src/render/direct3d11/SDL_render_d3d11.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 23 Mar 2014 23:09:22 -0700
changeset 8674 d7d2e69a0b08
parent 8672 763f551235af
child 8679 dd52820b7f5c
permissions -rw-r--r--
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
dludwig@8400
     1
/*
dludwig@8400
     2
  Simple DirectMedia Layer
slouken@8615
     3
  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
dludwig@8400
     4
dludwig@8400
     5
  This software is provided 'as-is', without any express or implied
dludwig@8400
     6
  warranty.  In no event will the authors be held liable for any damages
dludwig@8400
     7
  arising from the use of this software.
dludwig@8400
     8
dludwig@8400
     9
  Permission is granted to anyone to use this software for any purpose,
dludwig@8400
    10
  including commercial applications, and to alter it and redistribute it
dludwig@8400
    11
  freely, subject to the following restrictions:
dludwig@8400
    12
dludwig@8400
    13
  1. The origin of this software must not be misrepresented; you must not
dludwig@8400
    14
     claim that you wrote the original software. If you use this software
dludwig@8400
    15
     in a product, an acknowledgment in the product documentation would be
dludwig@8400
    16
     appreciated but is not required.
dludwig@8400
    17
  2. Altered source versions must be plainly marked as such, and must not be
dludwig@8400
    18
     misrepresented as being the original software.
dludwig@8400
    19
  3. This notice may not be removed or altered from any source distribution.
dludwig@8400
    20
*/
slouken@8591
    21
#include "../../SDL_internal.h"
dludwig@8400
    22
dludwig@8400
    23
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
dludwig@8400
    24
slouken@8591
    25
#define COBJMACROS
dludwig@8400
    26
#include "../../core/windows/SDL_windows.h"
dludwig@8533
    27
#include "SDL_hints.h"
slouken@8591
    28
#include "SDL_loadso.h"
dludwig@8400
    29
#include "SDL_syswm.h"
dludwig@8400
    30
#include "../SDL_sysrender.h"
slouken@8599
    31
#include "../SDL_d3dmath.h"
dludwig@8400
    32
slouken@8591
    33
#include <d3d11_1.h>
dludwig@8410
    34
dludwig@8559
    35
dludwig@8608
    36
#ifdef __WINRT__
dludwig@8608
    37
slouken@8609
    38
#include "SDL_render_winrt.h"
dludwig@8608
    39
dludwig@8608
    40
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
dludwig@8608
    41
#include <windows.ui.xaml.media.dxinterop.h>
dludwig@8608
    42
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
dludwig@8608
    43
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
dludwig@8608
    44
#endif  /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
dludwig@8608
    45
dludwig@8608
    46
#endif  /* __WINRT__ */
dludwig@8608
    47
dludwig@8608
    48
slouken@8596
    49
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
dludwig@8400
    50
dludwig@8540
    51
dludwig@8559
    52
/* Vertex shader, common values */
slouken@8591
    53
typedef struct
slouken@8582
    54
{
slouken@8591
    55
    Float4X4 model;
slouken@8591
    56
    Float4X4 projectionAndView;
slouken@8591
    57
} VertexShaderConstants;
dludwig@8559
    58
dludwig@8559
    59
/* Per-vertex data */
slouken@8591
    60
typedef struct
slouken@8582
    61
{
slouken@8591
    62
    Float3 pos;
slouken@8591
    63
    Float2 tex;
slouken@8591
    64
    Float4 color;
slouken@8591
    65
} VertexPositionColor;
dludwig@8559
    66
dludwig@8559
    67
/* Per-texture data */
dludwig@8559
    68
typedef struct
dludwig@8559
    69
{
slouken@8591
    70
    ID3D11Texture2D *mainTexture;
slouken@8591
    71
    ID3D11ShaderResourceView *mainTextureResourceView;
slouken@8591
    72
    ID3D11RenderTargetView *mainTextureRenderTargetView;
slouken@8591
    73
    ID3D11Texture2D *stagingTexture;
slouken@8591
    74
    int lockedTexturePositionX;
slouken@8591
    75
    int lockedTexturePositionY;
dludwig@8559
    76
    D3D11_FILTER scaleMode;
slouken@8595
    77
slouken@8595
    78
    /* YV12 texture support */
slouken@8595
    79
    SDL_bool yuv;
slouken@8595
    80
    ID3D11Texture2D *mainTextureU;
slouken@8595
    81
    ID3D11ShaderResourceView *mainTextureResourceViewU;
slouken@8595
    82
    ID3D11Texture2D *mainTextureV;
slouken@8595
    83
    ID3D11ShaderResourceView *mainTextureResourceViewV;
slouken@8595
    84
    Uint8 *pixels;
slouken@8595
    85
    int pitch;
slouken@8595
    86
    SDL_Rect locked_rect;
dludwig@8559
    87
} D3D11_TextureData;
dludwig@8559
    88
dludwig@8559
    89
/* Private renderer data */
dludwig@8559
    90
typedef struct
dludwig@8559
    91
{
slouken@8596
    92
    void *hDXGIMod;
slouken@8591
    93
    void *hD3D11Mod;
slouken@8596
    94
    IDXGIFactory2 *dxgiFactory;
slouken@8596
    95
    IDXGIAdapter *dxgiAdapter;
slouken@8591
    96
    ID3D11Device1 *d3dDevice;
slouken@8591
    97
    ID3D11DeviceContext1 *d3dContext;
slouken@8591
    98
    IDXGISwapChain1 *swapChain;
slouken@8591
    99
    DXGI_SWAP_EFFECT swapEffect;
slouken@8591
   100
    ID3D11RenderTargetView *mainRenderTargetView;
slouken@8591
   101
    ID3D11RenderTargetView *currentOffscreenRenderTargetView;
slouken@8591
   102
    ID3D11InputLayout *inputLayout;
slouken@8591
   103
    ID3D11Buffer *vertexBuffer;
slouken@8591
   104
    ID3D11VertexShader *vertexShader;
slouken@8595
   105
    ID3D11PixelShader *colorPixelShader;
slouken@8591
   106
    ID3D11PixelShader *texturePixelShader;
slouken@8595
   107
    ID3D11PixelShader *yuvPixelShader;
slouken@8591
   108
    ID3D11BlendState *blendModeBlend;
slouken@8591
   109
    ID3D11BlendState *blendModeAdd;
slouken@8591
   110
    ID3D11BlendState *blendModeMod;
slouken@8591
   111
    ID3D11SamplerState *nearestPixelSampler;
slouken@8591
   112
    ID3D11SamplerState *linearSampler;
dludwig@8569
   113
    D3D_FEATURE_LEVEL featureLevel;
dludwig@8569
   114
slouken@8591
   115
    /* Rasterizers */
slouken@8591
   116
    ID3D11RasterizerState *mainRasterizer;
slouken@8591
   117
    ID3D11RasterizerState *clippedRasterizer;
dludwig@8559
   118
slouken@8591
   119
    /* Vertex buffer constants */
dludwig@8560
   120
    VertexShaderConstants vertexShaderConstantsData;
slouken@8591
   121
    ID3D11Buffer *vertexShaderConstants;
dludwig@8559
   122
slouken@8591
   123
    /* Cached renderer properties */
slouken@8591
   124
    DXGI_MODE_ROTATION rotation;
slouken@8591
   125
    ID3D11RenderTargetView *currentRenderTargetView;
slouken@8591
   126
    ID3D11RasterizerState *currentRasterizerState;
slouken@8591
   127
    ID3D11BlendState *currentBlendState;
slouken@8591
   128
    ID3D11PixelShader *currentShader;
slouken@8591
   129
    ID3D11ShaderResourceView *currentShaderResource;
slouken@8591
   130
    ID3D11SamplerState *currentSampler;
dludwig@8559
   131
} D3D11_RenderData;
dludwig@8559
   132
dludwig@8559
   133
slouken@8591
   134
/* Defined here so we don't have to include uuid.lib */
slouken@8591
   135
static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
slouken@8591
   136
static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
slouken@8591
   137
static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
slouken@8591
   138
static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
slouken@8591
   139
static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
slouken@8591
   140
static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
slouken@8591
   141
dludwig@8563
   142
/* Direct3D 11.x shaders
dludwig@8563
   143
dludwig@8563
   144
   SDL's shaders are compiled into SDL itself, to simplify distribution.
dludwig@8563
   145
dludwig@8563
   146
   All Direct3D 11.x shaders were compiled with the following:
slouken@8582
   147
slouken@8582
   148
   fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
slouken@8582
   149
slouken@8582
   150
     Variables:
slouken@8582
   151
     - <TYPE>: the type of shader.  A table of utilized shader types is
slouken@8582
   152
       listed below.
slouken@8582
   153
     - <OUTPUT FILE>: where to store compiled output
slouken@8582
   154
     - <INPUT FILE>: where to read shader source code from
slouken@8582
   155
slouken@8582
   156
     Shader types:
slouken@8582
   157
     - ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
slouken@8582
   158
     - vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
slouken@8582
   159
     - ps_4_0_level_9_3: Pixel shader for Windows Phone 8
slouken@8582
   160
     - vs_4_0_level_9_3: Vertex shader for Windows Phone 8
slouken@8582
   161
   
slouken@8582
   162
slouken@8582
   163
   Shader object code was converted to a list of DWORDs via the following
slouken@8582
   164
   *nix style command (available separately from Windows + MSVC):
slouken@8582
   165
slouken@8582
   166
     hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
slouken@8582
   167
  */
slouken@8582
   168
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
slouken@8582
   169
#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
slouken@8582
   170
#else
slouken@8582
   171
#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
slouken@8582
   172
#endif
slouken@8582
   173
slouken@8595
   174
/* The color-only-rendering pixel shader:
slouken@8595
   175
slouken@8595
   176
   --- D3D11_PixelShader_Colors.hlsl ---
slouken@8595
   177
   struct PixelShaderInput
slouken@8595
   178
   {
slouken@8595
   179
       float4 pos : SV_POSITION;
slouken@8595
   180
       float2 tex : TEXCOORD0;
slouken@8595
   181
       float4 color : COLOR0;
slouken@8595
   182
   };
slouken@8595
   183
slouken@8595
   184
   float4 main(PixelShaderInput input) : SV_TARGET
slouken@8595
   185
   {
slouken@8595
   186
       return input.color;
slouken@8595
   187
   }
slouken@8595
   188
*/
slouken@8595
   189
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
slouken@8595
   190
static const DWORD D3D11_PixelShader_Colors[] = {
slouken@8595
   191
    0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
slouken@8595
   192
    0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
slouken@8595
   193
    0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
slouken@8595
   194
    0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
slouken@8595
   195
    0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
slouken@8595
   196
    0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
slouken@8595
   197
    0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
slouken@8595
   198
    0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
slouken@8595
   199
    0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
slouken@8595
   200
    0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
slouken@8595
   201
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8595
   202
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
slouken@8595
   203
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8595
   204
    0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
slouken@8595
   205
    0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
slouken@8595
   206
    0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
slouken@8595
   207
    0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
slouken@8595
   208
    0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
slouken@8595
   209
    0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
slouken@8595
   210
    0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
slouken@8595
   211
    0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
slouken@8595
   212
    0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
slouken@8595
   213
    0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
slouken@8595
   214
    0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
slouken@8595
   215
};
slouken@8595
   216
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
slouken@8595
   217
static const DWORD D3D11_PixelShader_Colors[] = {
slouken@8595
   218
    0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
slouken@8595
   219
    0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
slouken@8595
   220
    0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
slouken@8595
   221
    0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
slouken@8595
   222
    0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
slouken@8595
   223
    0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
slouken@8595
   224
    0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
slouken@8595
   225
    0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
slouken@8595
   226
    0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
slouken@8595
   227
    0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
slouken@8595
   228
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8595
   229
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
slouken@8595
   230
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8595
   231
    0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
slouken@8595
   232
    0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
slouken@8595
   233
    0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
slouken@8595
   234
    0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
slouken@8595
   235
    0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
slouken@8595
   236
    0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
slouken@8595
   237
    0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
slouken@8595
   238
    0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
slouken@8595
   239
    0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
slouken@8595
   240
    0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
slouken@8595
   241
    0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
slouken@8595
   242
};
slouken@8595
   243
#else
slouken@8595
   244
#error "An appropriate 'colors' pixel shader is not defined."
