 |
// Make sure the SDL viewport gets rotated to that of the physical display's orientation.
|
dludwig@8548
|
1685 |
// Keep in mind here that the Y-axis will be been inverted (from Direct3D's
|
dludwig@8548
|
1686 |
// default coordinate system) so rotations will be done in the opposite
|
dludwig@8548
|
1687 |
// direction of the DXGI_MODE_ROTATION enumeration.
|
dludwig@8570
|
1688 |
DirectX::XMMATRIX projection;
|
slouken@8582
|
1689 |
switch (D3D11_GetRotationForOrientation(data->orientation))
|
slouken@8582
|
1690 |
{
|
slouken@8582
|
1691 |
case DXGI_MODE_ROTATION_IDENTITY:
|
slouken@8582
|
1692 |
projection = XMMatrixIdentity();
|
slouken@8582
|
1693 |
break;
|
slouken@8582
|
1694 |
case DXGI_MODE_ROTATION_ROTATE270:
|
slouken@8582
|
1695 |
projection = XMMatrixRotationZ(XM_PIDIV2);
|
slouken@8582
|
1696 |
break;
|
slouken@8582
|
1697 |
case DXGI_MODE_ROTATION_ROTATE180:
|
slouken@8582
|
1698 |
projection = XMMatrixRotationZ(XM_PI);
|
slouken@8582
|
1699 |
break;
|
slouken@8582
|
1700 |
case DXGI_MODE_ROTATION_ROTATE90:
|
slouken@8582
|
1701 |
projection = XMMatrixRotationZ(-XM_PIDIV2);
|
slouken@8582
|
1702 |
break;
|
slouken@8582
|
1703 |
default:
|
slouken@8582
|
1704 |
return SDL_SetError("An unknown DisplayOrientation is being used");
|
dludwig@8432
|
1705 |
}
|
dludwig@8432
|
1706 |
|
slouken@8582
|
1707 |
//
|
slouken@8582
|
1708 |
// Update the view matrix
|
slouken@8582
|
1709 |
//
|
slouken@8582
|
1710 |
float viewportWidth = (float) renderer->viewport.w;
|
slouken@8582
|
1711 |
float viewportHeight = (float) renderer->viewport.h;
|
slouken@8582
|
1712 |
DirectX::XMMATRIX view = XMMatrixMultiply(
|
slouken@8582
|
1713 |
XMMatrixScaling(2.0f / viewportWidth, 2.0f / viewportHeight, 1.0f),
|
slouken@8582
|
1714 |
XMMatrixMultiply(
|
slouken@8582
|
1715 |
XMMatrixTranslation(-1, -1, 0),
|
slouken@8582
|
1716 |
XMMatrixRotationX(XM_PI)
|
dludwig@8570
|
1717 |
));
|
dludwig@8570
|
1718 |
|
dludwig@8570
|
1719 |
//
|
dludwig@8570
|
1720 |
// Combine the projection + view matrix together now, as both only get
|
dludwig@8570
|
1721 |
// set here (as of this writing, on Dec 26, 2013). When done, store it
|
dludwig@8570
|
1722 |
// for eventual transfer to the GPU.
|
dludwig@8570
|
1723 |
//
|
dludwig@8570
|
1724 |
XMStoreFloat4x4(&data->vertexShaderConstantsData.projectionAndView,
|
dludwig@8570
|
1725 |
XMMatrixMultiply(
|
dludwig@8570
|
1726 |
view,
|
dludwig@8570
|
1727 |
projection));
|
dludwig@8433
|
1728 |
|
dludwig@8433
|
1729 |
//
|
dludwig@8456
|
1730 |
// Reset the model matrix
|
dludwig@8456
|
1731 |
//
|
dludwig@8456
|
1732 |
XMStoreFloat4x4(&data->vertexShaderConstantsData.model, XMMatrixIdentity());
|
dludwig@8456
|
1733 |
|
dludwig@8456
|
1734 |
//
|
dludwig@8433
|
1735 |
// Update the Direct3D viewport, which seems to be aligned to the
|
dludwig@8510
|
1736 |
// swap buffer's coordinate space, which is always in either
|
dludwig@8510
|
1737 |
// a landscape mode, for all Windows 8/RT devices, or a portrait mode,
|
dludwig@8510
|
1738 |
// for Windows Phone devices.
