2015-06-21 17:33:46 +02:00
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/*
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Simple DirectMedia Layer
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2019-01-05 07:01:14 +01:00
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 17:33:46 +02:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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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"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include <d3d11_1.h>
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2017-11-13 07:51:12 +01:00
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#include "SDL_shaders_d3d11.h"
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2015-06-21 17:33:46 +02:00
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#ifdef __WINRT__
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#if NTDDI_VERSION > NTDDI_WIN8
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#include <DXGI1_3.h>
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#endif
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#include "SDL_render_winrt.h"
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
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extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
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#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
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#endif /* __WINRT__ */
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2016-10-01 19:28:00 +02:00
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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2015-06-21 17:33:46 +02:00
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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2018-10-03 06:52:37 +02:00
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/* !!! FIXME: vertex buffer bandwidth could be significantly lower; move color to a uniform, only use UV coords
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!!! FIXME: when textures are needed, and don't ever pass Z, since it's always zero. */
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2015-06-21 17:33:46 +02:00
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/* Vertex shader, common values */
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typedef struct
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{
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Float4X4 model;
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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/* Per-vertex data */
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typedef struct
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{
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Float3 pos;
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Float2 tex;
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Float4 color;
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} VertexPositionColor;
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/* Per-texture data */
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typedef struct
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{
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ID3D11Texture2D *mainTexture;
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ID3D11ShaderResourceView *mainTextureResourceView;
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ID3D11RenderTargetView *mainTextureRenderTargetView;
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ID3D11Texture2D *stagingTexture;
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int lockedTexturePositionX;
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int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
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/* YV12 texture support */
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SDL_bool yuv;
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ID3D11Texture2D *mainTextureU;
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ID3D11ShaderResourceView *mainTextureResourceViewU;
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ID3D11Texture2D *mainTextureV;
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ID3D11ShaderResourceView *mainTextureResourceViewV;
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2017-11-13 07:51:12 +01:00
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/* NV12 texture support */
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SDL_bool nv12;
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ID3D11Texture2D *mainTextureNV;
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ID3D11ShaderResourceView *mainTextureResourceViewNV;
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2015-06-21 17:33:46 +02:00
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Uint8 *pixels;
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int pitch;
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SDL_Rect locked_rect;
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} D3D11_TextureData;
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Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
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/* Blend mode data */
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typedef struct
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{
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SDL_BlendMode blendMode;
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ID3D11BlendState *blendState;
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} D3D11_BlendMode;
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2015-06-21 17:33:46 +02:00
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/* Private renderer data */
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typedef struct
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{
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void *hDXGIMod;
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void *hD3D11Mod;
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IDXGIFactory2 *dxgiFactory;
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IDXGIAdapter *dxgiAdapter;
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ID3D11Device1 *d3dDevice;
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ID3D11DeviceContext1 *d3dContext;
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IDXGISwapChain1 *swapChain;
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DXGI_SWAP_EFFECT swapEffect;
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ID3D11RenderTargetView *mainRenderTargetView;
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ID3D11RenderTargetView *currentOffscreenRenderTargetView;
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ID3D11InputLayout *inputLayout;
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2018-10-04 01:05:20 +02:00
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ID3D11Buffer *vertexBuffers[8];
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size_t vertexBufferSizes[8];
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2015-06-21 17:33:46 +02:00
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ID3D11VertexShader *vertexShader;
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2017-11-13 07:51:12 +01:00
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ID3D11PixelShader *pixelShaders[NUM_SHADERS];
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Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
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int blendModesCount;
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D3D11_BlendMode *blendModes;
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2015-06-21 17:33:46 +02:00
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ID3D11SamplerState *nearestPixelSampler;
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ID3D11SamplerState *linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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/* Rasterizers */
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ID3D11RasterizerState *mainRasterizer;
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ID3D11RasterizerState *clippedRasterizer;
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/* Vertex buffer constants */
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VertexShaderConstants vertexShaderConstantsData;
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ID3D11Buffer *vertexShaderConstants;
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/* Cached renderer properties */
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DXGI_MODE_ROTATION rotation;
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ID3D11RenderTargetView *currentRenderTargetView;
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ID3D11RasterizerState *currentRasterizerState;
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ID3D11BlendState *currentBlendState;
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ID3D11PixelShader *currentShader;
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ID3D11ShaderResourceView *currentShaderResource;
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ID3D11SamplerState *currentSampler;
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2018-10-03 06:52:37 +02:00
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SDL_bool cliprectDirty;
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SDL_bool currentCliprectEnabled;
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SDL_Rect currentCliprect;
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SDL_Rect currentViewport;
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int currentViewportRotation;
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SDL_bool viewportDirty;
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2018-10-04 00:23:53 +02:00
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Float4X4 identity;
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2018-10-04 01:05:20 +02:00
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int currentVertexBuffer;
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2015-06-21 17:33:46 +02:00
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} D3D11_RenderData;
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2016-10-02 00:10:15 +02:00
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/* Define D3D GUIDs here so we don't have to include uuid.lib.