slouken@8595
   245
#endif
slouken@8595
   246
slouken@8582
   247
/* The texture-rendering pixel shader:
slouken@8582
   248
slouken@8582
   249
    --- D3D11_PixelShader_Textures.hlsl ---
slouken@8582
   250
    Texture2D theTexture : register(t0);
slouken@8582
   251
    SamplerState theSampler : register(s0);
slouken@8582
   252
slouken@8582
   253
    struct PixelShaderInput
slouken@8582
   254
    {
slouken@8582
   255
        float4 pos : SV_POSITION;
slouken@8582
   256
        float2 tex : TEXCOORD0;
slouken@8582
   257
        float4 color : COLOR0;
slouken@8582
   258
    };
slouken@8582
   259
slouken@8582
   260
    float4 main(PixelShaderInput input) : SV_TARGET
slouken@8582
   261
    {
slouken@8582
   262
        return theTexture.Sample(theSampler, input.tex) * input.color;
slouken@8582
   263
    }
slouken@8582
   264
*/
slouken@8582
   265
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
slouken@8582
   266
static const DWORD D3D11_PixelShader_Textures[] = {
slouken@8582
   267
    0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
slouken@8582
   268
    0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
slouken@8582
   269
    0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
slouken@8582
   270
    0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
slouken@8582
   271
    0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
slouken@8582
   272
    0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
slouken@8582
   273
    0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
slouken@8582
   274
    0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
slouken@8582
   275
    0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
slouken@8582
   276
    0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
slouken@8582
   277
    0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
slouken@8582
   278
    0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
slouken@8582
   279
    0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
slouken@8582
   280
    0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
slouken@8582
   281
    0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
slouken@8582
   282
    0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
slouken@8582
   283
    0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   284
    0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   285
    0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   286
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
slouken@8582
   287
    0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
slouken@8582
   288
    0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   289
    0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
slouken@8582
   290
    0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
slouken@8582
   291
    0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
slouken@8582
   292
    0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
slouken@8582
   293
    0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
slouken@8582
   294
    0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
slouken@8582
   295
    0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
slouken@8582
   296
    0x00000000, 0x00000003, 0x00000001, 0x00000303, 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
dludwig@8563
   301
};
dludwig@8563
   302
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
dludwig@8563
   303
static const DWORD D3D11_PixelShader_Textures[] = {
slouken@8582
   304
    0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
slouken@8582
   305
    0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
slouken@8582
   306
    0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
slouken@8582
   307
    0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
slouken@8582
   308
    0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
slouken@8582
   309
    0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
slouken@8582
   310
    0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
slouken@8582
   311
    0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
slouken@8582
   312
    0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
slouken@8582
   313
    0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
slouken@8582
   314
    0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
slouken@8582
   315
    0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
slouken@8582
   316
    0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
slouken@8582
   317
    0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
slouken@8582
   318
    0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
slouken@8582
   319
    0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
slouken@8582
   320
    0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   321
    0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   322
    0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   323
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
slouken@8582
   324
    0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
slouken@8582
   325
    0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   326
    0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
slouken@8582
   327
    0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
slouken@8582
   328
    0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
slouken@8582
   329
    0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
slouken@8582
   330
    0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
slouken@8582
   331
    0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
slouken@8582
   332
    0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
slouken@8582
   333
    0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
slouken@8582
   334
    0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
slouken@8582
   335
    0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
slouken@8582
   336
    0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
dludwig@8563
   337
    0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
dludwig@8563
   338
};
dludwig@8563
   339
#else
dludwig@8563
   340
#error "An appropriate 'textures' pixel shader is not defined"
dludwig@8563
   341
#endif
dludwig@8563
   342
slouken@8595
   343
/* The yuv-rendering pixel shader:
dludwig@8563
   344
slouken@8595
   345
    --- D3D11_PixelShader_YUV.hlsl ---
slouken@8595
   346
    Texture2D theTextureY : register(t0);
slouken@8595
   347
    Texture2D theTextureU : register(t1);
slouken@8595
   348
    Texture2D theTextureV : register(t2);
slouken@8595
   349
    SamplerState theSampler : register(s0);
slouken@8582
   350
slouken@8595
   351
    struct PixelShaderInput
slouken@8595
   352
    {
slouken@8595
   353
        float4 pos : SV_POSITION;
slouken@8595
   354
        float2 tex : TEXCOORD0;
slouken@8595
   355
        float4 color : COLOR0;
slouken@8595
   356
    };
slouken@8595
   357
slouken@8596
   358
    float4 main(PixelShaderInput input) : SV_TARGET
slouken@8596
   359
    {
slouken@8596
   360
        const float3 offset = {-0.0625, -0.5, -0.5};
slouken@8596
   361
        const float3 Rcoeff = {1.164,  0.000,  1.596};
slouken@8596
   362
        const float3 Gcoeff = {1.164, -0.391, -0.813};
slouken@8596
   363
        const float3 Bcoeff = {1.164,  2.018,  0.000};
slouken@8596
   364
slouken@8596
   365
        float4 Output;
slouken@8596
   366
slouken@8596
   367
        float3 yuv;
slouken@8596
   368
        yuv.x = theTextureY.Sample(theSampler, input.tex).r;
slouken@8596
   369
        yuv.y = theTextureU.Sample(theSampler, input.tex).r;
slouken@8596
   370
        yuv.z = theTextureV.Sample(theSampler, input.tex).r;
slouken@8596
   371
slouken@8596
   372
        yuv += offset;
slouken@8596
   373
        Output.r = dot(yuv, Rcoeff);
slouken@8596
   374
        Output.g = dot(yuv, Gcoeff);
slouken@8596
   375
        Output.b = dot(yuv, Bcoeff);
slouken@8596
   376
        Output.a = 1.0f;
slouken@8596
   377
slouken@8596
   378
        return Output * input.color;
slouken@8596
   379
    }
slouken@8595
   380
slouken@8582
   381
*/
dludwig@8563
   382
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
slouken@8595
   383
static const DWORD D3D11_PixelShader_YUV[] = {
slouken@8596
   384
    0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
slouken@8596
   385
    0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
slouken@8596
   386
    0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
slouken@8596
   387
    0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
slouken@8596
   388
    0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
slouken@8596
   389
    0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
slouken@8596
   390
    0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
slouken@8596
   391
    0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
slouken@8596
   392
    0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
slouken@8596
   393
    0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
slouken@8596
   394
    0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
slouken@8596
   395
    0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
slouken@8596
   396
    0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
slouken@8596
   397
    0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
slouken@8596
   398
    0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
slouken@8596
   399
    0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
slouken@8596
   400
    0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
slouken@8596
   401
    0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
slouken@8596
   402
    0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
slouken@8596
   403
    0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
slouken@8596
   404
    0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
slouken@8596
   405
    0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
slouken@8596
   406
    0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
slouken@8596
   407
    0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
slouken@8596
   408
    0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
slouken@8596
   409
    0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
slouken@8596
   410
    0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
slouken@8596
   411
    0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
slouken@8596
   412
    0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
slouken@8596
   413
    0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
slouken@8596
   414
    0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
slouken@8596
   415
    0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
slouken@8596
   416
    0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012,
slouken@8596
   417
    0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
slouken@8596
   418
    0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
slouken@8596
   419
    0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
slouken@8596
   420
    0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
slouken@8596
   421
    0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
slouken@8596
   422
    0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
slouken@8596
   423
    0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
slouken@8596
   424
    0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
slouken@8596
   425
    0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
slouken@8596
   426
    0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
slouken@8596
   427
    0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
slouken@8596
   428
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8596
   429
    0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
slouken@8596
   430
    0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
slouken@8596
   431
    0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
slouken@8596
   432
    0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
slouken@8596
   433
    0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
slouken@8596
   434
    0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
slouken@8596
   435
    0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
slouken@8596
   436
    0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
slouken@8596
   437
    0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
slouken@8596
   438
    0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
slouken@8596
   439
    0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
slouken@8596
   440
    0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
slouken@8596
   441
    0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
slouken@8596
   442
    0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
slouken@8596
   443
    0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
slouken@8596
   444
    0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
slouken@8596
   445
    0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
slouken@8582
   446
    0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
slouken@8582
   447
};
slouken@8582
   448
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
slouken@8595
   449
static const DWORD D3D11_PixelShader_YUV[] = {
slouken@8596
   450
    0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001,
slouken@8596
   451
    0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
slouken@8596
   452
    0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
slouken@8596
   453
    0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
slouken@8596
   454
    0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
slouken@8596
   455
    0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051,
slouken@8596
   456
    0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
slouken@8596
   457
    0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
slouken@8596
   458
    0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
slouken@8596
   459
    0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
slouken@8596
   460
    0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
slouken@8596
   461
    0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
slouken@8596
   462
    0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
slouken@8596
   463
    0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
slouken@8596
   464
    0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
slouken@8596
   465
    0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
slouken@8596
   466
    0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
slouken@8596
   467
    0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
slouken@8596
   468
    0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
slouken@8596
   469
    0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
slouken@8596
   470
    0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
slouken@8596
   471
    0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
slouken@8596
   472
    0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
slouken@8596
   473
    0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
slouken@8596
   474
    0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
slouken@8596
   475
    0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
slouken@8596
   476
    0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
slouken@8596
   477
    0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
slouken@8596
   478
    0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
slouken@8596
   479
    0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
slouken@8596
   480
    0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000,
slouken@8596
   481
    0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
slouken@8596
   482
    0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
slouken@8596
   483
    0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
slouken@8596
   484
    0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
slouken@8596
   485
    0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000,
slouken@8596
   486
    0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
slouken@8596
   487
    0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
slouken@8596
   488
    0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
slouken@8596
   489
    0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
slouken@8596
   490
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
slouken@8596
   491
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
slouken@8596
   492
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8596
   493
    0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
slouken@8596
   494
    0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
slouken@8596
   495
    0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
slouken@8596
   496
    0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
slouken@8596
   497
    0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
slouken@8596
   498
    0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
slouken@8596
   499
    0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
slouken@8596
   500
    0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
slouken@8596
   501
    0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
slouken@8596
   502
    0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
slouken@8596
   503
    0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
slouken@8596
   504
    0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
slouken@8596
   505
    0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
slouken@8596
   506
    0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
slouken@8596
   507
    0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
slouken@8596
   508
    0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
slouken@8596
   509
    0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
slouken@8596
   510
    0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
slouken@8595
   511
    0x45475241, 0xabab0054
slouken@8582
   512
};
dludwig@8563
   513
#else
slouken@8595
   514
#error "An appropriate 'yuv' pixel shader is not defined."
dludwig@8563
   515
#endif
dludwig@8563
   516
dludwig@8563
   517
/* The sole vertex shader:
dludwig@8563
   518
dludwig@8563
   519
   --- D3D11_VertexShader.hlsl ---
slouken@8582
   520
   #pragma pack_matrix( row_major )
slouken@8582
   521
slouken@8582
   522
   cbuffer VertexShaderConstants : register(b0)
slouken@8582
   523
   {
slouken@8582
   524
       matrix model;
slouken@8582
   525
       matrix projectionAndView;
slouken@8582
   526
   };
slouken@8582
   527
slouken@8582
   528
   struct VertexShaderInput
slouken@8582
   529
   {
slouken@8582
   530
       float3 pos : POSITION;
slouken@8582
   531
       float2 tex : TEXCOORD0;
slouken@8582
   532
       float4 color : COLOR0;
slouken@8582
   533
   };
slouken@8582
   534
slouken@8582
   535
   struct VertexShaderOutput
slouken@8582
   536
   {
slouken@8582
   537
       float4 pos : SV_POSITION;
slouken@8582
   538
       float2 tex : TEXCOORD0;
slouken@8582
   539
       float4 color : COLOR0;
slouken@8582
   540
   };
slouken@8582
   541
slouken@8582
   542
   VertexShaderOutput main(VertexShaderInput input)
slouken@8582
   543
   {
slouken@8582
   544
       VertexShaderOutput output;
slouken@8582
   545
       float4 pos = float4(input.pos, 1.0f);
slouken@8582
   546
slouken@8582
   547
       // Transform the vertex position into projected space.
slouken@8582
   548
       pos = mul(pos, model);
slouken@8582
   549
       pos = mul(pos, projectionAndView);
slouken@8582
   550
       output.pos = pos;
slouken@8582
   551
slouken@8582
   552
       // Pass through texture coordinates and color values without transformation
slouken@8582
   553
       output.tex = input.tex;
slouken@8582
   554
       output.color = input.color;
slouken@8582
   555
slouken@8582
   556
       return output;
slouken@8582
   557
   }
dludwig@8563
   558
*/
dludwig@8563
   559
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
dludwig@8563
   560
static const DWORD D3D11_VertexShader[] = {
slouken@8582
   561
    0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
slouken@8582
   562
    0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
slouken@8582
   563
    0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
slouken@8582
   564
    0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
slouken@8582
   565
    0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
slouken@8582
   566
    0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
slouken@8582
   567
    0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
slouken@8582
   568
    0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
slouken@8582
   569
    0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
slouken@8582
   570
    0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
slouken@8582
   571
    0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
slouken@8582
   572
    0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
slouken@8582
   573
    0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
slouken@8582
   574
    0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
slouken@8582
   575
    0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
slouken@8582
   576
    0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
slouken@8582
   577
    0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
slouken@8582
   578
    0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
slouken@8582
   579
    0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
slouken@8582
   580
    0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
slouken@8582
   581
    0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
slouken@8582
   582
    0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
slouken@8582
   583
    0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
slouken@8582
   584
    0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
slouken@8582
   585
    0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
slouken@8582
   586
    0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
slouken@8582
   587
    0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
slouken@8582
   588
    0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
slouken@8582
   589
    0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
slouken@8582
   590
    0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
slouken@8582
   591
    0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
slouken@8582
   592
    0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
slouken@8582
   593
    0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
slouken@8582
   594
    0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
slouken@8582
   595
    0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
slouken@8582
   596
    0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
slouken@8582
   597
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   598
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
slouken@8582
   599
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   600
    0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
slouken@8582
   601
    0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
slouken@8582
   602
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
slouken@8582
   603
    0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
slouken@8582
   604
    0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
slouken@8582
   605
    0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
slouken@8582
   606
    0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
slouken@8582
   607
    0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
slouken@8582
   608
    0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
slouken@8582
   609
    0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
slouken@8582
   610
    0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
slouken@8582
   611
    0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
slouken@8582
   612
    0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
slouken@8582
   613
    0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
slouken@8582
   614
    0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
slouken@8582
   615
    0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
slouken@8582
   616
    0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
slouken@8582
   617
    0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
slouken@8582
   618
    0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
slouken@8582
   619
    0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
dludwig@8570
   620
    0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
dludwig@8563
   621
};
dludwig@8563
   622
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
dludwig@8563
   623
static const DWORD D3D11_VertexShader[] = {
slouken@8582
   624
    0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
slouken@8582
   625
    0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
slouken@8582
   626
    0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
slouken@8582
   627
    0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
slouken@8582
   628
    0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
slouken@8582
   629
    0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
slouken@8582
   630
    0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
slouken@8582
   631
    0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
slouken@8582
   632
    0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
slouken@8582
   633
    0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
slouken@8582
   634
    0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
slouken@8582
   635
    0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
slouken@8582
   636
    0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
slouken@8582
   637
    0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
slouken@8582
   638
    0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
slouken@8582
   639
    0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
slouken@8582
   640
    0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
slouken@8582
   641
    0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
slouken@8582
   642
    0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
slouken@8582
   643
    0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
slouken@8582
   644
    0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
slouken@8582
   645
    0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
slouken@8582
   646
    0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
slouken@8582
   647
    0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
slouken@8582
   648
    0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
slouken@8582
   649
    0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
slouken@8582
   650
    0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
slouken@8582
   651
    0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
slouken@8582
   652
    0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
slouken@8582
   653
    0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
slouken@8582
   654
    0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
slouken@8582
   655
    0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
slouken@8582
   656
    0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
slouken@8582
   657
    0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
slouken@8582
   658
    0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
slouken@8582
   659
    0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
slouken@8582
   660
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   661
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
slouken@8582
   662
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
slouken@8582
   663
    0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
slouken@8582
   664
    0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
slouken@8582
   665
    0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
slouken@8582
   666
    0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
slouken@8582
   667
    0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
slouken@8582
   668
    0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
slouken@8582
   669
    0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
slouken@8582
   670
    0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
slouken@8582
   671
    0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
slouken@8582
   672
    0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
slouken@8582
   673
    0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
slouken@8582
   674
    0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
slouken@8582
   675
    0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
slouken@8582
   676
    0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
slouken@8582
   677
    0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
slouken@8582
   678
    0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
slouken@8582
   679
    0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
slouken@8582
   680
    0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
slouken@8582
   681
    0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
slouken@8582
   682
    0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
slouken@8582
   683
    0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
dludwig@8563
   684
};
dludwig@8563
   685
#else
dludwig@8563
   686
#error "An appropriate vertex shader is not defined."
