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SDL_render_d3d11.c
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#ifdef __WINRT__
#include <windows.ui.core.h>
#include <windows.foundation.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
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using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#endif /* __WINRT__ */
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include <d3d11_1.h>
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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/* Vertex shader, common values */
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typedef struct
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{
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Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
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/* Per-vertex data */
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typedef struct
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{
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Float3 pos;
Float2 tex;
Float4 color;
} VertexPositionColor;
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/* Per-texture data */
typedef struct
{
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ID3D11Texture2D *mainTexture;
ID3D11ShaderResourceView *mainTextureResourceView;
ID3D11RenderTargetView *mainTextureRenderTargetView;
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
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/* YV12 texture support */
SDL_bool yuv;
ID3D11Texture2D *mainTextureU;
ID3D11ShaderResourceView *mainTextureResourceViewU;
ID3D11Texture2D *mainTextureV;
ID3D11ShaderResourceView *mainTextureResourceViewV;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
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} D3D11_TextureData;
/* Private renderer data */
typedef struct
{
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void *hDXGIMod;
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void *hD3D11Mod;
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IDXGIFactory2 *dxgiFactory;
IDXGIAdapter *dxgiAdapter;
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ID3D11Device1 *d3dDevice;
ID3D11DeviceContext1 *d3dContext;
IDXGISwapChain1 *swapChain;
DXGI_SWAP_EFFECT swapEffect;
ID3D11RenderTargetView *mainRenderTargetView;
ID3D11RenderTargetView *currentOffscreenRenderTargetView;
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffer;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *colorPixelShader;
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ID3D11PixelShader *texturePixelShader;
ID3D11PixelShader *yuvPixelShader;
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ID3D11BlendState *blendModeBlend;
ID3D11BlendState *blendModeAdd;
ID3D11BlendState *blendModeMod;
ID3D11SamplerState *nearestPixelSampler;
ID3D11SamplerState *linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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/* Rasterizers */
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
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/* Vertex buffer constants */
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VertexShaderConstants vertexShaderConstantsData;
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ID3D11Buffer *vertexShaderConstants;
/* Cached renderer properties */
DXGI_MODE_ROTATION rotation;
ID3D11RenderTargetView *currentRenderTargetView;
ID3D11RasterizerState *currentRasterizerState;
ID3D11BlendState *currentBlendState;
ID3D11PixelShader *currentShader;
ID3D11ShaderResourceView *currentShaderResource;
ID3D11SamplerState *currentSampler;
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} D3D11_RenderData;
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/* Defined here so we don't have to include uuid.lib */
static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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/* Direct3D 11.x shaders
SDL's shaders are compiled into SDL itself, to simplify distribution.
All Direct3D 11.x shaders were compiled with the following:
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fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
Variables:
- <TYPE>: the type of shader. A table of utilized shader types is
listed below.
- <OUTPUT FILE>: where to store compiled output
- <INPUT FILE>: where to read shader source code from
Shader types:
- ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
Shader object code was converted to a list of DWORDs via the following
*nix style command (available separately from Windows + MSVC):
hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
#else
#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
#endif
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/* The color-only-rendering pixel shader:
--- D3D11_PixelShader_Colors.hlsl ---
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'colors' pixel shader is not defined."
#endif
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/* The texture-rendering pixel shader:
--- D3D11_PixelShader_Textures.hlsl ---
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Textures[] = {
0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Textures[] = {
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0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'textures' pixel shader is not defined"
#endif
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/* The yuv-rendering pixel shader:
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--- D3D11_PixelShader_YUV.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
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float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0625, -0.5, -0.5};
const float3 Rcoeff = {1.164, 0.000, 1.596};
const float3 Gcoeff = {1.164, -0.391, -0.813};
const float3 Bcoeff = {1.164, 2.018, 0.000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_YUV[] = {
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0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012,
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
445
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_YUV[] = {
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0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001,
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051,
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000,
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000,
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
510
0x45475241, 0xabab0054
511
};
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#else
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#error "An appropriate 'yuv' pixel shader is not defined."
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#endif
/* The sole vertex shader:
--- D3D11_VertexShader.hlsl ---
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#pragma pack_matrix( row_major )
cbuffer VertexShaderConstants : register(b0)
{
matrix model;
matrix projectionAndView;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}
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*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_VertexShader[] = {
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0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
619
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
620
621
622
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_VertexShader[] = {
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0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
683
684
685
686
687
};
#else
#error "An appropriate vertex shader is not defined."