|
dludwig@8433
|
1739 |
//
|
slouken@8582
|
1740 |
SDL_FRect orientationAlignedViewport;
|
slouken@8582
|
1741 |
const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
|
slouken@8582
|
1742 |
if (swapDimensions) {
|
slouken@8582
|
1743 |
orientationAlignedViewport.x = (float) renderer->viewport.y;
|
slouken@8582
|
1744 |
orientationAlignedViewport.y = (float) renderer->viewport.x;
|
slouken@8582
|
1745 |
orientationAlignedViewport.w = (float) renderer->viewport.h;
|
slouken@8582
|
1746 |
orientationAlignedViewport.h = (float) renderer->viewport.w;
|
slouken@8582
|
1747 |
} else {
|
slouken@8582
|
1748 |
orientationAlignedViewport.x = (float) renderer->viewport.x;
|
slouken@8582
|
1749 |
orientationAlignedViewport.y = (float) renderer->viewport.y;
|
slouken@8582
|
1750 |
orientationAlignedViewport.w = (float) renderer->viewport.w;
|
slouken@8582
|
1751 |
orientationAlignedViewport.h = (float) renderer->viewport.h;
|
slouken@8582
|
1752 |
}
|
slouken@8582
|
1753 |
// TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
|
slouken@8582
|
1754 |
|
slouken@8582
|
1755 |
D3D11_VIEWPORT viewport;
|
slouken@8582
|
1756 |
memset(&viewport, 0, sizeof(viewport));
|
slouken@8582
|
1757 |
viewport.TopLeftX = orientationAlignedViewport.x;
|
slouken@8582
|
1758 |
viewport.TopLeftY = orientationAlignedViewport.y;
|
slouken@8582
|
1759 |
viewport.Width = orientationAlignedViewport.w;
|
slouken@8582
|
1760 |
viewport.Height = orientationAlignedViewport.h;
|
slouken@8582
|
1761 |
viewport.MinDepth = 0.0f;
|
slouken@8582
|
1762 |
viewport.MaxDepth = 1.0f;
|
dludwig@8432
|
1763 |
data->d3dContext->RSSetViewports(1, &viewport);
|
dludwig@8432
|
1764 |
|
dludwig@8433
|
1765 |
#if 0
|
slouken@8582
|
1766 |
SDL_Log("%s, oav={%.0f,%.0f,%.0f,%.0f}, rend={%.0f,%.0f}\n",
|
slouken@8582
|
1767 |
__FUNCTION__,
|
slouken@8582
|
1768 |
orientationAlignedViewport.x,
|
slouken@8582
|
1769 |
orientationAlignedViewport.y,
|
slouken@8582
|
1770 |
orientationAlignedViewport.w,
|
slouken@8582
|
1771 |
orientationAlignedViewport.h,
|
slouken@8582
|
1772 |
data->renderTargetSize.x,
|
dludwig@8433
|
1773 |
data->renderTargetSize.y);
|
dludwig@8433
|
1774 |
#endif
|
dludwig@8433
|
1775 |
|
dludwig@8400
|
1776 |
return 0;
|
dludwig@8400
|
1777 |
}
|
dludwig@8400
|
1778 |
|
dludwig@8482
|
1779 |
static int
|
dludwig@8482
|
1780 |
D3D11_UpdateClipRect(SDL_Renderer * renderer)
|
dludwig@8482
|
1781 |
{
|
dludwig@8569
|
1782 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8569
|
1783 |
const SDL_Rect *rect = &renderer->clip_rect;
|
dludwig@8569
|
1784 |
|
dludwig@8569
|
1785 |
if (SDL_RectEmpty(rect)) {
|
dludwig@8569
|
1786 |
data->d3dContext->RSSetScissorRects(0, 0);
|
dludwig@8569
|
1787 |
} else {
|
dludwig@8569
|
1788 |
D3D11_RECT scissorRect;
|
dludwig@8569
|
1789 |
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &scissorRect) != 0) {
|
dludwig@8569
|
1790 |
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
dludwig@8569
|
1791 |
return -1;
|
dludwig@8569
|
1792 |
}
|
dludwig@8569
|
1793 |
data->d3dContext->RSSetScissorRects(1, &scissorRect);
|
dludwig@8569
|
1794 |
}
|
dludwig@8569
|
1795 |
|
dludwig@8482
|
1796 |
return 0;
|
dludwig@8482
|
1797 |
}
|
dludwig@8482
|
1798 |
|
slouken@8582
|
1799 |
static ComPtr<ID3D11RenderTargetView> &
|
slouken@8582
|
1800 |
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
|
slouken@8582
|
1801 |
{
|
slouken@8582
|
1802 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1803 |
if (data->currentOffscreenRenderTargetView) {
|
slouken@8582
|
1804 |
return data->currentOffscreenRenderTargetView;
|
slouken@8582
|
1805 |
} else {
|
slouken@8582
|
1806 |
return data->mainRenderTargetView;
|
slouken@8582
|
1807 |
}
|
dludwig@8459
|
1808 |
}
|
dludwig@8459
|
1809 |
|
slouken@8582
|
1810 |
static int
|
slouken@8582
|
1811 |
D3D11_RenderClear(SDL_Renderer * renderer)
|
slouken@8582
|
1812 |
{
|
slouken@8582
|
1813 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1814 |
const float colorRGBA[] = {
|
slouken@8582
|
1815 |
(renderer->r / 255.0f),
|
slouken@8582
|
1816 |
(renderer->g / 255.0f),
|
slouken@8582
|
1817 |
(renderer->b / 255.0f),
|
slouken@8582
|
1818 |
(renderer->a / 255.0f)
|
slouken@8582
|
1819 |
};
|
slouken@8582
|
1820 |
data->d3dContext->ClearRenderTargetView(
|
slouken@8582
|
1821 |
D3D11_GetCurrentRenderTargetView(renderer).Get(),
|
slouken@8582
|
1822 |
colorRGBA
|
slouken@8582
|
1823 |
);
|
slouken@8582
|
1824 |
return 0;
|
dludwig@8416
|
1825 |
}
|
dludwig@8416
|
1826 |
|
dludwig@8429
|
1827 |
static int
|
dludwig@8429
|
1828 |
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
dludwig@8550
|
1829 |
const void * vertexData, size_t dataSizeInBytes)
|
dludwig@8416
|
1830 |
{
|
dludwig@8416
|
1831 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8425
|
1832 |
HRESULT result = S_OK;
|
dludwig@8449
|
1833 |
D3D11_BUFFER_DESC vertexBufferDesc;
|