dludwig@8563
   687
#endif
dludwig@8563
   688
slouken@8591
   689
dludwig@8410
   690
/* Direct3D 11.1 renderer implementation */
dludwig@8400
   691
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
dludwig@8415
   692
static void D3D11_WindowEvent(SDL_Renderer * renderer,
dludwig@8415
   693
                            const SDL_WindowEvent *event);
dludwig@8416
   694
static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
dludwig@8416
   695
static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8459
   696
                             const SDL_Rect * rect, const void *srcPixels,
dludwig@8459
   697
                             int srcPitch);
slouken@8595
   698
static int D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@8595
   699
                                  const SDL_Rect * rect,
slouken@8595
   700
                                  const Uint8 *Yplane, int Ypitch,
slouken@8595
   701
                                  const Uint8 *Uplane, int Upitch,
slouken@8595
   702
                                  const Uint8 *Vplane, int Vpitch);
dludwig@8451
   703
static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8451
   704
                             const SDL_Rect * rect, void **pixels, int *pitch);
dludwig@8451
   705
static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
dludwig@8459
   706
static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
dludwig@8400
   707
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
dludwig@8482
   708
static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
dludwig@8416
   709
static int D3D11_RenderClear(SDL_Renderer * renderer);
dludwig@8450
   710
static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
dludwig@8450
   711
                                  const SDL_FPoint * points, int count);
dludwig@8449
   712
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
dludwig@8449
   713
                                 const SDL_FPoint * points, int count);
dludwig@8429
   714
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
dludwig@8429
   715
                                 const SDL_FRect * rects, int count);
dludwig@8416
   716
static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8416
   717
                            const SDL_Rect * srcrect, const SDL_FRect * dstrect);
dludwig@8455
   718
static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8455
   719
                              const SDL_Rect * srcrect, const SDL_FRect * dstrect,
dludwig@8455
   720
                              const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
dludwig@8454
   721
static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
dludwig@8454
   722
                                  Uint32 format, void * pixels, int pitch);
dludwig@8401
   723
static void D3D11_RenderPresent(SDL_Renderer * renderer);
dludwig@8416
   724
static void D3D11_DestroyTexture(SDL_Renderer * renderer,
dludwig@8416
   725
                                 SDL_Texture * texture);
dludwig@8413
   726
static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
dludwig@8400
   727
dludwig@8410
   728
/* Direct3D 11.1 Internal Functions */
slouken@8591
   729
static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
slouken@8591
   730
static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
slouken@8591
   731
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
slouken@8591
   732
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
slouken@8591
   733
static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
dludwig@8400
   734
slouken@8591
   735
SDL_RenderDriver D3D11_RenderDriver = {
dludwig@8400
   736
    D3D11_CreateRenderer,
dludwig@8400
   737
    {
slouken@8591
   738
        "direct3d11",
dludwig@8459
   739
        (
dludwig@8459
   740
            SDL_RENDERER_ACCELERATED |
dludwig@8459
   741
            SDL_RENDERER_PRESENTVSYNC |
dludwig@8459
   742
            SDL_RENDERER_TARGETTEXTURE
slouken@8591
   743
        ),                          /* flags.  see SDL_RendererFlags */
slouken@8595
   744
        4,                          /* num_texture_formats */
slouken@8591
   745
        {                           /* texture_formats */
slouken@8595
   746
            SDL_PIXELFORMAT_ARGB8888,
dludwig@8442
   747
            SDL_PIXELFORMAT_RGB888,
slouken@8595
   748
            SDL_PIXELFORMAT_YV12,
slouken@8595
   749
            SDL_PIXELFORMAT_IYUV
dludwig@8442
   750
        },
slouken@8591
   751
        0,                          /* max_texture_width: will be filled in later */
slouken@8591
   752
        0                           /* max_texture_height: will be filled in later */
dludwig@8442
   753
    }
dludwig@8442
   754
};
dludwig@8442
   755
dludwig@8400
   756
dludwig@8454
   757
static Uint32
dludwig@8454
   758
DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
dludwig@8454
   759
    switch (dxgiFormat) {
dludwig@8454
   760
        case DXGI_FORMAT_B8G8R8A8_UNORM:
dludwig@8454
   761
            return SDL_PIXELFORMAT_ARGB8888;
dludwig@8454
   762
        case DXGI_FORMAT_B8G8R8X8_UNORM:
dludwig@8454
   763
            return SDL_PIXELFORMAT_RGB888;
dludwig@8454
   764
        default:
dludwig@8454
   765
            return SDL_PIXELFORMAT_UNKNOWN;
dludwig@8454
   766
    }
dludwig@8454
   767
}
dludwig@8454
   768
dludwig@8454
   769
static DXGI_FORMAT
dludwig@8454
   770
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
dludwig@8454
   771
{
slouken@8582
   772
    switch (sdlFormat) {
slouken@8582
   773
        case SDL_PIXELFORMAT_ARGB8888:
slouken@8582
   774
            return DXGI_FORMAT_B8G8R8A8_UNORM;
slouken@8582
   775
        case SDL_PIXELFORMAT_RGB888:
slouken@8582
   776
            return DXGI_FORMAT_B8G8R8X8_UNORM;
slouken@8595
   777
        case SDL_PIXELFORMAT_YV12:
slouken@8595
   778
        case SDL_PIXELFORMAT_IYUV:
slouken@8595
   779
            return DXGI_FORMAT_R8_UNORM;
slouken@8582
   780
        default:
slouken@8582
   781
            return DXGI_FORMAT_UNKNOWN;
slouken@8582
   782
    }
dludwig@8566
   783
}
dludwig@8400
   784
slouken@8582
   785
SDL_Renderer *
slouken@8582
   786
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
slouken@8582
   787
{
slouken@8582
   788
    SDL_Renderer *renderer;
slouken@8582
   789
    D3D11_RenderData *data;
slouken@8582
   790
slouken@8582
   791
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
slouken@8582
   792
    if (!renderer) {
slouken@8582
   793
        SDL_OutOfMemory();
slouken@8582
   794
        return NULL;
slouken@8582
   795
    }
slouken@8582
   796
slouken@8591
   797
    data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
slouken@8582
   798
    if (!data) {
slouken@8582
   799
        SDL_OutOfMemory();
slouken@8582
   800
        return NULL;
slouken@8582
   801
    }
slouken@8582
   802
slouken@8582
   803
    renderer->WindowEvent = D3D11_WindowEvent;
slouken@8582
   804
    renderer->CreateTexture = D3D11_CreateTexture;
slouken@8582
   805
    renderer->UpdateTexture = D3D11_UpdateTexture;
slouken@8595
   806
    renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
slouken@8582
   807
    renderer->LockTexture = D3D11_LockTexture;
slouken@8582
   808
    renderer->UnlockTexture = D3D11_UnlockTexture;
slouken@8582
   809
    renderer->SetRenderTarget = D3D11_SetRenderTarget;
slouken@8582
   810
    renderer->UpdateViewport = D3D11_UpdateViewport;
slouken@8582
   811
    renderer->UpdateClipRect = D3D11_UpdateClipRect;
slouken@8582
   812
    renderer->RenderClear = D3D11_RenderClear;
slouken@8582
   813
    renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
slouken@8582
   814
    renderer->RenderDrawLines = D3D11_RenderDrawLines;
slouken@8582
   815
    renderer->RenderFillRects = D3D11_RenderFillRects;
slouken@8582
   816
    renderer->RenderCopy = D3D11_RenderCopy;
slouken@8582
   817
    renderer->RenderCopyEx = D3D11_RenderCopyEx;
slouken@8582
   818
    renderer->RenderReadPixels = D3D11_RenderReadPixels;
slouken@8582
   819
    renderer->RenderPresent = D3D11_RenderPresent;
slouken@8582
   820
    renderer->DestroyTexture = D3D11_DestroyTexture;
slouken@8582
   821
    renderer->DestroyRenderer = D3D11_DestroyRenderer;
slouken@8582
   822
    renderer->info = D3D11_RenderDriver.info;
slouken@8591
   823
    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
slouken@8582
   824
    renderer->driverdata = data;
slouken@8582
   825
slouken@8591
   826
    if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
slouken@8591
   827
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@8591
   828
    }
slouken@8591
   829
slouken@8591
   830
    /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
slouken@8591
   831
     * order to give init functions access to the underlying window handle:
slouken@8591
   832
     */
slouken@8582
   833
    renderer->window = window;
slouken@8582
   834
slouken@8582
   835
    /* Initialize Direct3D resources */
slouken@8582
   836
    if (FAILED(D3D11_CreateDeviceResources(renderer))) {
slouken@8582
   837
        D3D11_DestroyRenderer(renderer);
slouken@8582
   838
        return NULL;
slouken@8582
   839
    }
slouken@8582
   840
    if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
slouken@8582
   841
        D3D11_DestroyRenderer(renderer);
slouken@8582
   842
        return NULL;
slouken@8582
   843
    }
slouken@8582
   844
slouken@8582
   845
    return renderer;
dludwig@8400
   846
}
dludwig@8400
   847
dludwig@8413
   848
static void
dludwig@8668
   849
D3D11_ReleaseAll(SDL_Renderer * renderer)
dludwig@8413
   850
{
dludwig@8413
   851
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8668
   852
    SDL_Texture *texture = NULL;
slouken@8591
   853
dludwig@8669
   854
    /* Release all textures */
dludwig@8669
   855
    for (texture = renderer->textures; texture; texture = texture->next) {
dludwig@8669
   856
        D3D11_DestroyTexture(renderer, texture);
dludwig@8669
   857
    }
dludwig@8669
   858
dludwig@8669
   859
    /* Release/reset everything else */
dludwig@8413
   860
    if (data) {
slouken@8596
   861
        SAFE_RELEASE(data->dxgiFactory);
slouken@8596
   862
        SAFE_RELEASE(data->dxgiAdapter);
slouken@8591
   863
        SAFE_RELEASE(data->d3dDevice);
slouken@8591
   864
        SAFE_RELEASE(data->d3dContext);
slouken@8591
   865
        SAFE_RELEASE(data->swapChain);
slouken@8591
   866
        SAFE_RELEASE(data->mainRenderTargetView);
slouken@8591
   867
        SAFE_RELEASE(data->currentOffscreenRenderTargetView);
slouken@8591
   868
        SAFE_RELEASE(data->inputLayout);
slouken@8591
   869
        SAFE_RELEASE(data->vertexBuffer);
slouken@8591
   870
        SAFE_RELEASE(data->vertexShader);
slouken@8595
   871
        SAFE_RELEASE(data->colorPixelShader);
slouken@8591
   872
        SAFE_RELEASE(data->texturePixelShader);
slouken@8595
   873
        SAFE_RELEASE(data->yuvPixelShader);
slouken@8591
   874
        SAFE_RELEASE(data->blendModeBlend);
slouken@8591
   875
        SAFE_RELEASE(data->blendModeAdd);
slouken@8591
   876
        SAFE_RELEASE(data->blendModeMod);
slouken@8591
   877
        SAFE_RELEASE(data->nearestPixelSampler);
slouken@8591
   878
        SAFE_RELEASE(data->linearSampler);
slouken@8591
   879
        SAFE_RELEASE(data->mainRasterizer);
slouken@8591
   880
        SAFE_RELEASE(data->clippedRasterizer);
slouken@8591
   881
        SAFE_RELEASE(data->vertexShaderConstants);
slouken@8591
   882
dludwig@8668
   883
        data->swapEffect = (DXGI_SWAP_EFFECT) 0;
dludwig@8668
   884
        data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
dludwig@8668
   885
        data->currentRenderTargetView = NULL;
dludwig@8668
   886
        data->currentRasterizerState = NULL;
dludwig@8668
   887
        data->currentBlendState = NULL;
dludwig@8668
   888
        data->currentShader = NULL;
dludwig@8668
   889
        data->currentShaderResource = NULL;
dludwig@8668
   890
        data->currentSampler = NULL;
dludwig@8668
   891
dludwig@8669
   892
        /* Unload the D3D libraries.  This should be done last, in order
dludwig@8669
   893
         * to prevent IUnknown::Release() calls from crashing.
dludwig@8669
   894
         */
dludwig@8669
   895
        if (data->hD3D11Mod) {
dludwig@8669
   896
            SDL_UnloadObject(data->hD3D11Mod);
dludwig@8669
   897
            data->hD3D11Mod = NULL;
dludwig@8669
   898
        }
dludwig@8669
   899
        if (data->hDXGIMod) {
dludwig@8669
   900
            SDL_UnloadObject(data->hDXGIMod);
dludwig@8669
   901
            data->hDXGIMod = NULL;
dludwig@8669
   902
        }
dludwig@8668
   903
    }
dludwig@8668
   904
}
dludwig@8668
   905
dludwig@8668
   906
static void
dludwig@8668
   907
D3D11_DestroyRenderer(SDL_Renderer * renderer)
dludwig@8668
   908
{
dludwig@8668
   909
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8668
   910
    D3D11_ReleaseAll(renderer);
dludwig@8668
   911
    if (data) {
slouken@8591
   912
        SDL_free(data);
dludwig@8413
   913
    }
slouken@8591
   914
    SDL_free(renderer);
dludwig@8413
   915
}
dludwig@8413
   916
dludwig@8431
   917
static HRESULT
dludwig@8431
   918
D3D11_CreateBlendMode(SDL_Renderer * renderer,
dludwig@8431
   919
                      BOOL enableBlending,
dludwig@8431
   920
                      D3D11_BLEND srcBlend,
dludwig@8431
   921
                      D3D11_BLEND destBlend,
dludwig@8575
   922
                      D3D11_BLEND srcBlendAlpha,
dludwig@8575
   923
                      D3D11_BLEND destBlendAlpha,
dludwig@8431
   924
                      ID3D11BlendState ** blendStateOutput)
dludwig@8431
   925
{
dludwig@8431
   926
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8431
   927
    HRESULT result = S_OK;
slouken@8582
   928
slouken@8582
   929
    D3D11_BLEND_DESC blendDesc;
slouken@8591
   930
    SDL_zero(blendDesc);
slouken@8582
   931
    blendDesc.AlphaToCoverageEnable = FALSE;
slouken@8582
   932
    blendDesc.IndependentBlendEnable = FALSE;
slouken@8582
   933
    blendDesc.RenderTarget[0].BlendEnable = enableBlending;
slouken@8582
   934
    blendDesc.RenderTarget[0].SrcBlend = srcBlend;
slouken@8582
   935
    blendDesc.RenderTarget[0].DestBlend = destBlend;
slouken@8582
   936
    blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
slouken@8582
   937
    blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
slouken@8582
   938
    blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
slouken@8582
   939
    blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
slouken@8582
   940
    blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
slouken@8591
   941
    result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
slouken@8582
   942
    if (FAILED(result)) {
slouken@8582
   943
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
slouken@8582
   944
        return result;
slouken@8582
   945
    }
slouken@8582
   946
slouken@8582
   947
    return S_OK;
dludwig@8431
   948
}
dludwig@8431
   949
slouken@8591
   950
/* Create resources that depend on the device. */
slouken@8591
   951
static HRESULT
slouken@8582
   952
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
slouken@8597
   953
{
slouken@8596
   954
    typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
slouken@8596
   955
    PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
slouken@8582
   956
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
slouken@8591
   957
    PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
slouken@8596
   958
    IDXGIAdapter *d3dAdapter = NULL;
slouken@8591
   959
    ID3D11Device *d3dDevice = NULL;
slouken@8591
   960
    ID3D11DeviceContext *d3dContext = NULL;
slouken@8596
   961
    IDXGIDevice1 *dxgiDevice = NULL;
slouken@8591
   962
    HRESULT result = S_OK;
dludwig@8607
   963
    UINT creationFlags;
dludwig@8607
   964
    const char *hint;
dludwig@8607
   965
dludwig@8607
   966
    /* This array defines the set of DirectX hardware feature levels this app will support.
dludwig@8607
   967
     * Note the ordering should be preserved.
dludwig@8607
   968
     * Don't forget to declare your application's minimum required feature level in its
dludwig@8607
   969
     * description.  All applications are assumed to support 9.1 unless otherwise stated.
