Skip to content
This repository has been archived by the owner on Feb 11, 2021. It is now read-only.

Latest commit

 

History

History
74 lines (62 loc) · 2.55 KB

SDL_render_d3d11_cpp.h

File metadata and controls

74 lines (62 loc) · 2.55 KB
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
/*
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.
*/
#include "SDL_config.h"
#include <D3D11_1.h>
Feb 9, 2013
Feb 9, 2013
24
#include <DirectXMath.h>
25
26
#include <wrl/client.h>
Feb 10, 2013
Feb 10, 2013
27
28
struct SDL_VertexShaderConstants
{
Feb 13, 2013
Feb 13, 2013
29
DirectX::XMFLOAT4X4 view;
Feb 10, 2013
Feb 10, 2013
30
31
32
DirectX::XMFLOAT4X4 projection;
};
33
34
35
36
37
38
39
40
41
42
43
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixelShader;
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
Feb 13, 2013
Feb 13, 2013
44
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
Feb 9, 2013
Feb 9, 2013
45
46
D3D_FEATURE_LEVEL featureLevel;
bool loadingComplete;
Feb 9, 2013
Feb 9, 2013
47
Feb 10, 2013
Feb 10, 2013
48
49
50
51
// Vertex buffer constants:
SDL_VertexShaderConstants vertexShaderConstantsData;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
Feb 9, 2013
Feb 9, 2013
52
53
54
55
56
57
58
// Cached renderer properties.
DirectX::XMFLOAT2 windowSizeInDIPs;
DirectX::XMFLOAT2 renderTargetSize;
Windows::Graphics::Display::DisplayOrientations orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 orientationTransform3D;
59
60
61
62
} D3D11_RenderData;
typedef struct
{
Feb 9, 2013
Feb 9, 2013
63
64
65
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
SDL_PixelFormat * pixelFormat;
Feb 9, 2013
Feb 9, 2013
68
69
70
71
72
73
struct VertexPositionColor
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
};
74
/* vi: set ts=4 sw=4 expandtab: */