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*
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* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
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2016-10-02 00:23:43 +02:00
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* The extra 'SDL_' was added to the start of each IID's name, in order
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2016-10-02 00:10:15 +02:00
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* to prevent build errors on both MinGW-w64 and WinRT/UWP.
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* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
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* linker errors in WinRT/UWP builds.)
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*/
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2016-10-02 00:49:15 +02:00
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#ifdef __GNUC__
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-const-variable"
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#endif
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2016-10-02 00:23:43 +02:00
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static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
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static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
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static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
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static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
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static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
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static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
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static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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2015-06-21 17:33:46 +02:00
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2016-10-02 00:49:15 +02:00
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#ifdef __GNUC__
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#pragma GCC diagnostic pop
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#endif
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2015-06-21 17:33:46 +02:00
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2015-11-26 06:41:39 +01:00
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Uint32
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2017-11-13 07:51:12 +01:00
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D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
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{
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2015-06-21 17:33:46 +02:00
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switch (dxgiFormat) {
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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return SDL_PIXELFORMAT_ARGB8888;
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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return SDL_PIXELFORMAT_RGB888;
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default:
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return SDL_PIXELFORMAT_UNKNOWN;
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}
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}
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static DXGI_FORMAT
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SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
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{
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switch (sdlFormat) {
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case SDL_PIXELFORMAT_ARGB8888:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_RGB888:
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return DXGI_FORMAT_B8G8R8X8_UNORM;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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2017-11-13 07:51:12 +01:00
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case SDL_PIXELFORMAT_NV12: /* For the Y texture */
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case SDL_PIXELFORMAT_NV21: /* For the Y texture */
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2015-06-21 17:33:46 +02:00
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return DXGI_FORMAT_R8_UNORM;
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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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2018-10-04 00:23:53 +02:00
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static void D3D11_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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2015-06-21 17:33:46 +02:00
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static void
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D3D11_ReleaseAll(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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SDL_Texture *texture = NULL;
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/* Release all textures */
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for (texture = renderer->textures; texture; texture = texture->next) {
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D3D11_DestroyTexture(renderer, texture);
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}
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/* Release/reset everything else */
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if (data) {
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Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
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int i;
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2015-06-21 17:33:46 +02:00
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SAFE_RELEASE(data->dxgiFactory);
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SAFE_RELEASE(data->dxgiAdapter);
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SAFE_RELEASE(data->d3dDevice);
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SAFE_RELEASE(data->d3dContext);
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SAFE_RELEASE(data->swapChain);
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SAFE_RELEASE(data->mainRenderTargetView);
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SAFE_RELEASE(data->currentOffscreenRenderTargetView);
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SAFE_RELEASE(data->inputLayout);
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2018-10-04 01:05:20 +02:00
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for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
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SAFE_RELEASE(data->vertexBuffers[i]);
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}