dludwig@8607
   970
     */
dludwig@8607
   971
    D3D_FEATURE_LEVEL featureLevels[] = 
dludwig@8607
   972
    {
dludwig@8607
   973
        D3D_FEATURE_LEVEL_11_1,
dludwig@8607
   974
        D3D_FEATURE_LEVEL_11_0,
dludwig@8607
   975
        D3D_FEATURE_LEVEL_10_1,
dludwig@8607
   976
        D3D_FEATURE_LEVEL_10_0,
dludwig@8607
   977
        D3D_FEATURE_LEVEL_9_3,
dludwig@8607
   978
        D3D_FEATURE_LEVEL_9_2,
dludwig@8607
   979
        D3D_FEATURE_LEVEL_9_1
dludwig@8607
   980
    };
dludwig@8607
   981
dludwig@8607
   982
    /* Declare how the input layout for SDL's vertex shader will be setup: */
dludwig@8607
   983
    const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = 
dludwig@8607
   984
    {
dludwig@8607
   985
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
dludwig@8607
   986
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
dludwig@8607
   987
        { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
dludwig@8607
   988
    };
dludwig@8607
   989
dludwig@8607
   990
    D3D11_BUFFER_DESC constantBufferDesc;
dludwig@8607
   991
    D3D11_SAMPLER_DESC samplerDesc;
dludwig@8607
   992
    D3D11_RASTERIZER_DESC rasterDesc;
slouken@8582
   993
dludwig@8611
   994
#ifdef __WINRT__
dludwig@8611
   995
    CreateDXGIFactoryFunc = CreateDXGIFactory1;
dludwig@8611
   996
    D3D11CreateDeviceFunc = D3D11CreateDevice;
dludwig@8611
   997
#else
slouken@8597
   998
    data->hDXGIMod = SDL_LoadObject("dxgi.dll");
slouken@8596
   999
    if (!data->hDXGIMod) {
slouken@8596
  1000
        result = E_FAIL;
slouken@8596
  1001
        goto done;
slouken@8597
  1002
    }
slouken@8597
  1003
slouken@8597
  1004
    CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
slouken@8596
  1005
    if (!CreateDXGIFactoryFunc) {
slouken@8596
  1006
        result = E_FAIL;
slouken@8596
  1007
        goto done;
slouken@8596
  1008
    }
slouken@8596
  1009
slouken@8591
  1010
    data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
slouken@8591
  1011
    if (!data->hD3D11Mod) {
slouken@8591
  1012
        result = E_FAIL;
slouken@8591
  1013
        goto done;
slouken@8591
  1014
    }
slouken@8591
  1015
slouken@8591
  1016
    D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
slouken@8591
  1017
    if (!D3D11CreateDeviceFunc) {
slouken@8591
  1018
        result = E_FAIL;
slouken@8591
  1019
        goto done;
slouken@8591
  1020
    }
dludwig@8611
  1021
#endif /* __WINRT__ */
slouken@8597
  1022
slouken@8597
  1023
    result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
slouken@8596
  1024
    if (FAILED(result)) {
slouken@8596
  1025
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result);
slouken@8596
  1026
        goto done;
slouken@8597
  1027
    }
slouken@8597
  1028
slouken@8597
  1029
    /* FIXME: Should we use the default adapter? */
slouken@8597
  1030
    result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
slouken@8596
  1031
    if (FAILED(result)) {
slouken@8596
  1032
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
slouken@8596
  1033
        goto done;
slouken@8596
  1034
    }
slouken@8591
  1035
slouken@8591
  1036
    /* This flag adds support for surfaces with a different color channel ordering
slouken@8591
  1037
     * than the API default. It is required for compatibility with Direct2D.
slouken@8591
  1038
     */
dludwig@8607
  1039
    creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
slouken@8582
  1040
slouken@8591
  1041
    /* Make sure Direct3D's debugging feature gets used, if the app requests it. */
dludwig@8607
  1042
    hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
slouken@8591
  1043
    if (hint && SDL_atoi(hint) > 0) {
slouken@8591
  1044
        creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
slouken@8582
  1045
    }
slouken@8582
  1046
slouken@8591
  1047
    /* Create the Direct3D 11 API device object and a corresponding context. */
slouken@8591
  1048
    result = D3D11CreateDeviceFunc(
slouken@8596
  1049
        data->dxgiAdapter,
slouken@8596
  1050
        D3D_DRIVER_TYPE_UNKNOWN,
slouken@8591
  1051
        NULL,
slouken@8591
  1052
        creationFlags, /* Set set debug and Direct2D compatibility flags. */
slouken@8591
  1053
        featureLevels, /* List of feature levels this app can support. */
slouken@8591
  1054
        SDL_arraysize(featureLevels),
slouken@8591
  1055
        D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
slouken@8591
  1056
        &d3dDevice, /* Returns the Direct3D device created. */
slouken@8591
  1057
        &data->featureLevel, /* Returns feature level of device created. */
slouken@8591
  1058
        &d3dContext /* Returns the device immediate context. */
slouken@8582
  1059
        );
slouken@8582
  1060
    if (FAILED(result)) {
slouken@8582
  1061
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
slouken@8591
  1062
        goto done;
slouken@8582
  1063
    }
slouken@8582
  1064
slouken@8591
  1065
    result = ID3D11Device_QueryInterface(d3dDevice, &IID_ID3D11Device1, &data->d3dDevice);
slouken@8582
  1066
    if (FAILED(result)) {
slouken@8582
  1067
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
slouken@8591
  1068
        goto done;
slouken@8582
  1069
    }
slouken@8582
  1070
slouken@8591
  1071
    result = ID3D11DeviceContext_QueryInterface(d3dContext, &IID_ID3D11DeviceContext1, &data->d3dContext);
slouken@8582
  1072
    if (FAILED(result)) {
slouken@8582
  1073
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
slouken@8591
  1074
        goto done;
slouken@8582
  1075
    }
slouken@8582
  1076
slouken@8596
  1077
    result = ID3D11Device_QueryInterface(d3dDevice, &IID_IDXGIDevice1, &dxgiDevice);
slouken@8596
  1078
    if (FAILED(result)) {
slouken@8596
  1079
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice1", result);
slouken@8596
  1080
        goto done;
slouken@8596
  1081
    }
slouken@8596
  1082
slouken@8596
  1083
    /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
slouken@8596
  1084
     * ensures that the application will only render after each VSync, minimizing power consumption.
slouken@8596
  1085
     */
slouken@8596
  1086
    result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
slouken@8596
  1087
    if (FAILED(result)) {
slouken@8596
  1088
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
slouken@8596
  1089
        goto done;
slouken@8596
  1090
    }
slouken@8596
  1091
slouken@8591
  1092
    /* Make note of the maximum texture size
slouken@8591
  1093
     * Max texture sizes are documented on MSDN, at:
slouken@8591
  1094
     * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
slouken@8591
  1095
     */
slouken@8591
  1096
    switch (data->featureLevel) {
slouken@8582
  1097
        case D3D_FEATURE_LEVEL_11_1:
slouken@8582
  1098
        case D3D_FEATURE_LEVEL_11_0:
slouken@8582
  1099
            renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
slouken@8582
  1100
            break;
slouken@8582
  1101
slouken@8582
  1102
        case D3D_FEATURE_LEVEL_10_1:
slouken@8582
  1103
        case D3D_FEATURE_LEVEL_10_0:
slouken@8582
  1104
            renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
slouken@8582
  1105
            break;
slouken@8582
  1106
slouken@8582
  1107
        case D3D_FEATURE_LEVEL_9_3:
slouken@8582
  1108
            renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
slouken@8582
  1109
            break;
slouken@8582
  1110
slouken@8582
  1111
        case D3D_FEATURE_LEVEL_9_2:
slouken@8582
  1112
        case D3D_FEATURE_LEVEL_9_1:
slouken@8582
  1113
            renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
slouken@8582
  1114
            break;
slouken@8591
  1115
slouken@8591
  1116
        default:
slouken@8591
  1117
            SDL_SetError(__FUNCTION__ ", Unexpected feature level: %d", data->featureLevel);
slouken@8591
  1118
            result = E_FAIL;
slouken@8591
  1119
            goto done;
slouken@8582
  1120
    }
slouken@8582
  1121
slouken@8591
  1122
    /* Load in SDL's one and only vertex shader: */
slouken@8591
  1123
    result = ID3D11Device_CreateVertexShader(data->d3dDevice,
slouken@8582
  1124
        D3D11_VertexShader,
slouken@8582
  1125
        sizeof(D3D11_VertexShader),
slouken@8591
  1126
        NULL,
slouken@8582
  1127
        &data->vertexShader
slouken@8582
  1128
        );
slouken@8582
  1129
    if (FAILED(result)) {
slouken@8582
  1130
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
slouken@8591
  1131
        goto done;
slouken@8582
  1132
    }
slouken@8582
  1133
slouken@8591
  1134
    /* Create an input layout for SDL's vertex shader: */
slouken@8591
  1135
    result = ID3D11Device_CreateInputLayout(data->d3dDevice,
slouken@8582
  1136
        vertexDesc,
slouken@8582
  1137
        ARRAYSIZE(vertexDesc),
slouken@8582
  1138
        D3D11_VertexShader,
slouken@8582
  1139
        sizeof(D3D11_VertexShader),
slouken@8582
  1140
        &data->inputLayout
slouken@8582
  1141
        );
slouken@8582
  1142
    if (FAILED(result)) {
slouken@8582
  1143
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
slouken@8591
  1144
        goto done;
slouken@8582
  1145
    }
slouken@8582
  1146
slouken@8591
  1147
    /* Load in SDL's pixel shaders */
slouken@8591
  1148
    result = ID3D11Device_CreatePixelShader(data->d3dDevice,
slouken@8595
  1149
        D3D11_PixelShader_Colors,
slouken@8595
  1150
        sizeof(D3D11_PixelShader_Colors),
slouken@8595
  1151
        NULL,
slouken@8595
  1152
        &data->colorPixelShader
slouken@8595
  1153
        );
slouken@8595
  1154
    if (FAILED(result)) {
slouken@8595
  1155
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
slouken@8595
  1156
        goto done;
slouken@8595
  1157
    }
slouken@8595
  1158
slouken@8595
  1159
    result = ID3D11Device_CreatePixelShader(data->d3dDevice,
slouken@8582
  1160
        D3D11_PixelShader_Textures,
slouken@8582
  1161
        sizeof(D3D11_PixelShader_Textures),
slouken@8591
  1162
        NULL,
slouken@8582
  1163
        &data->texturePixelShader
slouken@8582
  1164
        );
slouken@8582
  1165
    if (FAILED(result)) {
slouken@8582
  1166
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['textures' shader]", result);
slouken@8591
  1167
        goto done;
slouken@8582
  1168
    }
slouken@8582
  1169
slouken@8591
  1170
    result = ID3D11Device_CreatePixelShader(data->d3dDevice,
slouken@8595
  1171
        D3D11_PixelShader_YUV,
slouken@8595
  1172
        sizeof(D3D11_PixelShader_YUV),
slouken@8591
  1173
        NULL,
slouken@8595
  1174
        &data->yuvPixelShader
slouken@8582
  1175
        );
slouken@8582
  1176
    if (FAILED(result)) {
slouken@8595
  1177
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['yuv' shader]", result);
slouken@8591
  1178
        goto done;
slouken@8582
  1179
    }
slouken@8582
  1180
slouken@8591
  1181
    /* Setup space to hold vertex shader constants: */
slouken@8591
  1182
    SDL_zero(constantBufferDesc);
slouken@8591
  1183
    constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
slouken@8591
  1184
    constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
slouken@8591
  1185
    constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
slouken@8591
  1186
    result = ID3D11Device_CreateBuffer(data->d3dDevice,
slouken@8596
  1187
        &constantBufferDesc,
slouken@8596
  1188
        NULL,
slouken@8582
  1189
        &data->vertexShaderConstants
slouken@8596
  1190
        );
slouken@8582
  1191
    if (FAILED(result)) {
slouken@8582
  1192
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result);
slouken@8591
  1193
        goto done;
slouken@8582
  1194
    }
slouken@8582
  1195
slouken@8591
  1196
    /* Create samplers to use when drawing textures: */
slouken@8591
  1197
    SDL_zero(samplerDesc);
slouken@8591
  1198
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
slouken@8582
  1199
    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
slouken@8582
  1200
    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
slouken@8582
  1201
    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
slouken@8582
  1202
    samplerDesc.MipLODBias = 0.0f;
slouken@8582
  1203
    samplerDesc.MaxAnisotropy = 1;
slouken@8582
  1204
    samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
slouken@8582
  1205
    samplerDesc.MinLOD = 0.0f;
slouken@8582
  1206
    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
slouken@8591
  1207
    result = ID3D11Device_CreateSamplerState(data->d3dDevice,
slouken@8582
  1208
        &samplerDesc,
slouken@8582
  1209
        &data->nearestPixelSampler
slouken@8582
  1210
        );
slouken@8582
  1211
    if (FAILED(result)) {
slouken@8582
  1212
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result);
slouken@8591
  1213
        goto done;
slouken@8582
  1214
    }
slouken@8582
  1215
slouken@8591
  1216
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
slouken@8591
  1217
    result = ID3D11Device_CreateSamplerState(data->d3dDevice,
slouken@8582
  1218
        &samplerDesc,
slouken@8582
  1219
        &data->linearSampler
slouken@8582
  1220
        );
slouken@8582
  1221
    if (FAILED(result)) {
slouken@8582
  1222
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result);
slouken@8591
  1223
        goto done;
slouken@8582
  1224
    }
slouken@8582
  1225
slouken@8591
  1226
    /* Setup Direct3D rasterizer states */
slouken@8591
  1227
    SDL_zero(rasterDesc);
slouken@8596
  1228
    rasterDesc.AntialiasedLineEnable = FALSE;
slouken@8596
  1229
    rasterDesc.CullMode = D3D11_CULL_NONE;
slouken@8596
  1230
    rasterDesc.DepthBias = 0;
slouken@8596
  1231
    rasterDesc.DepthBiasClamp = 0.0f;
slouken@8596
  1232
    rasterDesc.DepthClipEnable = TRUE;
slouken@8596
  1233
    rasterDesc.FillMode = D3D11_FILL_SOLID;
slouken@8596
  1234
    rasterDesc.FrontCounterClockwise = FALSE;
slouken@8591
  1235
    rasterDesc.MultisampleEnable = FALSE;
slouken@8591
  1236
    rasterDesc.ScissorEnable = FALSE;
slouken@8596
  1237
    rasterDesc.SlopeScaledDepthBias = 0.0f;
slouken@8591
  1238
    result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
slouken@8596
  1239
    if (FAILED(result)) {
slouken@8582
  1240
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result);
slouken@8591
  1241
        goto done;
slouken@8582
  1242
    }
slouken@8582
  1243
slouken@8591
  1244
    rasterDesc.ScissorEnable = TRUE;
slouken@8591
  1245
    result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
slouken@8596
  1246
    if (FAILED(result)) {
slouken@8582
