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SDL_render_d3d11.c

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2570 lines (2264 loc) · 90.4 KB
 
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include <d3d11_1.h>
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#include "SDL_shaders_d3d11.h"
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#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
#include <DXGI1_3.h>
#endif
#include "SDL_render_winrt.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
#endif /* __WINRT__ */
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
/* Vertex shader, common values */
typedef struct
{
Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
/* Per-vertex data */
typedef struct
{
Float3 pos;
Float2 tex;
Float4 color;
} VertexPositionColor;
/* Per-texture data */
typedef struct
{
ID3D11Texture2D *mainTexture;
ID3D11ShaderResourceView *mainTextureResourceView;
ID3D11RenderTargetView *mainTextureRenderTargetView;
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
/* YV12 texture support */
SDL_bool yuv;
ID3D11Texture2D *mainTextureU;
ID3D11ShaderResourceView *mainTextureResourceViewU;
ID3D11Texture2D *mainTextureV;
ID3D11ShaderResourceView *mainTextureResourceViewV;
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/* NV12 texture support */
SDL_bool nv12;
ID3D11Texture2D *mainTextureNV;
ID3D11ShaderResourceView *mainTextureResourceViewNV;
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Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
} D3D11_TextureData;
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/* Blend mode data */
typedef struct
{
SDL_BlendMode blendMode;
ID3D11BlendState *blendState;
} D3D11_BlendMode;
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/* Private renderer data */
typedef struct
{
void *hDXGIMod;
void *hD3D11Mod;
IDXGIFactory2 *dxgiFactory;
IDXGIAdapter *dxgiAdapter;
ID3D11Device1 *d3dDevice;
ID3D11DeviceContext1 *d3dContext;
IDXGISwapChain1 *swapChain;
DXGI_SWAP_EFFECT swapEffect;
ID3D11RenderTargetView *mainRenderTargetView;
ID3D11RenderTargetView *currentOffscreenRenderTargetView;
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffer;
ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *pixelShaders[NUM_SHADERS];
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int blendModesCount;
D3D11_BlendMode *blendModes;
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ID3D11SamplerState *nearestPixelSampler;
ID3D11SamplerState *linearSampler;
D3D_FEATURE_LEVEL featureLevel;
/* Rasterizers */
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
/* Vertex buffer constants */
VertexShaderConstants vertexShaderConstantsData;
ID3D11Buffer *vertexShaderConstants;
/* Cached renderer properties */
DXGI_MODE_ROTATION rotation;
ID3D11RenderTargetView *currentRenderTargetView;
ID3D11RasterizerState *currentRasterizerState;
ID3D11BlendState *currentBlendState;
ID3D11PixelShader *currentShader;
ID3D11ShaderResourceView *currentShaderResource;
ID3D11SamplerState *currentSampler;
} D3D11_RenderData;
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/* Define D3D GUIDs here so we don't have to include uuid.lib.
*
* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
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* The extra 'SDL_' was added to the start of each IID's name, in order
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* to prevent build errors on both MinGW-w64 and WinRT/UWP.
* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
* linker errors in WinRT/UWP builds.)
*/
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#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-const-variable"
#endif
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static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
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/* Direct3D 11.1 renderer implementation */
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D11_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
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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);
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);
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);
static int D3D11_UpdateClipRect(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_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 */
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);
SDL_RenderDriver D3D11_RenderDriver = {
D3D11_CreateRenderer,
{
"direct3d11",
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
), /* flags. see SDL_RendererFlags */
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6, /* num_texture_formats */
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{ /* texture_formats */
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_YV12,
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SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
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},
0, /* max_texture_width: will be filled in later */
0 /* max_texture_height: will be filled in later */
}
};
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Uint32
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D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
{
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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)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_RGB888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
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return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
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;
}
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return NULL;
}
renderer->WindowEvent = D3D11_WindowEvent;
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renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
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renderer->CreateTexture = D3D11_CreateTexture;
renderer->UpdateTexture = D3D11_UpdateTexture;
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
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;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
* Failure to use it seems to either result in:
*
* - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
* off (framerate doesn't get capped), but nothing appears on-screen
*
* - with the D3D11 debug runtime turned ON, vsync gets automatically
* turned back on, and the following gets output to the debug console:
*
* DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
*/
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
#endif
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
* order to give init functions access to the underlying window handle:
*/
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;
}
static void
D3D11_ReleaseAll(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
}
/* Release/reset everything else */
if (data) {
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int i;
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SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
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);
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for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
SAFE_RELEASE(data->pixelShaders[i]);
}
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if (data->blendModesCount > 0) {
for (i = 0; i < data->blendModesCount; ++i) {
SAFE_RELEASE(data->blendModes[i].blendState);
}
SDL_free(data->blendModes);
data->blendModesCount = 0;
}
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SAFE_RELEASE(data->nearestPixelSampler);
SAFE_RELEASE(data->linearSampler);
SAFE_RELEASE(data->mainRasterizer);
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
data->currentRasterizerState = NULL;
data->currentBlendState = NULL;
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
/* Unload the D3D libraries. This should be done last, in order
* to prevent IUnknown::Release() calls from crashing.