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2015-06-21 17:33:46 +02:00
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SAFE_RELEASE(data->vertexShader);
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2017-11-13 07:51:12 +01:00
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for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
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SAFE_RELEASE(data->pixelShaders[i]);
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}
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Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
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if (data->blendModesCount > 0) {
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for (i = 0; i < data->blendModesCount; ++i) {
|
|
|
|
SAFE_RELEASE(data->blendModes[i].blendState);
|
|
|
|
}
|
|
|
|
SDL_free(data->blendModes);
|
|
|
|
|
|
|
|
data->blendModesCount = 0;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
static ID3D11BlendState *
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
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;
|
2015-06-21 17:33:46 +02:00
|
|
|
HRESULT result = S_OK;
|
|
|
|
|
|
|
|
D3D11_BLEND_DESC blendDesc;
|
|
|
|
SDL_zero(blendDesc);
|
|
|
|
blendDesc.AlphaToCoverageEnable = FALSE;
|
|
|
|
blendDesc.IndependentBlendEnable = FALSE;
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
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);
|
2015-06-21 17:33:46 +02:00
|
|
|
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
|
2018-10-04 00:23:53 +02:00
|
|
|
return NULL;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
|
|
|
|
if (!blendModes) {
|
|
|
|
SAFE_RELEASE(blendState);
|
|
|
|
SDL_OutOfMemory();
|
2018-10-04 00:23:53 +02:00
|
|
|
return NULL;
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
}
|
|
|
|
blendModes[data->blendModesCount].blendMode = blendMode;
|
|
|
|
blendModes[data->blendModesCount].blendState = blendState;
|
|
|
|
data->blendModes = blendModes;
|
|
|
|
++data->blendModesCount;
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
return blendState;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* 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;
|
2017-11-13 07:51:12 +01:00
|
|
|
int i;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
|
2018-02-12 15:00:00 +01:00
|
|
|
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
|
2015-06-21 17:33:46 +02:00
|
|
|
if (!CreateDXGIFactoryFunc) {
|
|
|
|
result = E_FAIL;
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
|
|
|
|
if (!data->hD3D11Mod) {
|
|
|
|
result = E_FAIL;
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2018-02-12 15:00:00 +01:00
|
|
|
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
|
2015-06-21 17:33:46 +02:00
|
|
|
if (!D3D11CreateDeviceFunc) {
|
|
|
|
result = E_FAIL;
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
#endif /* __WINRT__ */
|
|
|
|
|
2016-10-02 00:49:15 +02:00
|
|
|
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* FIXME: Should we use the default adapter? */
|
|
|
|
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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. */
|
2016-10-08 08:40:44 +02:00
|
|
|
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
|
2015-06-21 17:33:46 +02:00
|
|
|
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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2016-10-02 00:49:15 +02:00
|
|
|
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2016-10-02 00:49:15 +02:00
|
|
|
result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2016-10-02 00:49:15 +02:00
|
|
|
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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:
|
2016-10-01 19:28:00 +02:00
|
|
|
SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
|
2015-06-21 17:33:46 +02:00
|
|
|
result = E_FAIL;
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
|
|
|
|
if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
|
|
|
|
goto done;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* 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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
|
|
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
|
|
|
|
&samplerDesc,
|
|
|
|
&data->linearSampler
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
rasterDesc.ScissorEnable = TRUE;
|
|
|
|
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create blending states: */
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
|
|
|
|
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
|
|
|
|
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD)) {
|
2015-06-21 17:33:46 +02:00
|
|
|
/* 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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
} else if (usingXAML) {
|
|
|
|
result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
|
|
|
|
(IUnknown *)data->d3dDevice,
|
|
|
|
&swapChainDesc,
|
|
|
|
NULL,
|
|
|
|
&data->swapChain);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
|
|
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
#else
|
2016-10-01 19:28:00 +02:00
|
|
|
SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
|
2015-06-21 17:33:46 +02:00
|
|
|
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)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
static void
|
|
|
|
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
|
|
|
|
SAFE_RELEASE(data->mainRenderTargetView);
|
|
|
|
}
|
|
|
|
|
|
|
|
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
|
|
|
|
|
|
|
|
|
|
|
|
HRESULT
|
|
|
|
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
HRESULT result = S_OK;
|
|
|
|
|
|
|
|
D3D11_ReleaseAll(renderer);
|
|
|
|
|
|
|
|
result = D3D11_CreateDeviceResources(renderer);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
/* D3D11_CreateDeviceResources will set the SDL error */
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
result = D3D11_UpdateForWindowSizeChange(renderer);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
/* D3D11_UpdateForWindowSizeChange will set the SDL error */
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Let the application know that the device has been reset */
|
|
|
|
{
|
|
|
|
SDL_Event event;
|
|
|
|
event.type = SDL_RENDER_DEVICE_RESET;
|
|
|
|
SDL_PushEvent(&event);
|
|
|
|
}
|
|
|
|
|
|
|
|
return S_OK;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
/* 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
|
|
|
|
);
|
|
|
|
if (result == DXGI_ERROR_DEVICE_REMOVED) {
|
|
|
|
/* If the device was removed for any reason, a new device and swap chain will need to be created. */
|
|
|
|
D3D11_HandleDeviceLost(renderer);
|
|
|
|
|
|
|
|
/* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
|
|
|
|
* and correctly set up the new device.
|
|
|
|
*/
|
|
|
|
goto done;
|
|
|
|
} else if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
} else {
|
|
|
|
result = D3D11_CreateSwapChain(renderer, w, h);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
|
|
|
/* Set the proper rotation for the swap chain.