  1247
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [clipped rasterizer]", result);
slouken@8591
  1248
        goto done;
slouken@8582
  1249
    }
slouken@8582
  1250
slouken@8591
  1251
    /* Create blending states: */
slouken@8582
  1252
    result = D3D11_CreateBlendMode(
slouken@8582
  1253
        renderer,
slouken@8582
  1254
        TRUE,
slouken@8582
  1255
        D3D11_BLEND_SRC_ALPHA,          /* srcBlend */
slouken@8582
  1256
        D3D11_BLEND_INV_SRC_ALPHA,      /* destBlend */
slouken@8582
  1257
        D3D11_BLEND_ONE,                /* srcBlendAlpha */
slouken@8582
  1258
        D3D11_BLEND_INV_SRC_ALPHA,      /* destBlendAlpha */
slouken@8582
  1259
        &data->blendModeBlend);
slouken@8582
  1260
    if (FAILED(result)) {
slouken@8591
  1261
        /* D3D11_CreateBlendMode will set the SDL error, if it fails */
slouken@8591
  1262
        goto done;
slouken@8582
  1263
    }
slouken@8582
  1264
slouken@8582
  1265
    result = D3D11_CreateBlendMode(
slouken@8582
  1266
        renderer,
slouken@8582
  1267
        TRUE,
slouken@8582
  1268
        D3D11_BLEND_SRC_ALPHA,          /* srcBlend */
slouken@8582
  1269
        D3D11_BLEND_ONE,                /* destBlend */
slouken@8582
  1270
        D3D11_BLEND_ZERO,               /* srcBlendAlpha */
slouken@8582
  1271
        D3D11_BLEND_ONE,                /* destBlendAlpha */
slouken@8582
  1272
        &data->blendModeAdd);
slouken@8582
  1273
    if (FAILED(result)) {
slouken@8591
  1274
        /* D3D11_CreateBlendMode will set the SDL error, if it fails */
slouken@8591
  1275
        goto done;
slouken@8582
  1276
    }
slouken@8582
  1277
slouken@8582
  1278
    result = D3D11_CreateBlendMode(
slouken@8582
  1279
        renderer,
slouken@8582
  1280
        TRUE,
slouken@8582
  1281
        D3D11_BLEND_ZERO,               /* srcBlend */
slouken@8582
  1282
        D3D11_BLEND_SRC_COLOR,          /* destBlend */
slouken@8582
  1283
        D3D11_BLEND_ZERO,               /* srcBlendAlpha */
slouken@8582
  1284
        D3D11_BLEND_ONE,                /* destBlendAlpha */
slouken@8582
  1285
        &data->blendModeMod);
slouken@8582
  1286
    if (FAILED(result)) {
slouken@8591
  1287
        /* D3D11_CreateBlendMode will set the SDL error, if it fails */
slouken@8591
  1288
        goto done;
slouken@8582
  1289
    }
slouken@8582
  1290
slouken@8592
  1291
    /* Setup render state that doesn't change */
slouken@8591
  1292
    ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
slouken@8591
  1293
    ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
slouken@8591
  1294
    ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
slouken@8591
  1295
slouken@8591
  1296
done:
slouken@8591
  1297
    SAFE_RELEASE(d3dDevice);
slouken@8591
  1298
    SAFE_RELEASE(d3dContext);
slouken@8596
  1299
    SAFE_RELEASE(dxgiDevice);
slouken@8591
  1300
    return result;
dludwig@8410
  1301
}
dludwig@8410
  1302
dludwig@8608
  1303
#ifdef __WIN32__
slouken@8591
  1304
slouken@8591
  1305
static DXGI_MODE_ROTATION
slouken@8591
  1306
D3D11_GetCurrentRotation()
dludwig@8567
  1307
{
slouken@8591
  1308
    /* FIXME */
slouken@8591
  1309
    return DXGI_MODE_ROTATION_IDENTITY;
slouken@8591
  1310
}
slouken@8591
  1311
dludwig@8608
  1312
#endif /* __WIN32__ */
slouken@8591
  1313
slouken@8591
  1314
static BOOL
slouken@8591
  1315
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
slouken@8591
  1316
{
slouken@8591
  1317
    switch (rotation) {
dludwig@8567
  1318
        case DXGI_MODE_ROTATION_ROTATE90:
dludwig@8567
  1319
        case DXGI_MODE_ROTATION_ROTATE270:
slouken@8591
  1320
            return TRUE;
dludwig@8567
  1321
        default:
slouken@8591
  1322
            return FALSE;
dludwig@8567
  1323
    }
dludwig@8567
  1324
}
dludwig@8567
  1325
dludwig@8569
  1326
static int
dludwig@8569
  1327
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect)
dludwig@8569
  1328
{
dludwig@8569
  1329
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
slouken@8591
  1330
    switch (data->rotation) {
dludwig@8569
  1331
        case DXGI_MODE_ROTATION_IDENTITY:
dludwig@8569
  1332
            outRect->left = sdlRect->x;
dludwig@8569
  1333
            outRect->right = sdlRect->x + sdlRect->w;
dludwig@8569
  1334
            outRect->top = sdlRect->y;
dludwig@8569
  1335
            outRect->bottom = sdlRect->y + sdlRect->h;
dludwig@8569
  1336
            break;
dludwig@8569
  1337
        case DXGI_MODE_ROTATION_ROTATE270:
slouken@8582
  1338
            outRect->left = sdlRect->y;
slouken@8582
  1339
            outRect->right = sdlRect->y + sdlRect->h;
slouken@8582
  1340
            outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
dludwig@8569
  1341
            outRect->bottom = renderer->viewport.w - sdlRect->x;
dludwig@8569
  1342
            break;
dludwig@8569
  1343
        case DXGI_MODE_ROTATION_ROTATE180:
dludwig@8569
  1344
            outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
dludwig@8569
  1345
            outRect->right = renderer->viewport.w - sdlRect->x;
dludwig@8569
  1346
            outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
dludwig@8569
  1347
            outRect->bottom = renderer->viewport.h - sdlRect->y;
dludwig@8569
  1348
            break;
dludwig@8569
  1349
        case DXGI_MODE_ROTATION_ROTATE90:
dludwig@8569
  1350
            outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
dludwig@8569
  1351
            outRect->right = renderer->viewport.h - sdlRect->y;
slouken@8582
  1352
            outRect->top = sdlRect->x;
dludwig@8569
  1353
            outRect->bottom = sdlRect->x + sdlRect->h;
dludwig@8569
  1354
            break;
dludwig@8569
  1355
        default:
slouken@8591
  1356
            return SDL_SetError("The physical display is in an unknown or unsupported rotation");
dludwig@8569
  1357
    }
dludwig@8569
  1358
    return 0;
dludwig@8569
  1359
}
dludwig@8569
  1360
slouken@8591
  1361
static HRESULT
slouken@8591
  1362
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
slouken@8591
  1363
{
slouken@8591
  1364
    D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
slouken@8591
  1365
#ifdef __WINRT__
slouken@8591
  1366
    IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
slouken@8591
  1367
    const BOOL usingXAML = (coreWindow == NULL);
slouken@8591
  1368
#else
slouken@8591
  1369
    IUnknown *coreWindow = NULL;
slouken@8591
  1370
    const BOOL usingXAML = FALSE;
slouken@8591
  1371
#endif
slouken@8591
  1372
    HRESULT result = S_OK;
dludwig@8569
  1373
slouken@8591
  1374
    /* Create a swap chain using the same adapter as the existing Direct3D device. */
slouken@8591
  1375
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
slouken@8591
  1376
    SDL_zero(swapChainDesc);
slouken@8591
  1377
    swapChainDesc.Width = w;
slouken@8591
  1378
    swapChainDesc.Height = h;
slouken@8591
  1379
    swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
slouken@8591
  1380
    swapChainDesc.Stereo = FALSE;
slouken@8591
  1381
    swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
slouken@8591
  1382
    swapChainDesc.SampleDesc.Quality = 0;
slouken@8591
  1383
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
slouken@8591
  1384
    swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
slouken@8591
  1385
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
slouken@8591
  1386
    swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
slouken@8591
  1387
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
slouken@8591
  1388
#else
slouken@8591
  1389
    if (usingXAML) {
slouken@8591
  1390
        swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
slouken@8591
  1391
    } else {
slouken@8591
  1392
        swapChainDesc.Scaling = DXGI_SCALING_NONE;
slouken@8591
  1393
    }
slouken@8591
  1394
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
slouken@8591
  1395
#endif
slouken@8591
  1396
    swapChainDesc.Flags = 0;
slouken@8591
  1397
slouken@8591
  1398
    if (coreWindow) {
slouken@8596
  1399
        result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
slouken@8591
  1400
            (IUnknown *)data->d3dDevice,
slouken@8591
  1401
            coreWindow,
slouken@8591
  1402
            &swapChainDesc,
slouken@8591
  1403
            NULL, /* Allow on all displays. */
slouken@8591
  1404
            &data->swapChain
slouken@8591
  1405
            );
slouken@8591
  1406
        if (FAILED(result)) {
slouken@8591
  1407
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result);
slouken@8591
  1408
            goto done;
slouken@8591
  1409
        }
slouken@8591
  1410
    } else if (usingXAML) {
slouken@8596
  1411
        result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
slouken@8591
  1412
            (IUnknown *)data->d3dDevice,
slouken@8591
  1413
            &swapChainDesc,
slouken@8591
  1414
            NULL,
slouken@8591
  1415
            &data->swapChain);
slouken@8591
  1416
        if (FAILED(result)) {
slouken@8591
  1417
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result);
slouken@8591
  1418
            goto done;
slouken@8591
  1419
        }
slouken@8591
  1420
slouken@8591
  1421
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
dludwig@8608
  1422
        result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
slouken@8591
  1423
        if (FAILED(result)) {
slouken@8591
  1424
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
slouken@8596
  1425
            goto done;
slouken@8591
  1426
        }
slouken@8591
  1427
#else
slouken@8591
  1428
        SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
slouken@8591
  1429
        result = E_FAIL;
slouken@8591
  1430
        goto done;
slouken@8591
  1431
#endif
slouken@8591
  1432
    } else {
dludwig@8608
  1433
#ifdef __WIN32__
slouken@8591
  1434
        SDL_SysWMinfo windowinfo;
slouken@8591
  1435
        SDL_VERSION(&windowinfo.version);
slouken@8591
  1436
        SDL_GetWindowWMInfo(renderer->window, &windowinfo);
slouken@8591
  1437
slouken@8596
  1438
        result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
slouken@8591
  1439
            (IUnknown *)data->d3dDevice,
slouken@8591
  1440
            windowinfo.info.win.window,
slouken@8591
  1441
            &swapChainDesc,
slouken@8591
  1442
            NULL,
slouken@8591
  1443
            NULL, /* Allow on all displays. */
slouken@8591
  1444
            &data->swapChain
slouken@8591
  1445
            );
slouken@8591
  1446
        if (FAILED(result)) {
slouken@8591
  1447
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result);
slouken@8591
  1448
            goto done;
slouken@8591
  1449
        }
slouken@8672
  1450
slouken@8672
  1451
        IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
dludwig@8608
  1452
#else
dludwig@8608
  1453
        SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
dludwig@8608
  1454
        goto done;
dludwig@8608
  1455
#endif  /* ifdef __WIN32__ / else */
slouken@8591
  1456
    }
slouken@8591
  1457
    data->swapEffect = swapChainDesc.SwapEffect;
slouken@8591
  1458
slouken@8591
  1459
done:
slouken@8591
  1460
    SAFE_RELEASE(coreWindow);
slouken@8591
  1461
    return result;
slouken@8591
  1462
}
slouken@8591
  1463
slouken@8591
  1464
slouken@8591
  1465
/* Initialize all resources that change when the window's size changes. */
slouken@8591
  1466
static HRESULT
slouken@8582
  1467
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
slouken@8582
  1468
{
slouken@8591
  1469
    D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
slouken@8591
  1470
    ID3D11Texture2D *backBuffer = NULL;
slouken@8582
  1471
    HRESULT result = S_OK;
slouken@8591
  1472
    int w, h;
slouken@8582
  1473
slouken@8591
  1474
    /* Release the previous render target view */
slouken@8591
  1475
    D3D11_ReleaseMainRenderTargetView(renderer);
dludwig@8505
  1476
dludwig@8620
  1477
    /* The width and height of the swap chain must be based on the display's
dludwig@8620
  1478
     * non-rotated size.
slouken@8591
  1479
     */
slouken@8591
  1480
    SDL_GetWindowSize(renderer->window, &w, &h);
slouken@8591
  1481
    data->rotation = D3D11_GetCurrentRotation();
dludwig@8620
  1482
    if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
slouken@8591
  1483
        int tmp = w;
slouken@8591
  1484
        w = h;
slouken@8591
  1485
        h = tmp;
slouken@8582
  1486
    }
slouken@8582
  1487
slouken@8591
  1488
    if (data->swapChain) {
dludwig@8620
  1489
        /* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
dludwig@8620
  1490
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
slouken@8591
  1491
        /* If the swap chain already exists, resize it. */
slouken@8591
  1492
        result = IDXGISwapChain_ResizeBuffers(data->swapChain,
slouken@8591
  1493
            0,
slouken@8591
  1494
            w, h,
slouken@8591
  1495
            DXGI_FORMAT_UNKNOWN,
slouken@8582
  1496
            0
slouken@8582
  1497
            );
dludwig@8668
  1498
        if (result == DXGI_ERROR_DEVICE_REMOVED) {
dludwig@8668
  1499
            /* If the device was removed for any reason, a new device and swap chain will need to be created. */
dludwig@8668
  1500
            D3D11_HandleDeviceLost(renderer);
dludwig@8668
  1501
dludwig@8668
  1502
            /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method 
dludwig@8668
  1503
             * and correctly set up the new device.
dludwig@8668
  1504
             */
dludwig@8668
  1505
            goto done;
dludwig@8668
  1506
        } else if (FAILED(result)) {
slouken@8591
  1507
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::ResizeBuffers", result);
slouken@8591
  1508
            goto done;
slouken@8582
  1509
        }
dludwig@8620
  1510
#endif
slouken@8591
  1511
    } else {
slouken@8591
  1512
        result = D3D11_CreateSwapChain(renderer, w, h);
slouken@8582
  1513
        if (FAILED(result)) {
slouken@8591
  1514
            goto done;
slouken@8582
  1515
        }
slouken@8582
  1516
    }
slouken@8582
  1517
    
slouken@8582
  1518
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
slouken@8591
  1519
    /* Set the proper rotation for the swap chain, and generate the
slouken@8591
  1520
     * 3D matrix transformation for rendering to the rotated swap chain.
slouken@8591
  1521
     *
slouken@8591
  1522
     * To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
slouken@8591
  1523
     * on Windows Phone, nor is it supported there.  It's only needed in Windows 8/RT.
