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WinRT: added line drawing support to the Direct3D 11.1 rendering backend
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DavidLudwig committed Mar 25, 2013
1 parent 9fda97a commit 4a0164c
Showing 1 changed file with 57 additions and 10 deletions.
67 changes: 57 additions & 10 deletions src/render/direct3d11/SDL_render_d3d11.cpp
Expand Up @@ -67,8 +67,8 @@ static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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_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,
Expand Down Expand Up @@ -144,7 +144,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateViewport = D3D11_UpdateViewport;
renderer->RenderClear = D3D11_RenderClear;
//renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
//renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderDrawLines = D3D11_RenderDrawLines;
renderer->RenderFillRects = D3D11_RenderFillRects;
renderer->RenderCopy = D3D11_RenderCopy;
//renderer->RenderCopyEx = D3D11_RenderCopyEx;
Expand Down Expand Up @@ -1090,15 +1090,25 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;

if (rendererData->vertexBuffer) {
D3D11_BUFFER_DESC vertexBufferDesc;

if (rendererData->vertexBuffer) {
rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
} else {
memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
}

if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertexData, dataSizeInBytes, 0);
} else {
vertexBufferDesc.ByteWidth = dataSizeInBytes;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = vertexData;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(dataSizeInBytes, D3D11_BIND_VERTEX_BUFFER);

result = rendererData->d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
Expand Down Expand Up @@ -1178,15 +1188,52 @@ D3D11_SetPixelShader(SDL_Renderer * renderer,

static void
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology)
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
UINT vertexCount)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
rendererData->d3dContext->IASetInputLayout(rendererData->inputLayout.Get());
rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
rendererData->d3dContext->Draw(4, 0);
rendererData->d3dContext->Draw(vertexCount, 0);
}

static int
D3D11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
float r, g, b, a;

r = (float)(renderer->r / 255.0f);
g = (float)(renderer->g / 255.0f);
b = (float)(renderer->b / 255.0f);
a = (float)(renderer->a / 255.0f);

vector<VertexPositionColor> vertices;
vertices.reserve(count);
for (int i = 0; i < count; ++i) {
VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
vertices.push_back(v);
}

D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
return -1;
}

D3D11_SetPixelShader(
renderer,
rendererData->colorPixelShader.Get(),
nullptr,
nullptr);

D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, vertices.size());

return 0;
}

static int
Expand Down Expand Up @@ -1246,7 +1293,7 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
nullptr,
nullptr);

D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
}

return 0;
Expand Down Expand Up @@ -1283,7 +1330,7 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
textureData->mainTextureResourceView.Get(),
rendererData->mainSampler.Get());

D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));

return 0;
}
Expand Down

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