|
|
|
|
*
|
|
|
|
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
|
|
|
* on Windows Phone 8.0, nor is it supported there.
|
|
|
|
*
|
|
|
|
* IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
|
|
|
|
* however I've yet to find a way to make it work. It might have something to
|
|
|
|
* do with IDXGISwapChain::ResizeBuffers appearing to not being available on
|
|
|
|
* Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
|
|
|
|
* The call doesn't appear to be entirely necessary though, and is a performance-related
|
|
|
|
* call, at least according to the following page on MSDN:
|
|
|
|
* http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
|
|
|
|
* -- David L.
|
|
|
|
*
|
|
|
|
* TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
|
|
|
|
*/
|
|
|
|
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
|
|
|
|
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
result = IDXGISwapChain_GetBuffer(data->swapChain,
|
|
|
|
0,
|
2016-10-02 00:23:43 +02:00
|
|
|
&SDL_IID_ID3D11Texture2D,
|
2016-10-02 00:49:15 +02:00
|
|
|
(void **)&backBuffer
|
2015-06-21 17:33:46 +02:00
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a render target view of the swap chain back buffer. */
|
|
|
|
result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
|
|
|
|
(ID3D11Resource *)backBuffer,
|
|
|
|
NULL,
|
|
|
|
&data->mainRenderTargetView
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
data->viewportDirty = SDL_TRUE;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(backBuffer);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* This method is called when the window's size changes. */
|
|
|
|
static HRESULT
|
|
|
|
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
return D3D11_CreateWindowSizeDependentResources(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
D3D11_Trim(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
#ifdef __WINRT__
|
|
|
|
#if NTDDI_VERSION > NTDDI_WIN8
|
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
HRESULT result = S_OK;
|
|
|
|
IDXGIDevice3 *dxgiDevice = NULL;
|
|
|
|
|
2016-10-02 00:23:43 +02:00
|
|
|
result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
|
2015-06-21 17:33:46 +02:00
|
|
|
if (FAILED(result)) {
|
|
|
|
//WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
IDXGIDevice3_Trim(dxgiDevice);
|
|
|
|
SAFE_RELEASE(dxgiDevice);
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|
|
|
{
|
|
|
|
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
|
|
D3D11_UpdateForWindowSizeChange(renderer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
static SDL_bool
|
|
|
|
D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
|
|
|
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
|
|
|
|
!GetBlendEquation(colorOperation) ||
|
|
|
|
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
|
|
|
|
!GetBlendEquation(alphaOperation)) {
|
|
|
|
return SDL_FALSE;
|
|
|
|
}
|
|
|
|
return SDL_TRUE;
|
|
|
|
}
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
static int
|
|
|
|
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData;
|
|
|
|
HRESULT result;
|
|
|
|
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
|
|
|
D3D11_TEXTURE2D_DESC textureDesc;
|
|
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
|
|
|
|
2016-10-02 00:49:15 +02:00
|
|
|
if (textureFormat == DXGI_FORMAT_UNKNOWN) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
|
|
|
__FUNCTION__, texture->format);
|
|
|
|
}
|
|
|
|
|
|
|
|
textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
|
|
|
|
if (!textureData) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return -1;
|
|
|
|
}
|
2018-05-08 04:52:25 +02:00
|
|
|
textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
texture->driverdata = textureData;
|
|
|
|
|
|
|
|
SDL_zero(textureDesc);
|
|
|
|
textureDesc.Width = texture->w;
|
|
|
|
textureDesc.Height = texture->h;
|
|
|
|
textureDesc.MipLevels = 1;
|
|
|
|
textureDesc.ArraySize = 1;
|
|
|
|
textureDesc.Format = textureFormat;
|
|
|
|
textureDesc.SampleDesc.Count = 1;
|
|
|
|
textureDesc.SampleDesc.Quality = 0;
|
|
|
|
textureDesc.MiscFlags = 0;
|
|
|
|
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
|
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
} else {
|
|
|
|
textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
|
|
textureDesc.CPUAccessFlags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
|
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
|
|
|
} else {
|
|
|
|
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
}
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&textureDesc,
|
|
|
|
NULL,
|
|
|
|
&textureData->mainTexture
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
|
|
|
texture->format == SDL_PIXELFORMAT_IYUV) {