slouken@8591
  1524
     */
slouken@8592
  1525
    if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
slouken@8591
  1526
        result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
slouken@8591
  1527
        if (FAILED(result)) {
slouken@8591
  1528
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
slouken@8591
  1529
            goto done;
slouken@8591
  1530
        }
slouken@8582
  1531
    }
slouken@8582
  1532
#endif
slouken@8582
  1533
slouken@8591
  1534
    result = IDXGISwapChain_GetBuffer(data->swapChain,
slouken@8582
  1535
        0,
slouken@8591
  1536
        &IID_ID3D11Texture2D,
slouken@8582
  1537
        &backBuffer
slouken@8582
  1538
        );
slouken@8582
  1539
    if (FAILED(result)) {
slouken@8591
  1540
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::GetBuffer [back-buffer]", result);
slouken@8591
  1541
        goto done;
slouken@8582
  1542
    }
slouken@8582
  1543
slouken@8591
  1544
    /* Create a render target view of the swap chain back buffer. */
slouken@8591
  1545
    result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
slouken@8591
  1546
        (ID3D11Resource *)backBuffer,
slouken@8591
  1547
        NULL,
slouken@8582
  1548
        &data->mainRenderTargetView
slouken@8582
  1549
        );
slouken@8582
  1550
    if (FAILED(result)) {
slouken@8591
  1551
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device::CreateRenderTargetView", result);
slouken@8591
  1552
        goto done;
slouken@8582
  1553
    }
slouken@8582
  1554
slouken@8582
  1555
    if (D3D11_UpdateViewport(renderer) != 0) {
slouken@8591
  1556
        /* D3D11_UpdateViewport will set the SDL error if it fails. */
slouken@8591
  1557
        result = E_FAIL;
slouken@8591
  1558
        goto done;
slouken@8582
  1559
    }
slouken@8582
  1560
slouken@8591
  1561
done:
slouken@8591
  1562
    SAFE_RELEASE(backBuffer);
slouken@8591
  1563
    return result;
dludwig@8412
  1564
}
dludwig@8412
  1565
slouken@8591
  1566
/* This method is called when the window's size changes. */
slouken@8591
  1567
static HRESULT
slouken@8582
  1568
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
slouken@8582
  1569
{
slouken@8591
  1570
    D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
slouken@8591
  1571
    return D3D11_CreateWindowSizeDependentResources(renderer);
dludwig@8414
  1572
}
dludwig@8414
  1573
dludwig@8414
  1574
HRESULT
dludwig@8414
  1575
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
dludwig@8414
  1576
{
dludwig@8414
  1577
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8414
  1578
    HRESULT result = S_OK;
dludwig@8414
  1579
dludwig@8668
  1580
    D3D11_ReleaseAll(renderer);
slouken@8582
  1581
slouken@8582
  1582
    result = D3D11_CreateDeviceResources(renderer);
slouken@8582
  1583
    if (FAILED(result)) {
slouken@8582
  1584
        /* D3D11_CreateDeviceResources will set the SDL error */
slouken@8582
  1585
        return result;
slouken@8582
  1586
    }
slouken@8582
  1587
slouken@8582
  1588
    result = D3D11_UpdateForWindowSizeChange(renderer);
slouken@8582
  1589
    if (FAILED(result)) {
slouken@8582
  1590
        /* D3D11_UpdateForWindowSizeChange will set the SDL error */
slouken@8582
  1591
        return result;
slouken@8582
  1592
    }
dludwig@8414
  1593
dludwig@8668
  1594
    /* Let the application know that the device has been reset */
dludwig@8668
  1595
    {
dludwig@8668
  1596
        SDL_Event event;
slouken@8674
  1597
        event.type = SDL_RENDER_DEVICE_RESET;
dludwig@8668
  1598
        SDL_PushEvent(&event);
dludwig@8668
  1599
    }
dludwig@8668
  1600
dludwig@8414
  1601
    return S_OK;
dludwig@8414
  1602
}
dludwig@8414
  1603
dludwig@8415
  1604
static void
dludwig@8415
  1605
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
dludwig@8415
  1606
{
slouken@8582
  1607
    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
slouken@8582
  1608
        D3D11_UpdateForWindowSizeChange(renderer);
dludwig@8415
  1609
    }
dludwig@8415
  1610
}
dludwig@8415
  1611
slouken@8582
  1612
static D3D11_FILTER
slouken@8582
  1613
GetScaleQuality(void)
slouken@8582
  1614
{
slouken@8582
  1615
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
slouken@8582
  1616
    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
slouken@8591
  1617
        return D3D11_FILTER_MIN_MAG_MIP_POINT;
slouken@8582
  1618
    } else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
slouken@8591
  1619
        return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
slouken@8582
  1620
    }
dludwig@8540
  1621
}
dludwig@8540
  1622
slouken@8582
  1623
static int
slouken@8582
  1624
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@8582
  1625
{
slouken@8582
  1626
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
slouken@8582
  1627
    D3D11_TextureData *textureData;
slouken@8582
  1628
    HRESULT result;
slouken@8582
  1629
    DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
dludwig@8607
  1630
    D3D11_TEXTURE2D_DESC textureDesc;
dludwig@8607
  1631
    D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
dludwig@8607
  1632
slouken@8582
  1633
    if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
slouken@8582
  1634
        return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
slouken@8582
  1635
            __FUNCTION__, texture->format);
slouken@8582
  1636
    }
slouken@8582
  1637
slouken@8591
  1638
    textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
slouken@8582
  1639
    if (!textureData) {
slouken@8582
  1640
        SDL_OutOfMemory();
slouken@8582
  1641
        return -1;
slouken@8582
  1642
    }
slouken@8582
  1643
    textureData->scaleMode = GetScaleQuality();
slouken@8582
  1644
slouken@8582
  1645
    texture->driverdata = textureData;
slouken@8582
  1646
slouken@8591
  1647
    SDL_zero(textureDesc);
slouken@8582
  1648
    textureDesc.Width = texture->w;
slouken@8582
  1649
    textureDesc.Height = texture->h;
slouken@8582
  1650
    textureDesc.MipLevels = 1;
slouken@8582
  1651
    textureDesc.ArraySize = 1;
slouken@8582
  1652
    textureDesc.Format = textureFormat;
slouken@8582
  1653
    textureDesc.SampleDesc.Count = 1;
slouken@8582
  1654
    textureDesc.SampleDesc.Quality = 0;
slouken@8582
  1655
    textureDesc.MiscFlags = 0;
slouken@8582
  1656
slouken@8582
  1657
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@8582
  1658
        textureDesc.Usage = D3D11_USAGE_DYNAMIC;
slouken@8582
  1659
        textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
slouken@8582
  1660
    } else {
slouken@8582
  1661
        textureDesc.Usage = D3D11_USAGE_DEFAULT;
slouken@8582
  1662
        textureDesc.CPUAccessFlags = 0;
slouken@8582
  1663
    }
slouken@8582
  1664
slouken@8582
  1665
    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
slouken@8582
  1666
        textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
slouken@8582
  1667
    } else {
slouken@8582
  1668
        textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
slouken@8582
  1669
    }
slouken@8582
  1670
slouken@8591
  1671
    result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
slouken@8582
  1672
        &textureDesc,
slouken@8591
  1673
        NULL,
slouken@8582
  1674
        &textureData->mainTexture
slouken@8582
  1675
        );
slouken@8582
  1676
    if (FAILED(result)) {
slouken@8582
  1677
        D3D11_DestroyTexture(renderer, texture);
slouken@8582
  1678
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
slouken@8582
  1679
        return -1;
slouken@8582
  1680
    }
slouken@8582
  1681
slouken@8595
  1682
    if (texture->format == SDL_PIXELFORMAT_YV12 ||
slouken@8595
  1683
        texture->format == SDL_PIXELFORMAT_IYUV) {
slouken@8595
  1684
        textureData->yuv = SDL_TRUE;
slouken@8582
  1685
slouken@8595
  1686
        textureDesc.Width /= 2;
slouken@8595
  1687
        textureDesc.Height /= 2;
slouken@8595
  1688
slouken@8595
  1689
        result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
slouken@8595
  1690
            &textureDesc,
slouken@8595
  1691
            NULL,
slouken@8595
  1692
            &textureData->mainTextureU
slouken@8595
  1693
            );
slouken@8582
  1694
        if (FAILED(result)) {
slouken@8582
  1695
            D3D11_DestroyTexture(renderer, texture);
slouken@8595
  1696
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
slouken@8595
  1697
            return -1;
slouken@8595
  1698
        }
slouken@8595
  1699
slouken@8595
  1700
        result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
slouken@8595
  1701
            &textureDesc,
slouken@8595
  1702
            NULL,
slouken@8595
  1703
            &textureData->mainTextureV
slouken@8595
  1704
            );
slouken@8595
  1705
        if (FAILED(result)) {
slouken@8595
  1706
            D3D11_DestroyTexture(renderer, texture);
slouken@8595
  1707
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
slouken@8582
  1708
            return -1;
slouken@8582
  1709
        }
slouken@8582
  1710
    }
slouken@8582
  1711
slouken@8582
  1712
    resourceViewDesc.Format = textureDesc.Format;
slouken@8582
  1713
    resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
slouken@8582
  1714
    resourceViewDesc.Texture2D.MostDetailedMip = 0;
slouken@8582
  1715
    resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
slouken@8591
  1716
    result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
slouken@8591
  1717
        (ID3D11Resource *)textureData->mainTexture,
slouken@8582
  1718
        &resourceViewDesc,
slouken@8582
  1719
        &textureData->mainTextureResourceView
slouken@8582
  1720
        );
slouken@8582
  1721
    if (FAILED(result)) {
slouken@8582
  1722
        D3D11_DestroyTexture(renderer, texture);
slouken@8582
  1723
        WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
slouken@8582
  1724
        return -1;
slouken@8582
  1725
    }
slouken@8582
  1726
slouken@8595
  1727
    if (textureData->yuv) {
slouken@8595
  1728
        result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
slouken@8595
  1729
            (ID3D11Resource *)textureData->mainTextureU,
slouken@8595
  1730
            &resourceViewDesc,
slouken@8595
  1731
            &textureData->mainTextureResourceViewU
slouken@8595
  1732
            );
slouken@8595
  1733
        if (FAILED(result)) {
slouken@8595
  1734
            D3D11_DestroyTexture(renderer, texture);
slouken@8595
  1735
            WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
slouken@8595
  1736
            return -1;
slouken@8595
  1737
        }
slouken@8595
  1738
        result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
slouken@8595
  1739
            (ID3D11Resource *)textureData->mainTextureV,
slouken@8595
  1740
            &resourceViewDesc,
slouken@8595
  1741
            &textureData->mainTextureResourceViewV
slouken@8595
  1742
            );
slouken@8595
  1743
        if (FAILED(result)) {
slouken@8595
  1744
            D3D11_DestroyTexture(renderer, texture);
slouken@8595
  1745
            WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
slouken@8595
  1746
            return -1;
slouken@8595
  1747
        }
slouken@8595
  1748
    }
slouken@8595
  1749
slouken@8595
  1750
    if (texture->access & SDL_TEXTUREACCESS_TARGET) {
slouken@8595
  1751
        D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
slouken@8595
  1752
        renderTargetViewDesc.Format = textureDesc.Format;
slouken@8595
  1753
        renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
slouken@8595
  1754
        renderTargetViewDesc.Texture2D.MipSlice = 0;
slouken@8595
  1755
slouken@8595
  1756
        result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
slouken@8595
  1757
            (ID3D11Resource *)textureData->mainTexture,
slouken@8595
  1758
            &renderTargetViewDesc,
slouken@8595
  1759
            &textureData->mainTextureRenderTargetView);
slouken@8595
  1760
        if (FAILED(result)) {
slouken@8595
  1761
            D3D11_DestroyTexture(renderer, texture);
slouken@8595
  1762
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
slouken@8595
  1763
            return -1;
slouken@8595
  1764
        }
slouken@8595
  1765
    }
slouken@8595
  1766
slouken@8582
  1767
    return 0;
dludwig@8416
  1768
}
dludwig@8416
  1769
dludwig@8416
  1770
static void
dludwig@8416
  1771
D3D11_DestroyTexture(SDL_Renderer * renderer,
dludwig@8416
  1772
                     SDL_Texture * texture)
dludwig@8416
  1773
{
slouken@8591
  1774
    D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
dludwig@8416
  1775
slouken@8591
  1776
    if (!data) {
slouken@8591
  1777
        return;
slouken@8591
  1778
    }
dludwig@8416
  1779
slouken@8591
  1780
    SAFE_RELEASE(data->mainTexture);
slouken@8591
  1781
    SAFE_RELEASE(data->mainTextureResourceView);
slouken@8591
  1782
    SAFE_RELEASE(data->mainTextureRenderTargetView);
slouken@8591
  1783
    SAFE_RELEASE(data->stagingTexture);
slouken@8595
  1784
    SAFE_RELEASE(data->mainTextureU);
slouken@8595
  1785
    SAFE_RELEASE(data->mainTextureResourceViewU);
slouken@8595
  1786
    SAFE_RELEASE(data->mainTextureV);
slouken@8595
  1787
    SAFE_RELEASE(data->mainTextureResourceViewV);
slouken@8595
  1788
    SDL_free(data->pixels);
slouken@8591
  1789
    SDL_free(data);
slouken@8591
  1790
    texture->driverdata = NULL;
dludwig@8416
  1791
}
dludwig@8416
  1792
dludwig@8416
  1793
static int
slouken@8595
  1794
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
slouken@8595
  1795
{
slouken@8595
  1796
    ID3D11Texture2D *stagingTexture;
slouken@8595
  1797
    const Uint8 *src;
slouken@8595
  1798
    Uint8 *dst;
slouken@8595
  1799
    int row;
slouken@8595
  1800
    UINT length;
slouken@8595
  1801
    HRESULT result;
dludwig@8607
  1802
    D3D11_TEXTURE2D_DESC stagingTextureDesc;
dludwig@8607
  1803
    D3D11_MAPPED_SUBRESOURCE textureMemory;
slouken@8595
  1804
slouken@8595
  1805
    /* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
slouken@8595
  1806
    ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
slouken@8595
  1807
    stagingTextureDesc.Width = w;
slouken@8595
  1808
    stagingTextureDesc.Height = h;
slouken@8595
  1809
    stagingTextureDesc.BindFlags = 0;
slouken@8595
  1810
    stagingTextureDesc.MiscFlags = 0;
slouken@8595
  1811
    stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
slouken@8595
  1812
    stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
slouken@8595
  1813
    result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
slouken@8595
  1814
        &stagingTextureDesc,
slouken@8595
  1815
        NULL,
slouken@8595
  1816
        &stagingTexture);
slouken@8595
  1817
    if (FAILED(result)) {
slouken@8595
  1818
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
slouken@8595
  1819
        return -1;
slouken@8595
  1820
    }
slouken@8595
  1821
slouken@8595
  1822
    /* Get a write-only pointer to data in the staging texture: */
slouken@8595
  1823
    result = ID3D11DeviceContext_Map(rendererData->d3dContext,
slouken@8595
  1824
        (ID3D11Resource *)stagingTexture,
slouken@8595
  1825
        0,
slouken@8595
  1826
        D3D11_MAP_WRITE,
slouken@8595
  1827
        0,
slouken@8595
  1828
        &textureMemory
slouken@8595
  1829
        );
slouken@8595
  1830
    if (FAILED(result)) {
slouken@8595
  1831
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
slouken@8595
  1832
        SAFE_RELEASE(stagingTexture);
slouken@8595
  1833
        return -1;
slouken@8595
  1834
    }
slouken@8595
  1835
slouken@8595
  1836
    src = (const Uint8 *)pixels;
slouken@8595
  1837
    dst = textureMemory.pData;
slouken@8595
  1838
    length = w * SDL_BYTESPERPIXEL(format);
slouken@8595
  1839
    if (length == pitch && length == textureMemory.RowPitch) {
slouken@8595
  1840
        SDL_memcpy(dst, src, length*h);
slouken@8595
  1841
    } else {
slouken@8595
  1842
        if (length > (UINT)pitch) {
slouken@8595
  1843
            length = pitch;
slouken@8595
  1844
        }
slouken@8595
  1845
        if (length > textureMemory.RowPitch) {
slouken@8595
  1846
            length = textureMemory.RowPitch;