dludwig@8449
|
1834 |
|
dludwig@8449
|
1835 |
if (rendererData->vertexBuffer) {
|
dludwig@8449
|
1836 |
rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
|
dludwig@8449
|
1837 |
} else {
|
dludwig@8449
|
1838 |
memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
|
dludwig@8449
|
1839 |
}
|
dludwig@8449
|
1840 |
|
dludwig@8449
|
1841 |
if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
slouken@8582
|
1842 |
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
slouken@8582
|
1843 |
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
slouken@8582
|
1844 |
result = rendererData->d3dContext->Map(rendererData->vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
slouken@8582
|
1845 |
if (FAILED(result)) {
|
slouken@8582
|
1846 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result);
|
slouken@8582
|
1847 |
return -1;
|
slouken@8582
|
1848 |
}
|
slouken@8582
|
1849 |
memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
slouken@8582
|
1850 |
rendererData->d3dContext->Unmap(rendererData->vertexBuffer.Get(), 0);
|
slouken@8582
|
1851 |
} else {
|
slouken@8582
|
1852 |
vertexBufferDesc.ByteWidth = dataSizeInBytes;
|
slouken@8582
|
1853 |
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
slouken@8582
|
1854 |
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
slouken@8582
|
1855 |
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
slouken@8582
|
1856 |
|
slouken@8582
|
1857 |
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
slouken@8582
|
1858 |
vertexBufferData.pSysMem = vertexData;
|
slouken@8582
|
1859 |
vertexBufferData.SysMemPitch = 0;
|
slouken@8582
|
1860 |
vertexBufferData.SysMemSlicePitch = 0;
|
slouken@8582
|
1861 |
|
slouken@8582
|
1862 |
result = rendererData->d3dDevice->CreateBuffer(
|
slouken@8582
|
1863 |
&vertexBufferDesc,
|
slouken@8582
|
1864 |
&vertexBufferData,
|
slouken@8582
|
1865 |
&rendererData->vertexBuffer
|
slouken@8582
|
1866 |
);
|
slouken@8582
|
1867 |
if (FAILED(result)) {
|
slouken@8582
|
1868 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result);
|
slouken@8582
|
1869 |
return -1;
|
slouken@8582
|
1870 |
}
|
slouken@8582
|
1871 |
}
|
slouken@8582
|
1872 |
|
slouken@8582
|
1873 |
UINT stride = sizeof(VertexPositionColor);
|
slouken@8582
|
1874 |
UINT offset = 0;
|
slouken@8582
|
1875 |
rendererData->d3dContext->IASetVertexBuffers(
|
slouken@8582
|
1876 |
0,
|
slouken@8582
|
1877 |
1,
|
slouken@8582
|
1878 |
rendererData->vertexBuffer.GetAddressOf(),
|
slouken@8582
|
1879 |
&stride,
|
slouken@8582
|
1880 |
&offset
|
dludwig@8429
|
1881 |
);
|
dludwig@8429
|
1882 |
|
dludwig@8429
|
1883 |
return 0;
|
dludwig@8429
|
1884 |
}
|
dludwig@8429
|
1885 |
|
dludwig@8429
|
1886 |
static void
|
dludwig@8429
|
1887 |
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
|
dludwig@8429
|
1888 |
{
|
dludwig@8429
|
1889 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
1890 |
|
slouken@8582
|
1891 |
rendererData->d3dContext->OMSetRenderTargets(
|
slouken@8582
|
1892 |
1,
|
slouken@8582
|
1893 |
D3D11_GetCurrentRenderTargetView(renderer).GetAddressOf(),
|
slouken@8582
|
1894 |
nullptr
|
slouken@8582
|
1895 |
);
|
slouken@8582
|
1896 |
}
|
slouken@8582
|
1897 |
|
slouken@8582
|
1898 |
static void
|
slouken@8582
|
1899 |
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
slouken@8582
|
1900 |
{
|
slouken@8582
|
1901 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1902 |
switch (blendMode) {
|
slouken@8582
|
1903 |
case SDL_BLENDMODE_BLEND:
|
slouken@8582
|
1904 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeBlend.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1905 |
break;
|
slouken@8582
|
1906 |
case SDL_BLENDMODE_ADD:
|
slouken@8582
|
1907 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeAdd.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1908 |
break;
|
slouken@8582
|
1909 |
case SDL_BLENDMODE_MOD:
|
slouken@8582
|
1910 |
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeMod.Get(), 0, 0xFFFFFFFF);
|
dludwig@8431
|
1911 |
break;
|
dludwig@8431
|
1912 |
case SDL_BLENDMODE_NONE:
|
slouken@8582
|
1913 |
rendererData->d3dContext->OMSetBlendState(NULL, 0, 0xFFFFFFFF);
|
slouken@8582
|
1914 |
break;
|
slouken@8582
|
1915 |
}
|
slouken@8582
|
1916 |
}
|
dludwig@8429
|
1917 |
|
dludwig@8429
|
1918 |
static void
|
dludwig@8429
|
1919 |
D3D11_SetPixelShader(SDL_Renderer * renderer,
|
dludwig@8429
|
1920 |
ID3D11PixelShader * shader,
|
dludwig@8429
|
1921 |
ID3D11ShaderResourceView * shaderResource,
|
dludwig@8429
|
1922 |
ID3D11SamplerState * sampler)
|
dludwig@8429
|
1923 |
{
|
slouken@8582
|
1924 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1925 |
rendererData->d3dContext->PSSetShader(shader, nullptr, 0);
|
slouken@8582
|
1926 |
rendererData->d3dContext->PSSetShaderResources(0, 1, &shaderResource);
|
slouken@8582
|
1927 |
rendererData->d3dContext->PSSetSamplers(0, 1, &sampler);
|
dludwig@8429
|