|
|
|
|
textureData->yuv = SDL_TRUE;
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
textureDesc.Width = (textureDesc.Width + 1) / 2;
|
|
|
|
textureDesc.Height = (textureDesc.Height + 1) / 2;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&textureDesc,
|
|
|
|
NULL,
|
|
|
|
&textureData->mainTextureU
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&textureDesc,
|
|
|
|
NULL,
|
|
|
|
&textureData->mainTextureV
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (texture->format == SDL_PIXELFORMAT_NV12 ||
|
|
|
|
texture->format == SDL_PIXELFORMAT_NV21) {
|
|
|
|
D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
|
|
|
|
|
|
|
|
textureData->nv12 = SDL_TRUE;
|
|
|
|
|
|
|
|
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
|
|
|
|
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
|
|
|
|
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&nvTextureDesc,
|
|
|
|
NULL,
|
|
|
|
&textureData->mainTextureNV
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
resourceViewDesc.Format = textureDesc.Format;
|
|
|
|
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
|
|
resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
|
|
|
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
|
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
|
|
&resourceViewDesc,
|
|
|
|
&textureData->mainTextureResourceView
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (textureData->yuv) {
|
|
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
|
|
(ID3D11Resource *)textureData->mainTextureU,
|
|
|
|
&resourceViewDesc,
|
|
|
|
&textureData->mainTextureResourceViewU
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
|
|
(ID3D11Resource *)textureData->mainTextureV,
|
|
|
|
&resourceViewDesc,
|
|
|
|
&textureData->mainTextureResourceViewV
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (textureData->nv12) {
|
|
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
|
|
|
|
|
|
|
|
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
|
|
(ID3D11Resource *)textureData->mainTextureNV,
|
|
|
|
&nvResourceViewDesc,
|
|
|
|
&textureData->mainTextureResourceViewNV
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
|
|
|
|
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
|
|
|
renderTargetViewDesc.Format = textureDesc.Format;
|
|
|
|
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
|
|
|
renderTargetViewDesc.Texture2D.MipSlice = 0;
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
|
|
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
|
|
&renderTargetViewDesc,
|
|
|
|
&textureData->mainTextureRenderTargetView);
|
|
|
|
if (FAILED(result)) {
|
|
|
|
D3D11_DestroyTexture(renderer, texture);
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
|
|
SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
if (!data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SAFE_RELEASE(data->mainTexture);
|
|
|
|
SAFE_RELEASE(data->mainTextureResourceView);
|
|
|
|
SAFE_RELEASE(data->mainTextureRenderTargetView);
|
|
|
|
SAFE_RELEASE(data->stagingTexture);
|
|
|
|
SAFE_RELEASE(data->mainTextureU);
|
|
|
|
SAFE_RELEASE(data->mainTextureResourceViewU);
|
|
|
|
SAFE_RELEASE(data->mainTextureV);
|
|
|
|
SAFE_RELEASE(data->mainTextureResourceViewV);
|
|
|
|
SDL_free(data->pixels);
|
|
|
|
SDL_free(data);
|
|
|
|
texture->driverdata = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
2017-11-13 07:51:12 +01:00
|
|
|
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
|
|
|
ID3D11Texture2D *stagingTexture;
|
|
|
|
const Uint8 *src;
|
|
|
|
Uint8 *dst;
|
|
|
|
int row;
|
|
|
|
UINT length;
|
|
|
|
HRESULT result;
|
|
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
|
|
|
|
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
|
|
|
|
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
|
|
|
|
stagingTextureDesc.Width = w;
|
|
|
|
stagingTextureDesc.Height = h;
|
|
|
|
stagingTextureDesc.BindFlags = 0;
|
|
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&stagingTextureDesc,
|
|
|
|
NULL,
|
|
|
|
&stagingTexture);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Get a write-only pointer to data in the staging texture: */
|
|
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0,
|
|
|
|
D3D11_MAP_WRITE,
|
|
|
|
0,
|
|
|
|
&textureMemory
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
SAFE_RELEASE(stagingTexture);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
src = (const Uint8 *)pixels;
|
|
|
|
dst = textureMemory.pData;
|
2017-11-13 07:51:12 +01:00
|
|
|
length = w * bpp;
|
2015-06-21 17:33:46 +02:00
|
|
|
if (length == pitch && length == textureMemory.RowPitch) {
|
|
|
|
SDL_memcpy(dst, src, length*h);
|
|
|
|
} else {
|
|
|
|
if (length > (UINT)pitch) {
|
|
|
|