*/
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
data->hD3D11Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
D3D11_ReleaseAll(renderer);
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
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static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3D11_BLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3D11_BLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3D11_BLEND_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3D11_BLEND_INV_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3D11_BLEND_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3D11_BLEND_INV_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3D11_BLEND_DEST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3D11_BLEND_INV_DEST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3D11_BLEND_DEST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3D11_BLEND_INV_DEST_ALPHA;
default:
return (D3D11_BLEND)0;
}
}
static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return D3D11_BLEND_OP_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return D3D11_BLEND_OP_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return D3D11_BLEND_OP_REV_SUBTRACT;
case SDL_BLENDOPERATION_MINIMUM:
return D3D11_BLEND_OP_MIN;
case SDL_BLENDOPERATION_MAXIMUM:
return D3D11_BLEND_OP_MAX;
default:
return (D3D11_BLEND_OP)0;
}
}
static SDL_bool
D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
ID3D11BlendState *blendState = NULL;
D3D11_BlendMode *blendModes;
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HRESULT result = S_OK;
D3D11_BLEND_DESC blendDesc;
SDL_zero(blendDesc);
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor);
blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor);
blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation);
blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor);
blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor);
blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation);
505
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
Aug 14, 2017
Aug 14, 2017
506
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
507
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
508
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
Aug 14, 2017
Aug 14, 2017
509
return SDL_FALSE;
Aug 14, 2017
Aug 14, 2017
512
513
514
515
516
517
518
519
520
521
522
523
blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
if (!blendModes) {
SAFE_RELEASE(blendState);
SDL_OutOfMemory();
return SDL_FALSE;
}
blendModes[data->blendModesCount].blendMode = blendMode;
blendModes[data->blendModesCount].blendState = blendState;
data->blendModes = blendModes;
++data->blendModesCount;
return SDL_TRUE;
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
}
/* Create resources that depend on the device. */
static HRESULT
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
{
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
ID3D11Device *d3dDevice = NULL;
ID3D11DeviceContext *d3dContext = NULL;
IDXGIDevice1 *dxgiDevice = NULL;
HRESULT result = S_OK;
UINT creationFlags;
Nov 13, 2017
Nov 13, 2017
539
int i;
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
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562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
/* 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
};
D3D11_BUFFER_DESC constantBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory1;
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
goto done;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
if (!CreateDXGIFactoryFunc) {
result = E_FAIL;
goto done;
}
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;
}
#endif /* __WINRT__ */
Oct 1, 2016
Oct 1, 2016
590
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
591
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
592
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
593
594
595
596
597
598
goto done;
}
/* FIXME: Should we use the default adapter? */
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
599
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
600
601
602
603
604
605
606
607
608
goto done;
}
/* This flag adds support for surfaces with a different color channel ordering
* than the API default. It is required for compatibility with Direct2D.
*/
creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
Oct 8, 2016
Oct 8, 2016
609
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
/* Create the Direct3D 11 API device object and a corresponding context. */
result = D3D11CreateDeviceFunc(
data->dxgiAdapter,
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
creationFlags, /* Set set debug and Direct2D compatibility flags. */
featureLevels, /* List of feature levels this app can support. */
SDL_arraysize(featureLevels),
D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
&d3dDevice, /* Returns the Direct3D device created. */
&data->featureLevel, /* Returns feature level of device created. */
&d3dContext /* Returns the device immediate context. */
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
627
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
628
629
630
goto done;
}
Oct 1, 2016
Oct 1, 2016
631
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
632
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
633
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
634
635
636
goto done;
}
Oct 1, 2016
Oct 1, 2016
637
result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
638
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
639
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
640
641
642
goto done;
}
Oct 1, 2016
Oct 1, 2016
643
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
644
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
645
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
646
647
648
649
650
651
652
653
goto done;
}
/* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
* ensures that the application will only render after each VSync, minimizing power consumption.