1928 |
}
|
dludwig@8429
|
1929 |
|
dludwig@8429
|
1930 |
static void
|
dludwig@8429
|
1931 |
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
|
dludwig@8449
|
1932 |
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
|
dludwig@8449
|
1933 |
UINT vertexCount)
|
dludwig@8429
|
1934 |
{
|
dludwig@8429
|
1935 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
slouken@8582
|
1936 |
|
slouken@8582
|
1937 |
rendererData->d3dContext->UpdateSubresource(
|
slouken@8582
|
1938 |
rendererData->vertexShaderConstants.Get(),
|
slouken@8582
|
1939 |
0,
|
slouken@8582
|
1940 |
NULL,
|
slouken@8582
|
1941 |
&rendererData->vertexShaderConstantsData,
|
slouken@8582
|
1942 |
0,
|
slouken@8582
|
1943 |
0
|
slouken@8582
|
1944 |
);
|
slouken@8582
|
1945 |
|
slouken@8582
|
1946 |
rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
|
slouken@8582
|
1947 |
rendererData->d3dContext->IASetInputLayout(rendererData->inputLayout.Get());
|
slouken@8582
|
1948 |
rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
|
slouken@8582
|
1949 |
rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
|
slouken@8582
|
1950 |
if (SDL_RectEmpty(&(renderer->clip_rect))) {
|
slouken@8582
|
1951 |
rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
|
slouken@8582
|
1952 |
} else {
|
slouken@8582
|
1953 |
rendererData->d3dContext->RSSetState(rendererData->clippedRasterizer.Get());
|
slouken@8582
|
1954 |
}
|
dludwig@8449
|
1955 |
rendererData->d3dContext->Draw(vertexCount, 0);
|
dludwig@8449
|
1956 |
}
|
dludwig@8449
|
1957 |
|
dludwig@8449
|
1958 |
static int
|
dludwig@8450
|
1959 |
D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
dludwig@8450
|
1960 |
const SDL_FPoint * points, int count)
|
dludwig@8450
|
1961 |
{
|
dludwig@8450
|
1962 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8450
|
1963 |
float r, g, b, a;
|
dludwig@8450
|
1964 |
|
dludwig@8450
|
1965 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8450
|
1966 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8450
|
1967 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8450
|
1968 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8450
|
1969 |
|
dludwig@8507
|
1970 |
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
slouken@8582
|
1971 |
for (int i = 0; i < min(count, 128); ++i) {
|
slouken@8582
|
1972 |
const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
slouken@8582
|
1973 |
vertices[i] = v;
|
slouken@8582
|
1974 |
}
|
slouken@8582
|
1975 |
|
slouken@8582
|
1976 |
D3D11_RenderStartDrawOp(renderer);
|
slouken@8582
|
1977 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
slouken@8582
|
1978 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
slouken@8582
|
1979 |
SDL_stack_free(vertices);
|
slouken@8582
|
1980 |
return -1;
|
slouken@8582
|
1981 |
}
|
slouken@8582
|
1982 |
|
slouken@8582
|
1983 |
D3D11_SetPixelShader(
|
slouken@8582
|
1984 |
renderer,
|
slouken@8582
|
1985 |
rendererData->colorPixelShader.Get(),
|
slouken@8582
|
1986 |
nullptr,
|
slouken@8582
|
1987 |
nullptr);
|
slouken@8582
|
1988 |
|
slouken@8582
|
1989 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
|
dludwig@8507
|
1990 |
SDL_stack_free(vertices);
|
dludwig@8450
|
1991 |
return 0;
|
dludwig@8450
|
1992 |
}
|
dludwig@8450
|
1993 |
|
dludwig@8450
|
1994 |
static int
|
dludwig@8449
|
1995 |
D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
dludwig@8449
|
1996 |
const SDL_FPoint * points, int count)
|
dludwig@8449
|
1997 |
{
|
dludwig@8449
|
1998 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8449
|
1999 |
float r, g, b, a;
|
dludwig@8449
|
2000 |
|
dludwig@8449
|
2001 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8449
|
2002 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8449
|
2003 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8449
|
2004 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8449
|
2005 |
|
dludwig@8507
|
2006 |
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
slouken@8582
|
2007 |
for (int i = 0; i < count; ++i) {
|
slouken@8582
|
2008 |
const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
slouken@8582
|
2009 |
vertices[i] = v;
|
slouken@8582
|
2010 |
}
|
slouken@8582
|
2011 |
|
slouken@8582
|
2012 |
D3D11_RenderStartDrawOp(renderer);
|
slouken@8582
|
2013 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
slouken@8582
|
2014 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
slouken@8582
|
2015 |
SDL_stack_free(vertices);
|
slouken@8582
|
2016 |
return -1;
|
slouken@8582
|
2017 |
}
|
slouken@8582
|
2018 |
|
slouken@8582
|
2019 |
D3D11_SetPixelShader(
|
slouken@8582
|
2020 |
renderer,
|
slouken@8582
|
2021 |
rendererData->colorPixelShader.Get(),
|
slouken@8582
|
2022 |
nullptr,
|
slouken@8582
|
2023 |
nullptr);
|
slouken@8582
|
2024 |
|
slouken@8582
|
2025 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
|
dludwig@8507
|
2026 |
SDL_stack_free(vertices);
|
dludwig@8449