length = pitch;
|
|
|
|
}
|
|
|
|
if (length > textureMemory.RowPitch) {
|
|
|
|
length = textureMemory.RowPitch;
|
|
|
|
}
|
|
|
|
for (row = 0; row < h; ++row) {
|
|
|
|
SDL_memcpy(dst, src, length);
|
|
|
|
src += pitch;
|
|
|
|
dst += textureMemory.RowPitch;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Commit the pixel buffer's changes back to the staging texture: */
|
|
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0);
|
|
|
|
|
|
|
|
/* Copy the staging texture's contents back to the texture: */
|
|
|
|
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)texture,
|
|
|
|
0,
|
|
|
|
x,
|
|
|
|
y,
|
|
|
|
0,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0,
|
|
|
|
NULL);
|
|
|
|
|
|
|
|
SAFE_RELEASE(stagingTexture);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * rect, const void * srcPixels,
|
|
|
|
int srcPitch)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
if (!textureData) {
|
|
|
|
SDL_SetError("Texture is not currently available");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (textureData->yuv) {
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
|
|
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
|
|
srcPixels = (const void*)((const Uint8*)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
|
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
2017-11-13 07:51:12 +01:00
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (textureData->nv12) {
|
2015-06-21 17:33:46 +02:00
|
|
|
/* Skip to the correct offset into the next texture */
|
2017-11-13 07:51:12 +01:00
|
|
|
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
|
|
|
|
|
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2*((srcPitch + 1) / 2)) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
if (!textureData) {
|
|
|
|
SDL_SetError("Texture is not currently available");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
2017-11-13 07:51:12 +01:00
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * rect, void **pixels, int *pitch)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
HRESULT result = S_OK;
|
|
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
|
|
|
|
if (!textureData) {
|
|
|
|
SDL_SetError("Texture is not currently available");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (textureData->yuv || textureData->nv12) {
|
2015-06-21 17:33:46 +02:00
|
|
|
/* It's more efficient to upload directly... */
|
|
|
|
if (!textureData->pixels) {
|
|
|
|
textureData->pitch = texture->w;
|
|
|
|
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
|
|
|
|
if (!textureData->pixels) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
textureData->locked_rect = *rect;
|
|
|
|
*pixels =
|
|
|
|
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
|
|
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
*pitch = textureData->pitch;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (textureData->stagingTexture) {
|
|
|
|
return SDL_SetError("texture is already locked");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a 'staging' texture, which will be used to write to a portion
|
|
|
|
* of the main texture. This is necessary, as Direct3D 11.1 does not
|
|
|
|
* have the ability to write a CPU-bound pixel buffer to a rectangular
|
|
|
|
* subrect of a texture. Direct3D 11.1 can, however, write a pixel
|
|
|
|
* buffer to an entire texture, hence the use of a staging texture.
|
|
|
|
*
|
|
|
|
* TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
|
|
|
|
*/
|
|
|
|
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
|
|
|
|
stagingTextureDesc.Width = rect->w;
|
|
|
|
stagingTextureDesc.Height = rect->h;
|
|
|
|
stagingTextureDesc.BindFlags = 0;
|
|
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
|
|
&stagingTextureDesc,
|
|
|
|
NULL,
|
|
|
|
&textureData->stagingTexture);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Get a write-only pointer to data in the staging texture: */
|
|
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
|
|
0,
|
|
|
|
D3D11_MAP_WRITE,
|
|
|
|
0,
|
|
|
|
&textureMemory
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
SAFE_RELEASE(textureData->stagingTexture);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Make note of where the staging texture will be written to
|
|
|
|
* (on a call to SDL_UnlockTexture):
|
|
|
|
*/
|
|
|
|
textureData->lockedTexturePositionX = rect->x;
|
|
|
|
textureData->lockedTexturePositionY = rect->y;
|
|
|
|
|
|
|
|
/* Make sure the caller has information on the texture's pixel buffer,
|
|
|
|
* then return:
|
|
|
|
*/
|
|
|
|
*pixels = textureMemory.pData;
|
|
|
|
*pitch = textureMemory.RowPitch;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
|
|
|
|
if (!textureData) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