*/
result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
654
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
goto done;
}
/* Make note of the maximum texture size
* Max texture sizes are documented on MSDN, at:
* http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
*/
switch (data->featureLevel) {
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
break;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
break;
case D3D_FEATURE_LEVEL_9_3:
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
break;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
break;
default:
Oct 1, 2016
Oct 1, 2016
683
SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
684
685
686
687
result = E_FAIL;
goto done;
}
Nov 13, 2017
Nov 13, 2017
688
if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
689
690
691
goto done;
}
Nov 13, 2017
Nov 13, 2017
692
693
694
695
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
goto done;
}
696
697
698
699
700
701
702
703
704
705
706
707
708
}
/* Setup space to hold vertex shader constants: */
SDL_zero(constantBufferDesc);
constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
result = ID3D11Device_CreateBuffer(data->d3dDevice,
&constantBufferDesc,
NULL,
&data->vertexShaderConstants
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
709
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
goto done;
}
/* Create samplers to use when drawing textures: */
SDL_zero(samplerDesc);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->nearestPixelSampler
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
729
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
730
731
732
733
734
735
736
737
738
goto done;
}
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->linearSampler
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
739
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
goto done;
}
/* Setup Direct3D rasterizer states */
SDL_zero(rasterDesc);
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.ScissorEnable = FALSE;
rasterDesc.SlopeScaledDepthBias = 0.0f;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
757
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
758
759
760
761
762
763
goto done;
}
rasterDesc.ScissorEnable = TRUE;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
764
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
765
766
767
768
goto done;
}
/* Create blending states: */
Aug 14, 2017
Aug 14, 2017
769
770
771
if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD)) {
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
/* D3D11_CreateBlendMode will set the SDL error, if it fails */
goto done;
}
/* Setup render state that doesn't change */
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
done:
SAFE_RELEASE(d3dDevice);
SAFE_RELEASE(d3dContext);
SAFE_RELEASE(dxgiDevice);
return result;
}
#ifdef __WIN32__
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
/* FIXME */
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* __WIN32__ */
static BOOL
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
{
switch (rotation) {
case DXGI_MODE_ROTATION_ROTATE90:
case DXGI_MODE_ROTATION_ROTATE270:
return TRUE;
default:
return FALSE;
}
}
static int
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
{
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w;
outRect->top = sdlRect->y;
outRect->bottom = sdlRect->y + sdlRect->h;
if (includeViewportOffset) {
outRect->left += renderer->viewport.x;
outRect->right += renderer->viewport.x;
outRect->top += renderer->viewport.y;
outRect->bottom += renderer->viewport.y;
}
break;
case DXGI_MODE_ROTATION_ROTATE270:
outRect->left = sdlRect->y;
outRect->right = sdlRect->y + sdlRect->h;
outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->bottom = renderer->viewport.w - sdlRect->x;
break;
case DXGI_MODE_ROTATION_ROTATE180:
outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->right = renderer->viewport.w - sdlRect->x;
outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->bottom = renderer->viewport.h - sdlRect->y;
break;
case DXGI_MODE_ROTATION_ROTATE90:
outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->right = renderer->viewport.h - sdlRect->y;
outRect->top = sdlRect->x;
outRect->bottom = sdlRect->x + sdlRect->h;
break;
default:
return SDL_SetError("The physical display is in an unknown or unsupported rotation");
}
return 0;
}
static HRESULT
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
#ifdef __WINRT__
IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
const BOOL usingXAML = (coreWindow == NULL);
#else
IUnknown *coreWindow = NULL;
const BOOL usingXAML = FALSE;
#endif
HRESULT result = S_OK;
/* Create a swap chain using the same adapter as the existing Direct3D device. */
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
SDL_zero(swapChainDesc);
swapChainDesc.Width = w;
swapChainDesc.Height = h;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
/* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
#else
if (usingXAML) {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
} else {
swapChainDesc.Scaling = DXGI_SCALING_NONE;
}
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
#endif
swapChainDesc.Flags = 0;
if (coreWindow) {
result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
coreWindow,
&swapChainDesc,
NULL, /* Allow on all displays. */
&data->swapChain
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
910
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
911
912
913
914
915
916
917
918
919
goto done;
}
} else if (usingXAML) {
result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
&swapChainDesc,
NULL,
&data->swapChain);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
920
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
921
922
923
924
925
926
goto done;
}
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
927
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
928
929
930
goto done;
}
#else
Oct 1, 2016
Oct 1, 2016
931
SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
result = E_FAIL;
goto done;
#endif
} else {
#ifdef __WIN32__
SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
windowinfo.info.win.window,
&swapChainDesc,
NULL,
NULL, /* Allow on all displays. */
&data->swapChain
);
if (FAILED(result)) {
Oct 1, 2016
Oct 1, 2016
950
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
goto done;
}
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
#else
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
goto done;
#endif /* ifdef __WIN32__ / else */
}
data->swapEffect = swapChainDesc.SwapEffect;
done:
SAFE_RELEASE(coreWindow);
return result;
}
/* Initialize all resources that change when the window's size changes. */
static HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
ID3D11Texture2D *backBuffer = NULL;
HRESULT result = S_OK;
int w, h;
/* Release the previous render target view */
D3D11_ReleaseMainRenderTargetView(renderer);
/* The width and height of the swap chain must be based on the display's
* non-rotated size.
*/
SDL_GetWindowSize(renderer->window, &w, &h);
data->rotation = D3D11_GetCurrentRotation();
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
int tmp = w;
w = h;
h = tmp;
}
if (data->swapChain) {
/* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
/* If the swap chain already exists, resize it. */
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
0