|
2027 |
return 0;
|
dludwig@8429
|
2028 |
}
|
dludwig@8429
|
2029 |
|
dludwig@8429
|
2030 |
static int
|
dludwig@8429
|
2031 |
D3D11_RenderFillRects(SDL_Renderer * renderer,
|
dludwig@8429
|
2032 |
const SDL_FRect * rects, int count)
|
dludwig@8429
|
2033 |
{
|
dludwig@8429
|
2034 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
2035 |
float r, g, b, a;
|
dludwig@8429
|
2036 |
|
dludwig@8431
|
2037 |
r = (float)(renderer->r / 255.0f);
|
dludwig@8431
|
2038 |
g = (float)(renderer->g / 255.0f);
|
dludwig@8431
|
2039 |
b = (float)(renderer->b / 255.0f);
|
dludwig@8431
|
2040 |
a = (float)(renderer->a / 255.0f);
|
dludwig@8429
|
2041 |
|
dludwig@8433
|
2042 |
#if 0
|
dludwig@8433
|
2043 |
// Set up a test pattern:
|
dludwig@8434
|
2044 |
SDL_FRect _rects[] = {
|
dludwig@8433
|
2045 |
{-1.1f, 1.1f, 1.1f, -1.1f},
|
dludwig@8433
|
2046 |
{-1.0f, 1.0f, 1.0f, -1.0f}, // red
|
dludwig@8433
|
2047 |
{0.0f, 1.0f, 1.0f, -1.0f}, // green
|
dludwig@8433
|
2048 |
{-1.0f, 0.0f, 1.0f, -1.0f}, // blue
|
dludwig@8433
|
2049 |
{0.0f, 0.0f, 1.0f, -1.0f} // white
|
dludwig@8433
|
2050 |
};
|
dludwig@8434
|
2051 |
count = sizeof(_rects) / sizeof(SDL_FRect);
|
dludwig@8434
|
2052 |
#define rects _rects
|
dludwig@8433
|
2053 |
#endif
|
dludwig@8429
|
2054 |
|
slouken@8582
|
2055 |
for (int i = 0; i < count; ++i) {
|
slouken@8582
|
2056 |
D3D11_RenderStartDrawOp(renderer);
|
slouken@8582
|
2057 |
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
slouken@8582
|
2058 |
|
slouken@8582
|
2059 |
#if 0
|
slouken@8582
|
2060 |
// Set colors for the test pattern:
|
slouken@8582
|
2061 |
a = 1.0f;
|
slouken@8582
|
2062 |
switch (i) {
|
slouken@8582
|
2063 |
case 0: r = 1.0f; g = 1.0f; b = 0.0f; break;
|
slouken@8582
|
2064 |
case 1: r = 1.0f; g = 0.0f; b = 0.0f; break;
|
slouken@8582
|
2065 |
case 2: r = 0.0f; g = 1.0f; b = 0.0f; break;
|
slouken@8582
|
2066 |
case 3: r = 0.0f; g = 0.0f; b = 1.0f; break;
|
slouken@8582
|
2067 |
case 4: r = 1.0f; g = 1.0f; b = 1.0f; break;
|
slouken@8582
|
2068 |
}
|
slouken@8582
|
2069 |
#endif
|
slouken@8582
|
2070 |
|
slouken@8582
|
2071 |
VertexPositionColor vertices[] = {
|
slouken@8582
|
2072 |
{XMFLOAT3(rects[i].x, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2073 |
{XMFLOAT3(rects[i].x, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2074 |
{XMFLOAT3(rects[i].x + rects[i].w, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2075 |
{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)},
|
slouken@8582
|
2076 |
};
|
slouken@8582
|
2077 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
slouken@8582
|
2078 |
return -1;
|
slouken@8582
|
2079 |
}
|
slouken@8582
|
2080 |
|
slouken@8582
|
2081 |
D3D11_SetPixelShader(
|
slouken@8582
|
2082 |
renderer,
|
slouken@8582
|
2083 |
rendererData->colorPixelShader.Get(),
|
slouken@8582
|
2084 |
nullptr,
|
slouken@8582
|
2085 |
nullptr);
|
slouken@8582
|
2086 |
|
slouken@8582
|
2087 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
slouken@8582
|
2088 |
}
|
dludwig@8429
|
2089 |
|
dludwig@8429
|
2090 |
return 0;
|
dludwig@8429
|
2091 |
}
|
dludwig@8429
|
2092 |
|
dludwig@8540
|
2093 |
static ID3D11SamplerState *
|
dludwig@8540
|
2094 |
D3D11_RenderGetSampler(SDL_Renderer * renderer, SDL_Texture * texture)
|
dludwig@8540
|
2095 |
{
|
dludwig@8540
|
2096 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8540
|
2097 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8540
|
2098 |
|
dludwig@8540
|
2099 |
switch (textureData->scaleMode) {
|
dludwig@8540
|
2100 |
case SDL_D3D11_NEAREST_PIXEL_FILTER:
|
dludwig@8540
|
2101 |
return rendererData->nearestPixelSampler.Get();
|
dludwig@8540
|
2102 |
case SDL_D3D11_LINEAR_FILTER:
|
dludwig@8540
|
2103 |
return rendererData->linearSampler.Get();
|
dludwig@8540
|
2104 |
default:
|
dludwig@8540
|
2105 |
return NULL;
|
dludwig@8540
|
2106 |
}
|
dludwig@8540
|
2107 |
}
|
dludwig@8540
|
2108 |
|
dludwig@8429
|
2109 |
static int
|
dludwig@8429
|
2110 |
D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8429
|
2111 |
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
dludwig@8429
|
2112 |
{
|
dludwig@8429
|
2113 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8429
|
2114 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8429
|
2115 |
|
dludwig@8429
|
2116 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8442
|
2117 |
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
dludwig@8448
|
2118 |
|
slouken@8582
|
2119 |
float minu = (float) srcrect->x / texture->w;
|
slouken@8582
|
2120 |
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
slouken@8582
|
2121 |
float minv = (float) srcrect->y / texture->h;
|
dludwig@8448
|
2122 |
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
dludwig@8458
|
2123 |
|
dludwig@8458
|
2124 |
float r = 1.0f;
|
dludwig@8458
|
2125 |
float g = 1.0f;
|
dludwig@8458
|
2126 |
float b = 1.0f;
|
dludwig@8458
|
2127 |
float a = 1.0f;