if (textureData->yuv || textureData->nv12) {
|
2015-06-21 17:33:46 +02:00
|
|
|
const SDL_Rect *rect = &textureData->locked_rect;
|
|
|
|
void *pixels =
|
|
|
|
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
|
|
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Commit the pixel buffer's changes back to the staging texture: */
|
|
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
|
|
0);
|
|
|
|
|
|
|
|
/* Copy the staging texture's contents back to the main texture: */
|
|
|
|
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
|
|
0,
|
|
|
|
textureData->lockedTexturePositionX,
|
|
|
|
textureData->lockedTexturePositionY,
|
|
|
|
0,
|
|
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
|
|
0,
|
|
|
|
NULL);
|
|
|
|
|
|
|
|
SAFE_RELEASE(textureData->stagingTexture);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = NULL;
|
|
|
|
|
|
|
|
if (texture == NULL) {
|
|
|
|
rendererData->currentOffscreenRenderTargetView = NULL;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
|
|
|
|
if (!textureData->mainTextureRenderTargetView) {
|
|
|
|
return SDL_SetError("specified texture is not a render target");
|
|
|
|
}
|
|
|
|
|
|
|
|
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
static int
|
|
|
|
D3D11_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-03 06:52:37 +02:00
|
|
|
return 0; /* nothing to do in this backend. */
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-03 06:52:37 +02:00
|
|
|
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
|
|
|
|
const float r = (float)(cmd->data.draw.r / 255.0f);
|
|
|
|
const float g = (float)(cmd->data.draw.g / 255.0f);
|
|
|
|
const float b = (float)(cmd->data.draw.b / 255.0f);
|
|
|
|
const float a = (float)(cmd->data.draw.a / 255.0f);
|
2019-03-20 00:52:09 +01:00
|
|
|
int i;
|
2018-10-03 06:52:37 +02:00
|
|
|
|
|
|
|
if (!verts) {
|
|
|
|
return -1;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-11-17 20:39:42 +01:00
|
|
|
cmd->data.draw.count = count;
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
for (i = 0; i < count; i++) {
|
|
|
|
verts->pos.x = points[i].x + 0.5f;
|
|
|
|
verts->pos.y = points[i].y + 0.5f;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
return 0;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
static int
|
|
|
|
D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
|
|
{
|
|
|
|
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
|
|
|
|
const float r = (float)(cmd->data.draw.r / 255.0f);
|
|
|
|
const float g = (float)(cmd->data.draw.g / 255.0f);
|
|
|
|
const float b = (float)(cmd->data.draw.b / 255.0f);
|
|
|
|
const float a = (float)(cmd->data.draw.a / 255.0f);
|
2019-03-20 00:52:09 +01:00
|
|
|
int i;
|
2018-10-03 06:52:37 +02:00
|
|
|
|
|
|
|
if (!verts) {
|
|
|
|
return -1;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-11-17 20:39:42 +01:00
|
|
|
cmd->data.draw.count = count;
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
for (i = 0; i < count; i++) {
|
|
|
|
verts->pos.x = rects[i].x;
|
|
|
|
verts->pos.y = rects[i].y;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = rects[i].x;
|
|
|
|
verts->pos.y = rects[i].y + rects[i].h;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = rects[i].x + rects[i].w;
|
|
|
|
verts->pos.y = rects[i].y;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = rects[i].x + rects[i].w;
|
|
|
|
verts->pos.y = rects[i].y + rects[i].h;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-04 00:23:53 +02:00
|
|
|
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
|
2018-10-03 06:52:37 +02:00
|
|
|
const float r = (float)(cmd->data.draw.r / 255.0f);
|
|
|
|
const float g = (float)(cmd->data.draw.g / 255.0f);
|
|
|
|
const float b = (float)(cmd->data.draw.b / 255.0f);
|
|
|
|
const float a = (float)(cmd->data.draw.a / 255.0f);
|
|
|
|
const float minu = (float) srcrect->x / texture->w;
|
|
|
|
const float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
|
|
const float minv = (float) srcrect->y / texture->h;
|
|
|
|
const float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
|
|
|
|
if (!verts) {
|
|
|
|
return -1;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-11-17 20:39:42 +01:00
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
verts->pos.x = dstrect->x;
|
|
|
|
verts->pos.y = dstrect->y;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = minu;
|
|
|
|
verts->tex.y = minv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = dstrect->x;
|
|
|
|
verts->pos.y = dstrect->y + dstrect->h;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = minu;
|
|
|
|
verts->tex.y = maxv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = dstrect->x + dstrect->w;
|
|
|
|