slouken@8595
  1847
        }
slouken@8595
  1848
        for (row = 0; row < h; ++row) {
slouken@8595
  1849
            SDL_memcpy(dst, src, length);
slouken@8595
  1850
            src += pitch;
slouken@8595
  1851
            dst += textureMemory.RowPitch;
slouken@8595
  1852
        }
slouken@8595
  1853
    }
slouken@8595
  1854
slouken@8595
  1855
    /* Commit the pixel buffer's changes back to the staging texture: */
slouken@8595
  1856
    ID3D11DeviceContext_Unmap(rendererData->d3dContext,
slouken@8595
  1857
        (ID3D11Resource *)stagingTexture,
slouken@8595
  1858
        0);
slouken@8595
  1859
slouken@8595
  1860
    /* Copy the staging texture's contents back to the texture: */
slouken@8595
  1861
    ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
slouken@8595
  1862
        (ID3D11Resource *)texture,
slouken@8595
  1863
        0,
slouken@8595
  1864
        x,
slouken@8595
  1865
        y,
slouken@8595
  1866
        0,
slouken@8595
  1867
        (ID3D11Resource *)stagingTexture,
slouken@8595
  1868
        0,
slouken@8595
  1869
        NULL);
slouken@8595
  1870
slouken@8595
  1871
    SAFE_RELEASE(stagingTexture);
slouken@8595
  1872
slouken@8595
  1873
    return 0;
slouken@8595
  1874
}
slouken@8595
  1875
slouken@8595
  1876
static int
dludwig@8416
  1877
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8459
  1878
                    const SDL_Rect * rect, const void * srcPixels,
dludwig@8459
  1879
                    int srcPitch)
dludwig@8416
  1880
{
slouken@8595
  1881
    D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
slouken@8595
  1882
    D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
slouken@8595
  1883
slouken@8595
  1884
    if (!textureData) {
slouken@8595
  1885
        SDL_SetError("Texture is not currently available");
slouken@8595
  1886
        return -1;
slouken@8582
  1887
    }
slouken@8582
  1888
slouken@8595
  1889
    if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
slouken@8595
  1890
        return -1;
slouken@8582
  1891
    }
slouken@8582
  1892
slouken@8595
  1893
    if (textureData->yuv) {
slouken@8595
  1894
        /* Skip to the correct offset into the next texture */
slouken@8595
  1895
        srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
dludwig@8416
  1896
slouken@8595
  1897
        if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
slouken@8595
  1898
            return -1;
slouken@8595
  1899
        }
slouken@8595
  1900
slouken@8595
  1901
        /* Skip to the correct offset into the next texture */
slouken@8595
  1902
        srcPixels = (const void*)((const Uint8*)srcPixels + (rect->h * srcPitch) / 4);
slouken@8595
  1903
        if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
slouken@8595
  1904
            return -1;
slouken@8595
  1905
        }
slouken@8595
  1906
    }
slouken@8595
  1907
    return 0;
slouken@8595
  1908
}
slouken@8595
  1909
slouken@8595
  1910
static int
slouken@8595
  1911
D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@8595
  1912
                       const SDL_Rect * rect,
slouken@8595
  1913
                       const Uint8 *Yplane, int Ypitch,
slouken@8595
  1914
                       const Uint8 *Uplane, int Upitch,
slouken@8595
  1915
                       const Uint8 *Vplane, int Vpitch)
slouken@8595
  1916
{
slouken@8595
  1917
    D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
slouken@8595
  1918
    D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
slouken@8595
  1919
slouken@8595
  1920
    if (!textureData) {
slouken@8595
  1921
        SDL_SetError("Texture is not currently available");
slouken@8595
  1922
        return -1;
slouken@8595
  1923
    }
slouken@8595
  1924
slouken@8595
  1925
    if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
slouken@8595
  1926
        return -1;
slouken@8595
  1927
    }
slouken@8595
  1928
    if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
slouken@8595
  1929
        return -1;
slouken@8595
  1930
    }
slouken@8595
  1931
    if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
slouken@8595
  1932
        return -1;
slouken@8595
  1933
    }
dludwig@8416
  1934
    return 0;
dludwig@8416
  1935
}
dludwig@8416
  1936
dludwig@8400
  1937
static int
dludwig@8451
  1938
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
dludwig@8451
  1939
                  const SDL_Rect * rect, void **pixels, int *pitch)
dludwig@8451
  1940
{
dludwig@8451
  1941
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
slouken@8582
  1942
    D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
slouken@8582
  1943
    HRESULT result = S_OK;
dludwig@8607
  1944
    D3D11_TEXTURE2D_DESC stagingTextureDesc;
dludwig@8607
  1945
    D3D11_MAPPED_SUBRESOURCE textureMemory;
slouken@8582
  1946
slouken@8595
  1947
    if (!textureData) {
slouken@8595
  1948
        SDL_SetError("Texture is not currently available");
slouken@8595
  1949
        return -1;
slouken@8595
  1950
    }
slouken@8595
  1951
slouken@8595
  1952
    if (textureData->yuv) {
slouken@8595
  1953
        /* It's more efficient to upload directly... */
slouken@8595
  1954
        if (!textureData->pixels) {
slouken@8595
  1955
            textureData->pitch = texture->w;
slouken@8595
  1956
            textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
slouken@8595
  1957
            if (!textureData->pixels) {
slouken@8595
  1958
                return SDL_OutOfMemory();
slouken@8595
  1959
            }
slouken@8595
  1960
        }
slouken@8595
  1961
        textureData->locked_rect = *rect;
slouken@8595
  1962
        *pixels =
slouken@8595
  1963
            (void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
slouken@8595
  1964
            rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@8595
  1965
        *pitch = textureData->pitch;
slouken@8595
  1966
        return 0;
slouken@8595
  1967
    }
slouken@8595
  1968
dludwig@8451
  1969
    if (textureData->stagingTexture) {
dludwig@8556
  1970
        return SDL_SetError("texture is already locked");
dludwig@8451
  1971
    }
dludwig@8451
  1972
    
slouken@8591
  1973
    /* Create a 'staging' texture, which will be used to write to a portion
slouken@8591
  1974
     * of the main texture.  This is necessary, as Direct3D 11.1 does not
slouken@8591
  1975
     * have the ability to write a CPU-bound pixel buffer to a rectangular
slouken@8591
  1976
     * subrect of a texture.  Direct3D 11.1 can, however, write a pixel
slouken@8591
  1977
     * buffer to an entire texture, hence the use of a staging texture.
slouken@8591
  1978
     *
slouken@8591
  1979
     * TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
slouken@8591
  1980
     */
slouken@8591
  1981
    ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
dludwig@8451
  1982
    stagingTextureDesc.Width = rect->w;
dludwig@8451
  1983
    stagingTextureDesc.Height = rect->h;
dludwig@8451
  1984
    stagingTextureDesc.BindFlags = 0;
dludwig@8451
  1985
    stagingTextureDesc.MiscFlags = 0;
dludwig@8451
  1986
    stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
dludwig@8451
  1987
    stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
slouken@8591
  1988
    result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
dludwig@8451
  1989
        &stagingTextureDesc,
dludwig@8451
  1990
        NULL,
dludwig@8451
  1991
        &textureData->stagingTexture);
dludwig@8451
  1992
    if (FAILED(result)) {
dludwig@8553
  1993
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
dludwig@8451
  1994
        return -1;
dludwig@8451
  1995
    }
dludwig@8451
  1996
slouken@8591
  1997
    /* Get a write-only pointer to data in the staging texture: */
slouken@8591
  1998
    result = ID3D11DeviceContext_Map(rendererData->d3dContext,
slouken@8591
  1999
        (ID3D11Resource *)textureData->stagingTexture,
slouken@8591
  2000
        0,
slouken@8582
  2001
        D3D11_MAP_WRITE,
slouken@8582
  2002
        0,
slouken@8582
  2003
        &textureMemory
slouken@8582
  2004
        );
slouken@8582
  2005
    if (FAILED(result)) {
slouken@8582
  2006
        WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
slouken@8591
  2007
        SAFE_RELEASE(textureData->stagingTexture);
slouken@8582
  2008
        return -1;
dludwig@8451
  2009
    }
dludwig@8451
  2010
slouken@8591
  2011
    /* Make note of where the staging texture will be written to 
slouken@8591
  2012
     * (on a call to SDL_UnlockTexture):
slouken@8591
  2013
     */
slouken@8591
  2014
    textureData->lockedTexturePositionX = rect->x;
slouken@8591
  2015
    textureData->lockedTexturePositionY = rect->y;
dludwig@8451
  2016
slouken@8591
  2017
    /* Make sure the caller has information on the texture's pixel buffer,
slouken@8591
  2018
     * then return:
slouken@8591
  2019
     */
dludwig@8451
  2020
    *pixels = textureMemory.pData;
dludwig@8451
  2021
    *pitch = textureMemory.RowPitch;
dludwig@8451
  2022
    return 0;
dludwig@8451
  2023
}
dludwig@8451
  2024
dludwig@8451
  2025
static void
dludwig@8451
  2026
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
dludwig@8451
  2027
{
dludwig@8451
  2028
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
dludwig@8451
  2029
    D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
slouken@8595
  2030
    
slouken@8595
  2031
    if (!textureData) {
slouken@8595
  2032
        return;
slouken@8595
  2033
    }
slouken@8595
  2034
slouken@8595
  2035
    if (textureData->yuv) {
slouken@8595
  2036
        const SDL_Rect *rect = &textureData->locked_rect;
slouken@8595
  2037
        void *pixels =
slouken@8595
  2038
            (void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
slouken@8595
  2039
                      rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@8595
  2040
        D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
slouken@8595
  2041
        return;
slouken@8595
  2042
    }
dludwig@8451
  2043
slouken@8591
  2044
    /* Commit the pixel buffer's changes back to the staging texture: */
slouken@8591
  2045
    ID3D11DeviceContext_Unmap(rendererData->d3dContext,
slouken@8591
  2046
        (ID3D11Resource *)textureData->stagingTexture,
dludwig@8451
  2047
        0);
dludwig@8451
  2048
slouken@8591
  2049
    /* Copy the staging texture's contents back to the main texture: */
slouken@8591
  2050
    ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
slouken@8591
  2051
        (ID3D11Resource *)textureData->mainTexture,
dludwig@8451
  2052
        0,
slouken@8591
  2053
        textureData->lockedTexturePositionX,
slouken@8591
  2054
        textureData->lockedTexturePositionY,
slouken@8591
  2055
        0,
slouken@8591
  2056
        (ID3D11Resource *)textureData->stagingTexture,
slouken@8591
  2057
        0,
dludwig@8451
  2058
        NULL);
dludwig@8451
  2059
slouken@8591
  2060
    SAFE_RELEASE(textureData->stagingTexture);
dludwig@8451
  2061
}
dludwig@8451
  2062
dludwig@8451
  2063
static int
slouken@8582
  2064
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@8582
  2065
{
slouken@8582
  2066
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
dludwig@8607
  2067
    D3D11_TextureData *textureData = NULL;
slouken@8582
  2068
slouken@8582
  2069
    if (texture == NULL) {
slouken@8591
  2070
        rendererData->currentOffscreenRenderTargetView = NULL;
slouken@8582
  2071
        return 0;
slouken@8582
  2072
    }
slouken@8582
  2073
dludwig@8607
  2074
    textureData = (D3D11_TextureData *) texture->driverdata;
slouken@8582
  2075
slouken@8582
  2076
    if (!textureData->mainTextureRenderTargetView) {
slouken@8582
  2077
        return SDL_SetError("specified texture is not a render target");
slouken@8582
  2078
    }
slouken@8582
  2079
slouken@8582
  2080
    rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
slouken@8582
  2081
slouken@8582
  2082
    return 0;
dludwig@8548
  2083
}
dludwig@8459
  2084
slouken@8591
  2085
static void
slouken@8591
  2086
D3D11_SetModelMatrix(SDL_Renderer *renderer, const Float4X4 *matrix)
slouken@8591
  2087
{
slouken@8591
  2088
    D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
slouken@8591
  2089
slouken@8591
  2090
    if (matrix) {
slouken@8591
  2091
        data->vertexShaderConstantsData.model = *matrix;
slouken@8591
  2092
    } else {
slouken@8591
  2093
        data->vertexShaderConstantsData.model = MatrixIdentity();
slouken@8591
  2094
    }
slouken@8591
  2095
slouken@8591
  2096
    ID3D11DeviceContext_UpdateSubresource(data->d3dContext,
slouken@8591
  2097
        (ID3D11Resource *)data->vertexShaderConstants,
slouken@8591
  2098
        0,
slouken@8591
  2099
        NULL,
slouken@8591
  2100
        &data->vertexShaderConstantsData,
slouken@8591
  2101
        0,
slouken@8591
  2102
        0
slouken@8591
  2103
        );
slouken@8591
  2104
}
slouken@8591
  2105
dludwig@8459
  2106
static int
dludwig@8400
  2107
D3D11_UpdateViewport(SDL_Renderer * renderer)
dludwig@8400
  2108
{
dludwig@8432
  2109
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8607
  2110
    Float4X4 projection;
dludwig@8607
  2111
    Float4X4 view;
dludwig@8607
  2112
    SDL_FRect orientationAlignedViewport;
dludwig@8607
  2113
    BOOL swapDimensions;
dludwig@8607
  2114
    D3D11_VIEWPORT viewport;
dludwig@8432
  2115
dludwig@8432
  2116
    if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
slouken@8591
  2117
        /* If the viewport is empty, assume that it is because
slouken@8591
  2118
         * SDL_CreateRenderer is calling it, and will call it again later
slouken@8591
  2119
         * with a non-empty viewport.
slouken@8591
  2120
         */
dludwig@8432
  2121
        return 0;
dludwig@8432
  2122
    }
dludwig@8432
  2123
slouken@8591
  2124
    /* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
slouken@8591
  2125
     * Keep in mind here that the Y-axis will be been inverted (from Direct3D's
slouken@8591
  2126
     * default coordinate system) so rotations will be done in the opposite
slouken@8591
  2127
     * direction of the DXGI_MODE_ROTATION enumeration.
slouken@8591
  2128
     */
slouken@8592
  2129
    switch (data->rotation) {
slouken@8582
  2130
        case DXGI_MODE_ROTATION_IDENTITY:
slouken@8591
  2131
            projection = MatrixIdentity();
slouken@8582
  2132
            break;
slouken@8582
  2133
        case DXGI_MODE_ROTATION_ROTATE270:
slouken@8591
  2134
            projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
slouken@8582
  2135
            break;
slouken@8582
  2136
        case DXGI_MODE_ROTATION_ROTATE180:
slouken@8591
  2137
            projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
slouken@8582
  2138
            break;
slouken@8582
  2139
        case DXGI_MODE_ROTATION_ROTATE90:
slouken@8591
  2140
            projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
slouken@8582
  2141
            break;
slouken@8582
  2142
        default:
slouken@8582
  2143
            return SDL_SetError("An unknown DisplayOrientation is being used");
dludwig@8432
  2144
    }
dludwig@8432
  2145
slouken@8591
  2146
    /* Update the view matrix */
slouken@8591
  2147
    view.m[0][0] = 2.0f / renderer->viewport.w;
slouken@8591
  2148
    view.m[0][1] = 0.0f;
slouken@8591
  2149
    view.m[0][2] = 0.0f;
slouken@8591
  2150
    view.m[0][3] = 0.0f;
slouken@8591
  2151
    view.m[1][0] = 0.0f;
slouken@8591
  2152
    view.m[1][1] = -2.0f / renderer->viewport.h;
slouken@8591
  2153
    view.m[1][2] = 0.0f;
slouken@8591
  2154
    view.m[1][3] = 0.0f;
slouken@8591
  2155
    view.m[2][0] = 0.0f;
slouken@8591
  2156
    view.m[2][1] = 0.0f;
slouken@8591
  2157
    view.m[2][2] = 1.0f;
slouken@8591
  2158
    view.m[2][3] = 0.0f;
slouken@8591
  2159
    view.m[3][0] = -1.0f;
slouken@8591
  2160
    view.m[3][1] = 1.0f;
slouken@8591
  2161
    view.m[3][2] = 0.0f;
slouken@8591
  2162
    view.m[3][3] = 1.0f;
dludwig@8570
  2163
slouken@8591
  2164
    /* Combine the projection + view matrix together now, as both only get
slouken@8591
  2165
     * set here (as of this writing, on Dec 26, 2013).  When done, store it
slouken@8591
  2166
     * for eventual transfer to the GPU.