|
dludwig@8458
|
2128 |
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
dludwig@8458
|
2129 |
r = (float)(texture->r / 255.0f);
|
dludwig@8458
|
2130 |
g = (float)(texture->g / 255.0f);
|
dludwig@8458
|
2131 |
b = (float)(texture->b / 255.0f);
|
dludwig@8458
|
2132 |
}
|
dludwig@8458
|
2133 |
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
dludwig@8458
|
2134 |
a = (float)(texture->a / 255.0f);
|
dludwig@8458
|
2135 |
}
|
slouken@8582
|
2136 |
|
slouken@8582
|
2137 |
VertexPositionColor vertices[] = {
|
slouken@8582
|
2138 |
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2139 |
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2140 |
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2141 |
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2142 |
};
|
slouken@8582
|
2143 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
slouken@8582
|
2144 |
return -1;
|
slouken@8582
|
2145 |
}
|
slouken@8582
|
2146 |
|
slouken@8582
|
2147 |
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
slouken@8582
|
2148 |
D3D11_SetPixelShader(
|
slouken@8582
|
2149 |
renderer,
|
slouken@8582
|
2150 |
rendererData->texturePixelShader.Get(),
|
slouken@8582
|
2151 |
textureData->mainTextureResourceView.Get(),
|
slouken@8582
|
2152 |
textureSampler);
|
slouken@8582
|
2153 |
|
slouken@8582
|
2154 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
dludwig@8416
|
2155 |
|
dludwig@8416
|
2156 |
return 0;
|
dludwig@8416
|
2157 |
}
|
dludwig@8416
|
2158 |
|
dludwig@8454
|
2159 |
static int
|
dludwig@8455
|
2160 |
D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
dludwig@8455
|
2161 |
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
dludwig@8455
|
2162 |
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
dludwig@8455
|
2163 |
{
|
dludwig@8455
|
2164 |
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8455
|
2165 |
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
dludwig@8455
|
2166 |
|
dludwig@8455
|
2167 |
D3D11_RenderStartDrawOp(renderer);
|
dludwig@8455
|
2168 |
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
dludwig@8455
|
2169 |
|
slouken@8582
|
2170 |
float minu = (float) srcrect->x / texture->w;
|
slouken@8582
|
2171 |
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
slouken@8582
|
2172 |
float minv = (float) srcrect->y / texture->h;
|
dludwig@8455
|
2173 |
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
dludwig@8455
|
2174 |
|
dludwig@8458
|
2175 |
float r = 1.0f;
|
dludwig@8458
|
2176 |
float g = 1.0f;
|
dludwig@8458
|
2177 |
float b = 1.0f;
|
dludwig@8458
|
2178 |
float a = 1.0f;
|
dludwig@8458
|
2179 |
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
dludwig@8458
|
2180 |
r = (float)(texture->r / 255.0f);
|
dludwig@8458
|
2181 |
g = (float)(texture->g / 255.0f);
|
dludwig@8458
|
2182 |
b = (float)(texture->b / 255.0f);
|
dludwig@8458
|
2183 |
}
|
dludwig@8458
|
2184 |
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
dludwig@8458
|
2185 |
a = (float)(texture->a / 255.0f);
|
dludwig@8458
|
2186 |
}
|
dludwig@8458
|
2187 |
|
dludwig@8455
|
2188 |
if (flip & SDL_FLIP_HORIZONTAL) {
|
dludwig@8455
|
2189 |
float tmp = maxu;
|
dludwig@8455
|
2190 |
maxu = minu;
|
dludwig@8455
|
2191 |
minu = tmp;
|
dludwig@8455
|
2192 |
}
|
dludwig@8455
|
2193 |
if (flip & SDL_FLIP_VERTICAL) {
|
dludwig@8455
|
2194 |
float tmp = maxv;
|
dludwig@8455
|
2195 |
maxv = minv;
|
dludwig@8455
|
2196 |
minv = tmp;
|
dludwig@8455
|
2197 |
}
|
dludwig@8456
|
2198 |
|
dludwig@8456
|
2199 |
XMFLOAT4X4 oldModelMatrix = rendererData->vertexShaderConstantsData.model;
|
dludwig@8456
|
2200 |
XMStoreFloat4x4(
|
dludwig@8456
|
2201 |
&rendererData->vertexShaderConstantsData.model,
|
dludwig@8456
|
2202 |
XMMatrixMultiply(
|
dludwig@8456
|
2203 |
XMMatrixRotationZ((float)(XM_PI * (float) angle / 180.0f)),
|
dludwig@8456
|
2204 |
XMMatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
dludwig@8456
|
2205 |
));
|
dludwig@8456
|
2206 |
|
slouken@8582
|
2207 |
const float minx = -center->x;
|
slouken@8582
|
2208 |
const float maxx = dstrect->w - center->x;
|
slouken@8582
|
2209 |
const float miny = -center->y;
|
slouken@8582
|
2210 |
const float maxy = dstrect->h - center->y;
|
slouken@8582
|
2211 |
|
slouken@8582
|
2212 |
VertexPositionColor vertices[] = {
|
slouken@8582
|
2213 |
{XMFLOAT3(minx, miny, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2214 |
{XMFLOAT3(minx, maxy, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2215 |
{XMFLOAT3(maxx, miny, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2216 |
{XMFLOAT3(maxx, maxy, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
slouken@8582
|
2217 |
};
|
slouken@8582
|
2218 |
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
slouken@8582
|
2219 |
return -1;
|
slouken@8582
|
2220 |
}
|
slouken@8582
|
2221 |
|
slouken@8582
|
2222 |
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
slouken@8582
|
