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WinRT: moved contents of the d3d11 renderer's header file into its im…
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…plementation file
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DavidLudwig committed Dec 25, 2013
1 parent d4ae392 commit 2225493
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Showing 6 changed files with 67 additions and 96 deletions.
1 change: 0 additions & 1 deletion VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj
Expand Up @@ -215,7 +215,6 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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3 changes: 0 additions & 3 deletions VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj.filters
Expand Up @@ -318,9 +318,6 @@
<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
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1 change: 0 additions & 1 deletion VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj
Expand Up @@ -284,7 +284,6 @@
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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3 changes: 0 additions & 3 deletions VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj.filters
Expand Up @@ -599,9 +599,6 @@
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
<Filter>Header Files</Filter>
</ClInclude>
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69 changes: 67 additions & 2 deletions src/render/direct3d11/SDL_render_d3d11.cpp
Expand Up @@ -49,7 +49,10 @@ extern "C" {
#include <string>
#include <vector>

#include "SDL_render_d3d11_cpp.h"
#include <D3D11_1.h>
#include <DirectXMath.h>
#include <wrl/client.h>


using namespace DirectX;
using namespace Microsoft::WRL;
Expand All @@ -64,8 +67,70 @@ using namespace Windows::UI::Core;
static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;

/* Direct3D 11.1 renderer implementation */
/* Vertex shader, common values */
struct SDL_VertexShaderConstants
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};

/* Per-vertex data */
struct VertexPositionColor
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
DirectX::XMFLOAT4 color;
};

/* Per-texture data */
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
SDL_PixelFormat * pixelFormat;
Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
DirectX::XMINT2 lockedTexturePosition;
D3D11_FILTER scaleMode;
} D3D11_TextureData;

/* Private renderer data */
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
D3D_FEATURE_LEVEL featureLevel;

// Vertex buffer constants:
SDL_VertexShaderConstants vertexShaderConstantsData;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;

// Cached renderer properties.
DirectX::XMFLOAT2 windowSizeInDIPs;
DirectX::XMFLOAT2 renderTargetSize;
Windows::Graphics::Display::DisplayOrientations orientation;

// Transform used for display orientation.
DirectX::XMFLOAT4X4 orientationTransform3D;
} D3D11_RenderData;


/* 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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86 changes: 0 additions & 86 deletions src/render/direct3d11/SDL_render_d3d11_cpp.h

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