#endif
688
689
/* Direct3D 11.1 renderer implementation */
690
691
692
693
694
695
696
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D11_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *srcPixels,
int srcPitch);
697
698
699
700
701
static int D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
702
703
704
705
706
static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
707
static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
708
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710
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714
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719
720
721
722
723
724
725
726
727
static int D3D11_RenderClear(SDL_Renderer * renderer);
static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
const SDL_FRect * rects, int count);
static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
static void D3D11_RenderPresent(SDL_Renderer * renderer);
static void D3D11_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
/* Direct3D 11.1 Internal Functions */
728
729
730
731
732
static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
733
734
SDL_RenderDriver D3D11_RenderDriver = {
735
736
D3D11_CreateRenderer,
{
737
"direct3d11",
738
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741
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
742
), /* flags. see SDL_RendererFlags */
743
4, /* num_texture_formats */
744
{ /* texture_formats */
745
SDL_PIXELFORMAT_ARGB8888,
746
SDL_PIXELFORMAT_RGB888,
747
748
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV
749
},
750
751
0, /* max_texture_width: will be filled in later */
0 /* max_texture_height: will be filled in later */
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
}
};
static Uint32
DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
switch (dxgiFormat) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
return SDL_PIXELFORMAT_ARGB8888;
case DXGI_FORMAT_B8G8R8X8_UNORM:
return SDL_PIXELFORMAT_RGB888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static DXGI_FORMAT
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
{
771
772
773
774
775
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_RGB888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
776
777
778
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
return DXGI_FORMAT_R8_UNORM;
779
780
781
default:
return DXGI_FORMAT_UNKNOWN;
}
782
}
783
784
785
786
787
788
789
790
791
792
793
794
795
SDL_Renderer *
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D11_RenderData *data;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
796
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
797
798
799
800
801
802
803
804
if (!data) {
SDL_OutOfMemory();
return NULL;
}
renderer->WindowEvent = D3D11_WindowEvent;
renderer->CreateTexture = D3D11_CreateTexture;
renderer->UpdateTexture = D3D11_UpdateTexture;
805
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->UpdateViewport = D3D11_UpdateViewport;
renderer->UpdateClipRect = D3D11_UpdateClipRect;
renderer->RenderClear = D3D11_RenderClear;
renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderFillRects = D3D11_RenderFillRects;
renderer->RenderCopy = D3D11_RenderCopy;
renderer->RenderCopyEx = D3D11_RenderCopyEx;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;
renderer->DestroyTexture = D3D11_DestroyTexture;
renderer->DestroyRenderer = D3D11_DestroyRenderer;
renderer->info = D3D11_RenderDriver.info;
822
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
823
824
renderer->driverdata = data;
825
826
827
828
829
830
831
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
* order to give init functions access to the underlying window handle:
*/
832
833
834
835
836
837
838
839
840
841
842
843
844
renderer->window = window;
/* Initialize Direct3D resources */
if (FAILED(D3D11_CreateDeviceResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
return renderer;
845
846
847
848
849
850
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
851
852
if (data) {
853
854
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
855
856
857
858
859
860
861
862
863
SAFE_RELEASE(data->d3dDevice);
SAFE_RELEASE(data->d3dContext);
SAFE_RELEASE(data->swapChain);
SAFE_RELEASE(data->mainRenderTargetView);
SAFE_RELEASE(data->currentOffscreenRenderTargetView);
SAFE_RELEASE(data->inputLayout);
SAFE_RELEASE(data->vertexBuffer);
SAFE_RELEASE(data->vertexShader);
SAFE_RELEASE(data->colorPixelShader);
864
865
SAFE_RELEASE(data->texturePixelShader);
SAFE_RELEASE(data->yuvPixelShader);
866
867
868
869
870
871
872
873
874
875
876
877
SAFE_RELEASE(data->blendModeBlend);
SAFE_RELEASE(data->blendModeAdd);
SAFE_RELEASE(data->blendModeMod);
SAFE_RELEASE(data->nearestPixelSampler);
SAFE_RELEASE(data->linearSampler);
SAFE_RELEASE(data->mainRasterizer);
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
}
878
879
880
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
}
881
SDL_free(data);
882
}
883
SDL_free(renderer);
884
885
886
887
888
889
890
}
static HRESULT
D3D11_CreateBlendMode(SDL_Renderer * renderer,
BOOL enableBlending,
D3D11_BLEND srcBlend,
D3D11_BLEND destBlend,
891
892
D3D11_BLEND srcBlendAlpha,
D3D11_BLEND destBlendAlpha,
893
894
895
896
ID3D11BlendState ** blendStateOutput)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
897
898
D3D11_BLEND_DESC blendDesc;
899
SDL_zero(blendDesc);
900
901
902
903
904
905
906
907
908
909
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = enableBlending;
blendDesc.RenderTarget[0].SrcBlend = srcBlend;
blendDesc.RenderTarget[0].DestBlend = destBlend;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
910
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
911
912
913
914
915
916
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
return result;
}
return S_OK;
917
918
}
919
920
/* Create resources that depend on the device. */
static HRESULT
921
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
922
{
923
924
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
925
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
926
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
927
IDXGIAdapter *d3dAdapter = NULL;
928
929
ID3D11Device *d3dDevice = NULL;
ID3D11DeviceContext *d3dContext = NULL;
930
IDXGIDevice1 *dxgiDevice = NULL;
931
HRESULT result = S_OK;
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
UINT creationFlags;
const char *hint;
/* This array defines the set of DirectX hardware feature levels this app will support.
* Note the ordering should be preserved.
* Don't forget to declare your application's minimum required feature level in its
* description. All applications are assumed to support 9.1 unless otherwise stated.
*/
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
/* Declare how the input layout for SDL's vertex shader will be setup: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
D3D11_BUFFER_DESC constantBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
962
963
#ifdef __WINRT__
964
CreateDXGIFactoryFunc = CreateDXGIFactory;
965
D3D11CreateDeviceFunc = D3D11CreateDevice;
966
967
#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
968
969
970
if (!data->hDXGIMod) {
result = E_FAIL;
goto done;
971
972
973
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
974
975
976
977
978
if (!CreateDXGIFactoryFunc) {
result = E_FAIL;
goto done;
}
979
980
981
982
983
984
985
986
987
988
989
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
if (!data->hD3D11Mod) {
result = E_FAIL;
goto done;
}
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
if (!D3D11CreateDeviceFunc) {
result = E_FAIL;
goto done;
}
990
991
992
#endif /* __WINRT__ */
result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
993
994
995
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result);
goto done;
996
997
998
999
}
/* FIXME: Should we use the default adapter? */
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
1000
if (FAILED(result)) {