2223 |
D3D11_SetPixelShader(
|
slouken@8582
|
2224 |
renderer,
|
slouken@8582
|
2225 |
rendererData->texturePixelShader.Get(),
|
slouken@8582
|
2226 |
textureData->mainTextureResourceView.Get(),
|
slouken@8582
|
2227 |
textureSampler);
|
slouken@8582
|
2228 |
|
slouken@8582
|
2229 |
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
slouken@8582
|
2230 |
|
slouken@8582
|
2231 |
rendererData->vertexShaderConstantsData.model = oldModelMatrix;
|
dludwig@8455
|
2232 |
|
dludwig@8455
|
2233 |
return 0;
|
dludwig@8455
|
2234 |
}
|
dludwig@8455
|
2235 |
|
dludwig@8455
|
2236 |
static int
|
dludwig@8454
|
2237 |
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
dludwig@8454
|
2238 |
Uint32 format, void * pixels, int pitch)
|
dludwig@8454
|
2239 |
{
|
dludwig@8454
|
2240 |
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8454
|
2241 |
HRESULT result = S_OK;
|
dludwig@8454
|
2242 |
|
dludwig@8454
|
2243 |
// Retrieve a pointer to the back buffer:
|
slouken@8582
|
2244 |
ComPtr<ID3D11Texture2D> backBuffer;
|
slouken@8582
|
2245 |
result = data->swapChain->GetBuffer(
|
slouken@8582
|
2246 |
0,
|
slouken@8582
|
2247 |
__uuidof(ID3D11Texture2D),
|
slouken@8582
|
2248 |
&backBuffer
|
slouken@8582
|
2249 |
);
|
slouken@8582
|
2250 |
if (FAILED(result)) {
|
slouken@8582
|
2251 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [get back buffer]", result);
|
slouken@8582
|
2252 |
return -1;
|
dludwig@8454
|
2253 |
}
|
dludwig@8454
|
2254 |
|
dludwig@8454
|
2255 |
// Create a staging texture to copy the screen's data to:
|
dludwig@8454
|
2256 |
ComPtr<ID3D11Texture2D> stagingTexture;
|
dludwig@8454
|
2257 |
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
dludwig@8454
|
2258 |
backBuffer->GetDesc(&stagingTextureDesc);
|
dludwig@8454
|
2259 |
stagingTextureDesc.Width = rect->w;
|
dludwig@8454
|
2260 |
stagingTextureDesc.Height = rect->h;
|
dludwig@8454
|
2261 |
stagingTextureDesc.BindFlags = 0;
|
dludwig@8454
|
2262 |
stagingTextureDesc.MiscFlags = 0;
|
dludwig@8454
|
2263 |
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
dludwig@8454
|
2264 |
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
dludwig@8454
|
2265 |
result = data->d3dDevice->CreateTexture2D(
|
dludwig@8454
|
2266 |
&stagingTextureDesc,
|
dludwig@8454
|
2267 |
NULL,
|
dludwig@8454
|
2268 |
&stagingTexture);
|
dludwig@8454
|
2269 |
if (FAILED(result)) {
|
dludwig@8553
|
2270 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
dludwig@8454
|
2271 |
return -1;
|
dludwig@8454
|
2272 |
}
|
dludwig@8454
|
2273 |
|
dludwig@8454
|
2274 |
// Copy the desired portion of the back buffer to the staging texture:
|
dludwig@8569
|
2275 |
D3D11_RECT srcRect;
|
dludwig@8569
|
2276 |
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect) != 0) {
|
dludwig@8569
|
2277 |
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
dludwig@8569
|
2278 |
return -1;
|
dludwig@8569
|
2279 |
}
|
dludwig@8569
|
2280 |
|
dludwig@8454
|
2281 |
D3D11_BOX srcBox;
|
dludwig@8569
|
2282 |
srcBox.left = srcRect.left;
|
dludwig@8569
|
2283 |
srcBox.right = srcRect.right;
|
dludwig@8569
|
2284 |
srcBox.top = srcRect.top;
|
dludwig@8569
|
2285 |
srcBox.bottom = srcRect.bottom;
|
dludwig@8454
|
2286 |
srcBox.front = 0;
|
dludwig@8454
|
2287 |
srcBox.back = 1;
|
dludwig@8454
|
2288 |
data->d3dContext->CopySubresourceRegion(
|
dludwig@8454
|
2289 |
stagingTexture.Get(),
|
dludwig@8454
|
2290 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
2291 |
0, 0, 0,
|
dludwig@8454
|
2292 |
backBuffer.Get(),
|
dludwig@8454
|
2293 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
2294 |
&srcBox);
|
dludwig@8454
|
2295 |
|
dludwig@8454
|
2296 |
// Map the staging texture's data to CPU-accessible memory:
|
dludwig@8454
|
2297 |
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
dludwig@8454
|
2298 |
result = data->d3dContext->Map(
|
dludwig@8454
|
2299 |
stagingTexture.Get(),
|
dludwig@8454
|
2300 |
D3D11CalcSubresource(0, 0, 0),
|
dludwig@8454
|
2301 |
D3D11_MAP_READ,
|
dludwig@8454
|
2302 |
0,
|
dludwig@8454
|
2303 |
&textureMemory);
|
dludwig@8454
|
2304 |
if (FAILED(result)) {
|
dludwig@8553
|
2305 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
dludwig@8454
|
2306 |
return -1;
|
dludwig@8454
|
2307 |
}
|
dludwig@8454
|
2308 |
|
dludwig@8454
|
2309 |
// Copy the data into the desired buffer, converting pixels to the
|
dludwig@8454
|
2310 |
// desired format at the same time:
|
slouken@8582
|
2311 |
if (SDL_ConvertPixels(
|
slouken@8582
|
2312 |
rect->w, rect->h,
|
slouken@8582
|
2313 |
DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
|
slouken@8582
|
2314 |
textureMemory.pData,
|
slouken@8582
|
2315 |
textureMemory.RowPitch,
|
slouken@8582
|
2316 |
format,
|
slouken@8582
|
2317 |
pixels,
|
slouken@8582
|
2318 |
pitch) != 0)
|
slouken@8582
|
2319 |
{
|
slouken@8582
|
2320 |
// When SDL_ConvertPixels fails, it'll have already set the format.