slouken@8591
  2167
     */
slouken@8591
  2168
    data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
dludwig@8570
  2169
            view,
slouken@8591
  2170
            projection);
dludwig@8433
  2171
slouken@8591
  2172
    /* Reset the model matrix */
slouken@8591
  2173
    D3D11_SetModelMatrix(renderer, NULL);
dludwig@8456
  2174
slouken@8591
  2175
    /* Update the Direct3D viewport, which seems to be aligned to the
slouken@8591
  2176
     * swap buffer's coordinate space, which is always in either
slouken@8591
  2177
     * a landscape mode, for all Windows 8/RT devices, or a portrait mode,
slouken@8591
  2178
     * for Windows Phone devices.
slouken@8591
  2179
     */
dludwig@8607
  2180
    swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
slouken@8582
  2181
    if (swapDimensions) {
slouken@8582
  2182
        orientationAlignedViewport.x = (float) renderer->viewport.y;
slouken@8582
  2183
        orientationAlignedViewport.y = (float) renderer->viewport.x;
slouken@8582
  2184
        orientationAlignedViewport.w = (float) renderer->viewport.h;
slouken@8582
  2185
        orientationAlignedViewport.h = (float) renderer->viewport.w;
slouken@8582
  2186
    } else {
slouken@8582
  2187
        orientationAlignedViewport.x = (float) renderer->viewport.x;
slouken@8582
  2188
        orientationAlignedViewport.y = (float) renderer->viewport.y;
slouken@8582
  2189
        orientationAlignedViewport.w = (float) renderer->viewport.w;
slouken@8582
  2190
        orientationAlignedViewport.h = (float) renderer->viewport.h;
slouken@8582
  2191
    }
slouken@8591
  2192
    /* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
slouken@8582
  2193
slouken@8582
  2194
    viewport.TopLeftX = orientationAlignedViewport.x;
slouken@8582
  2195
    viewport.TopLeftY = orientationAlignedViewport.y;
slouken@8582
  2196
    viewport.Width = orientationAlignedViewport.w;
slouken@8582
  2197
    viewport.Height = orientationAlignedViewport.h;
slouken@8582
  2198
    viewport.MinDepth = 0.0f;
slouken@8582
  2199
    viewport.MaxDepth = 1.0f;
slouken@8591
  2200
    ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &viewport);
dludwig@8433
  2201
dludwig@8400
  2202
    return 0;
dludwig@8400
  2203
}
dludwig@8400
  2204
dludwig@8482
  2205
static int
dludwig@8482
  2206
D3D11_UpdateClipRect(SDL_Renderer * renderer)
dludwig@8482
  2207
{
dludwig@8569
  2208
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
dludwig@8569
  2209
    const SDL_Rect *rect = &renderer->clip_rect;
dludwig@8569
  2210
dludwig@8569
  2211
    if (SDL_RectEmpty(rect)) {
slouken@8591
  2212
        ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 0, NULL);
dludwig@8569
  2213
    } else {
dludwig@8569
  2214
        D3D11_RECT scissorRect;
dludwig@8569
  2215
        if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &scissorRect) != 0) {
dludwig@8569
  2216
            /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
dludwig@8569
  2217
            return -1;
dludwig@8569
  2218
        }
slouken@8591
  2219
        ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 1, &scissorRect);
dludwig@8569
  2220
    }
dludwig@8569
  2221
dludwig@8482
  2222
    return 0;
dludwig@8482
  2223
}
dludwig@8482
  2224
slouken@8591
  2225
static void
slouken@8591
  2226
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
slouken@8591
  2227
{
slouken@8591
  2228
    D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
slouken@8591
  2229
    ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
slouken@8591
  2230
    SAFE_RELEASE(data->mainRenderTargetView);
slouken@8591
  2231
}
slouken@8591
  2232
slouken@8591
  2233
static ID3D11RenderTargetView *
slouken@8582
  2234
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
slouken@8582
  2235
{
slouken@8582
  2236
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
slouken@8582
  2237
    if (data->currentOffscreenRenderTargetView) {
slouken@8582
  2238
        return data->currentOffscreenRenderTargetView;
slouken@8582
  2239
    } else {
slouken@8582
  2240
        return data->mainRenderTargetView;
slouken@8582
  2241
    }
dludwig@8459
  2242
}
dludwig@8459
  2243
slouken@8582
  2244
static int
slouken@8582
  2245
D3D11_RenderClear(SDL_Renderer * renderer)
slouken@8582
  2246
{
slouken@8582
  2247
    D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
slouken@8582
  2248
    const float colorRGBA[] = {
slouken@8582
  2249
        (renderer->r / 255.0f),
slouken@8582
  2250
        (renderer->g / 255.0f),
slouken@8582
  2251
        (renderer->b / 255.0f),
slouken@8582
  2252
        (renderer->a / 255.0f)
slouken@8582
  2253
    };
slouken@8591
  2254
    ID3D11DeviceContext_ClearRenderTargetView(data->d3dContext,
slouken@8591
  2255
        D3D11_GetCurrentRenderTargetView(renderer),
slouken@8582
  2256
        colorRGBA
slouken@8582
  2257
        );
slouken@8582
  2258
    return 0;
dludwig@8416
  2259
}
dludwig@8416
  2260
dludwig@8429
  2261
static int
dludwig@8429
  2262
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
dludwig@8550
  2263
                         const void * vertexData, size_t dataSizeInBytes)
dludwig@8416
  2264
{
dludwig@8416
  2265
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
slouken@8591
  2266
    D3D11_BUFFER_DESC vertexBufferDesc;
dludwig@8425
  2267
    HRESULT result = S_OK;
dludwig@8607
  2268
    D3D11_SUBRESOURCE_DATA vertexBufferData;
dludwig@8607
  2269
    const UINT stride = sizeof(VertexPositionColor);
dludwig@8607
  2270
    const UINT offset = 0;
dludwig@8449
  2271
dludwig@8449
  2272
    if (rendererData->vertexBuffer) {
slouken@8591
  2273
        ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
dludwig@8449
  2274
    } else {
slouken@8591
  2275
        SDL_zero(vertexBufferDesc);
dludwig@8449
  2276
    }
dludwig@8449
  2277
slouken@8591
  2278
    if (rendererData->vertexBuffer && vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
slouken@8582
  2279
        D3D11_MAPPED_SUBRESOURCE mappedResource;
slouken@8591
  2280
        result = ID3D11DeviceContext_Map(rendererData->d3dContext,
slouken@8591
  2281
            (ID3D11Resource *)rendererData->vertexBuffer,
slouken@8591
  2282
            0,
slouken@8591
  2283
            D3D11_MAP_WRITE_DISCARD,
slouken@8591
  2284
            0,
slouken@8591
  2285
            &mappedResource
slouken@8591
  2286
            );
slouken@8582
  2287
        if (FAILED(result)) {
slouken@8582
  2288
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result);
slouken@8582
  2289
            return -1;
slouken@8582
  2290
        }
slouken@8591
  2291
        SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
slouken@8591
  2292
        ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffer, 0);
slouken@8582
  2293
    } else {
slouken@8591
  2294
        SAFE_RELEASE(rendererData->vertexBuffer);
slouken@8591
  2295
slouken@8582
  2296
        vertexBufferDesc.ByteWidth = dataSizeInBytes;
slouken@8582
  2297
        vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
slouken@8582
  2298
        vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
slouken@8582
  2299
        vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
slouken@8582
  2300
slouken@8591
  2301
        SDL_zero(vertexBufferData);
slouken@8582
  2302
        vertexBufferData.pSysMem = vertexData;
slouken@8582
  2303
        vertexBufferData.SysMemPitch = 0;
slouken@8582
  2304
        vertexBufferData.SysMemSlicePitch = 0;
slouken@8582
  2305
slouken@8591
  2306
        result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
slouken@8582
  2307
            &vertexBufferDesc,
slouken@8582
  2308
            &vertexBufferData,
slouken@8582
  2309
            &rendererData->vertexBuffer
slouken@8582
  2310
            );
slouken@8582
  2311
        if (FAILED(result)) {
slouken@8582
  2312
            WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result);
slouken@8582
  2313
            return -1;
slouken@8582
  2314
        }
slouken@8591
  2315
slouken@8591
  2316
        ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
slouken@8591
  2317
            0,
slouken@8591
  2318
            1,
slouken@8591
  2319
            &rendererData->vertexBuffer,
slouken@8591
  2320
            &stride,
slouken@8591
  2321
            &offset
slouken@8591
  2322
            );
slouken@8582
  2323
    }
slouken@8582
  2324
dludwig@8429
  2325
    return 0;
dludwig@8429
  2326
}
dludwig@8429
  2327
dludwig@8429
  2328
static void
dludwig@8429
  2329
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
dludwig@8429
  2330
{
slouken@8591
  2331
    D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
dludwig@8607
  2332
    ID3D11RasterizerState *rasterizerState;
slouken@8591
  2333
    ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
slouken@8591
  2334
    if (renderTargetView != rendererData->currentRenderTargetView) {
slouken@8591
  2335
        ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
slouken@8591
  2336
            1,
slouken@8591
  2337
            &renderTargetView,
slouken@8591
  2338
            NULL
slouken@8591
  2339
            );
slouken@8591
  2340
        rendererData->currentRenderTargetView = renderTargetView;
slouken@8591
  2341
    }
dludwig@8429
  2342
slouken@8591
  2343
    if (SDL_RectEmpty(&renderer->clip_rect)) {
slouken@8591
  2344
        rasterizerState = rendererData->mainRasterizer;
slouken@8591
  2345
    } else {
slouken@8591
  2346
        rasterizerState = rendererData->clippedRasterizer;
slouken@8591
  2347
    }
slouken@8591
  2348
    if (rasterizerState != rendererData->currentRasterizerState) {
slouken@8591
  2349
        ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
slouken@8591
  2350
        rendererData->currentRasterizerState = rasterizerState;
slouken@8591
  2351
    }
slouken@8582
  2352
}
slouken@8582
  2353
slouken@8582
  2354
static void
slouken@8582
  2355
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@8582
  2356
{
slouken@8591
  2357
    D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
dludwig@8608
  2358
    ID3D11BlendState *blendState = NULL;
slouken@8582
  2359
    switch (blendMode) {
slouken@8591
  2360
    case SDL_BLENDMODE_BLEND:
slouken@8591
  2361
        blendState = rendererData->blendModeBlend;
slouken@8591
  2362
        break;
slouken@8591
  2363
    case SDL_BLENDMODE_ADD:
slouken@8591
  2364
        blendState = rendererData->blendModeAdd;
slouken@8591
  2365
        break;
slouken@8591
  2366
    case SDL_BLENDMODE_MOD:
slouken@8591
  2367
        blendState = rendererData->blendModeMod;
slouken@8591
  2368
        break;
slouken@8591
  2369
    case SDL_BLENDMODE_NONE:
slouken@8591
  2370
        blendState = NULL;
slouken@8591
  2371
        break;
slouken@8591
  2372
    }
slouken@8591
  2373
    if (blendState != rendererData->currentBlendState) {
slouken@8591
  2374
        ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
slouken@8591
  2375
        rendererData->currentBlendState = blendState;
slouken@8582
  2376
    }
slouken@8582
  2377
}
dludwig@8429
  2378
dludwig@8429
  2379
static void
dludwig@8429
  2380
D3D11_SetPixelShader(SDL_Renderer * renderer,
dludwig@8429
  2381
                     ID3D11PixelShader * shader,
slouken@8595
  2382
                     int numShaderResources,
slouken@8595
  2383
                     ID3D11ShaderResourceView ** shaderResources,
dludwig@8429
  2384
                     ID3D11SamplerState * sampler)
dludwig@8429
  2385
{
slouken@8582
  2386
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
slouken@8595
  2387
    ID3D11ShaderResourceView *shaderResource;
slouken@8591
  2388
    if (shader != rendererData->currentShader) {
slouken@8591
  2389
        ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
slouken@8591
  2390
        rendererData->currentShader = shader;
slouken@8591
  2391
    }
slouken@8595
  2392
    if (numShaderResources > 0) {
slouken@8595
  2393
        shaderResource = shaderResources[0];
slouken@8595
  2394
    } else {
slouken@8595
  2395
        shaderResource = NULL;
slouken@8595
  2396
    }
slouken@8591
  2397
    if (shaderResource != rendererData->currentShaderResource) {
slouken@8595
  2398
        ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
slouken@8591
  2399
        rendererData->currentShaderResource = shaderResource;
slouken@8591
  2400
    }
slouken@8591
  2401
    if (sampler != rendererData->currentSampler) {
slouken@8591
  2402
        ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
slouken@8591
  2403
        rendererData->currentSampler = sampler;
slouken@8591
  2404
    }
dludwig@8429
  2405
}
dludwig@8429
  2406
dludwig@8429
  2407
static void
dludwig@8429
  2408
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
dludwig@8449
  2409
                         D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
dludwig@8449
  2410
                         UINT vertexCount)
dludwig@8429
  2411
{
dludwig@8429
  2412
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
slouken@8582
  2413
slouken@8591
  2414
    ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
slouken@8591
  2415
    ID3D11DeviceContext_Draw(rendererData->d3dContext, vertexCount, 0);
dludwig@8449
  2416
}
dludwig@8449
  2417
dludwig@8449
  2418
static int
dludwig@8450
  2419
D3D11_RenderDrawPoints(SDL_Renderer * renderer,
dludwig@8450
  2420
                       const SDL_FPoint * points, int count)
dludwig@8450
  2421
{
dludwig@8450
  2422
    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
dludwig@8450
  2423
    float r, g, b, a;
dludwig@8607
  2424
    VertexPositionColor *vertices;
dludwig@8607
  2425
    int i;
dludwig@8450
  2426
dludwig@8450
  2427
    r = (float)(renderer->r / 255.0f);
dludwig@8450
  2428
    g = (float)(renderer->g / 255.0f);
dludwig@8450
  2429
    b = (float)(renderer->b / 255.0f);
dludwig@8450
  2430
    a = (float)(renderer->a / 255.0f);
dludwig@8450
  2431
dludwig@8607
  2432
    vertices = SDL_stack_alloc(VertexPositionColor, count);
dludwig@8607
  2433
    for (i = 0; i < min(count, 128); ++i) {
slouken@8591
  2434
        const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
slouken@8582
  2435
        vertices[i] = v;
slouken@8582
  2436
    }
slouken@8582
  2437
slouken@8582
  2438
    D3D11_RenderStartDrawOp(renderer);
slouken@8582
  2439
    D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
slouken@8582
  2440
    if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
slouken@8582
  2441
        SDL_stack_free(vertices);
slouken@8582
  2442
        return -1;
slouken@8582
  2443
    }
slouken@8582
  2444
slouken@8582
  2445
    D3D11_SetPixelShader(
slouken@8582
  2446
        renderer,
slouken@8591
  2447
        rendererData->colorPixelShader,
slouken@8595
  2448
        0,
slouken@8591
  2449
        NULL,