|
slouken@8582
|
2321 |
// Get the error message, and attach some extra data to it.
|
slouken@8582
|
2322 |
std::string errorMessage = string(__FUNCTION__ ", Convert Pixels failed: ") + SDL_GetError();
|
slouken@8582
|
2323 |
return SDL_SetError(errorMessage.c_str());
|
slouken@8582
|
2324 |
}
|
slouken@8582
|
2325 |
|
slouken@8582
|
2326 |
// Unmap the texture:
|
slouken@8582
|
2327 |
data->d3dContext->Unmap(
|
slouken@8582
|
2328 |
stagingTexture.Get(),
|
slouken@8582
|
2329 |
D3D11CalcSubresource(0, 0, 0));
|
slouken@8582
|
2330 |
|
slouken@8582
|
2331 |
// All done. The staging texture will be cleaned up in it's container
|
slouken@8582
|
2332 |
// ComPtr<>'s destructor.
|
slouken@8582
|
2333 |
return 0;
|
dludwig@8454
|
2334 |
}
|
dludwig@8454
|
2335 |
|
dludwig@8401
|
2336 |
static void
|
dludwig@8401
|
2337 |
D3D11_RenderPresent(SDL_Renderer * renderer)
|
dludwig@8401
|
2338 |
{
|
dludwig@8401
|
2339 |
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
dludwig@8401
|
2340 |
|
slouken@8582
|
2341 |
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
slouken@8582
|
2342 |
// The first argument instructs DXGI to block until VSync, putting the application
|
slouken@8582
|
2343 |
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
slouken@8582
|
2344 |
// frames that will never be displayed to the screen.
|
slouken@8582
|
2345 |
HRESULT hr = data->swapChain->Present(1, 0);
|
slouken@8582
|
2346 |
#else
|
slouken@8582
|
2347 |
// The application may optionally specify "dirty" or "scroll"
|
slouken@8582
|
2348 |
// rects to improve efficiency in certain scenarios.
|
slouken@8582
|
2349 |
// This option is not available on Windows Phone 8, to note.
|
slouken@8582
|
2350 |
DXGI_PRESENT_PARAMETERS parameters = {0};
|
slouken@8582
|
2351 |
parameters.DirtyRectsCount = 0;
|
slouken@8582
|
2352 |
parameters.pDirtyRects = nullptr;
|
slouken@8582
|
2353 |
parameters.pScrollRect = nullptr;
|
slouken@8582
|
2354 |
parameters.pScrollOffset = nullptr;
|
slouken@8582
|
2355 |
|
slouken@8582
|
2356 |
// The first argument instructs DXGI to block until VSync, putting the application
|
slouken@8582
|
2357 |
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
slouken@8582
|
2358 |
// frames that will never be displayed to the screen.
|
slouken@8582
|
2359 |
HRESULT hr = data->swapChain->Present1(1, 0, ¶meters);
|
slouken@8582
|
2360 |
#endif
|
slouken@8582
|
2361 |
|
slouken@8582
|
2362 |
// Discard the contents of the render target.
|
slouken@8582
|
2363 |
// This is a valid operation only when the existing contents will be entirely
|
slouken@8582
|
2364 |
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
slouken@8582
|
2365 |
data->d3dContext->DiscardView(data->mainRenderTargetView.Get());
|
slouken@8582
|
2366 |
|
slouken@8582
|
2367 |
// If the device was removed either by a disconnect or a driver upgrade, we
|
slouken@8582
|
2368 |
// must recreate all device resources.
|
slouken@8582
|
2369 |
//
|
slouken@8582
|
2370 |
// TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvedge debug info from users' machines
|
slouken@8582
|
2371 |
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
slouken@8582
|
2372 |
{
|
slouken@8582
|
2373 |
hr = D3D11_HandleDeviceLost(renderer);
|
slouken@8582
|
2374 |
if (FAILED(hr)) {
|
slouken@8582
|
2375 |
/* D3D11_HandleDeviceLost will set the SDL error */
|
slouken@8582
|
2376 |
}
|
slouken@8582
|
2377 |
}
|
slouken@8582
|
2378 |
else
|
slouken@8582
|
2379 |
{
|
slouken@8582
|
2380 |
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::DiscardView", hr);
|
dludwig@8401
|
2381 |
}
|
dludwig@8401
|
2382 |
}
|
dludwig@8401
|
2383 |
|
dludwig@8568
|
2384 |
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
dludwig@8400
|
2385 |
|
dludwig@8400
|
2386 |
/* vi: set ts=4 sw=4 expandtab: */
|