verts->pos.y = dstrect->y;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = maxu;
|
|
|
|
verts->tex.y = minv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = dstrect->x + dstrect->w;
|
|
|
|
verts->pos.y = dstrect->y + dstrect->h;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = maxu;
|
|
|
|
verts->tex.y = maxv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
static int
|
|
|
|
D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-04 00:23:53 +02:00
|
|
|
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 5 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
|
2018-10-03 06:52:37 +02:00
|
|
|
const float r = (float)(cmd->data.draw.r / 255.0f);
|
|
|
|
const float g = (float)(cmd->data.draw.g / 255.0f);
|
|
|
|
const float b = (float)(cmd->data.draw.b / 255.0f);
|
|
|
|
const float a = (float)(cmd->data.draw.a / 255.0f);
|
|
|
|
float minx, miny, maxx, maxy;
|
|
|
|
float minu, maxu, minv, maxv;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
|
|
minu = (float) srcrect->x / texture->w;
|
|
|
|
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
2015-06-21 17:33:46 +02:00
|
|
|
} else {
|
2018-10-03 06:52:37 +02:00
|
|
|
minu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
|
|
maxu = (float) srcrect->x / texture->w;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
|
|
minv = (float) srcrect->y / texture->h;
|
|
|
|
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
} else {
|
|
|
|
minv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
maxv = (float) srcrect->y / texture->h;
|
|
|
|
}
|
|
|
|
|
|
|
|
minx = -center->x;
|
|
|
|
maxx = dstrect->w - center->x;
|
|
|
|
miny = -center->y;
|
|
|
|
maxy = dstrect->h - center->y;
|
|
|
|
|
2018-11-17 20:39:42 +01:00
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
verts->pos.x = minx;
|
|
|
|
verts->pos.y = miny;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = minu;
|
|
|
|
verts->tex.y = minv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = minx;
|
|
|
|
verts->pos.y = maxy;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = minu;
|
|
|
|
verts->tex.y = maxv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = maxx;
|
|
|
|
verts->pos.y = miny;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = maxu;
|
|
|
|
verts->tex.y = minv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = maxx;
|
|
|
|
verts->pos.y = maxy;
|
|
|
|
verts->pos.z = 0.0f;
|
|
|
|
verts->tex.x = maxu;
|
|
|
|
verts->tex.y = maxv;
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->color.x = r;
|
|
|
|
verts->color.y = g;
|
|
|
|
verts->color.z = b;
|
|
|
|
verts->color.w = a;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
|
|
|
verts->pos.x = dstrect->x + center->x; /* X translation */
|
|
|
|
verts->pos.y = dstrect->y + center->y; /* Y translation */
|
|
|
|
verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
|
2018-10-04 00:23:53 +02:00
|
|
|
verts->tex.x = 0.0f;
|
|
|
|
verts->tex.y = 0.0f;
|
|
|
|
verts->color.x = 0;
|
|
|
|
verts->color.y = 0;
|
|
|
|
verts->color.z = 0;
|
|
|
|
verts->color.w = 0;
|
2018-10-03 06:52:37 +02:00
|
|
|
verts++;
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
static int
|
|
|
|
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|
|
|
const void * vertexData, size_t dataSizeInBytes)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
HRESULT result = S_OK;
|
2018-10-04 01:05:20 +02:00
|
|
|
const int vbidx = rendererData->currentVertexBuffer;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-04 01:05:20 +02:00
|
|
|
if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) {
|
2015-06-21 17:33:46 +02:00
|
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
2018-10-04 01:05:20 +02:00
|
|
|
(ID3D11Resource *)rendererData->vertexBuffers[vbidx],
|
2015-06-21 17:33:46 +02:00
|
|
|
0,
|
|
|
|
D3D11_MAP_WRITE_DISCARD,
|
|
|
|
0,
|
|
|
|
&mappedResource
|
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
2018-10-04 01:05:20 +02:00
|
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
|
2015-06-21 17:33:46 +02:00
|
|
|
} else {
|
2018-10-04 01:05:20 +02:00
|
|
|
D3D11_BUFFER_DESC vertexBufferDesc;
|
|
|
|
D3D11_SUBRESOURCE_DATA vertexBufferData;
|
|
|
|
const UINT stride = sizeof(VertexPositionColor);
|
|
|
|
const UINT offset = 0;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-04 01:05:20 +02:00
|
|
|
SAFE_RELEASE(rendererData->vertexBuffers[vbidx]);
|
|
|
|
|
|
|
|
SDL_zero(vertexBufferDesc);
|
2015-11-30 01:33:11 +01:00
|
|
|
vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
|
2015-06-21 17:33:46 +02:00
|
|
|
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
|
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
|
|
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
|
|
|
|
SDL_zero(vertexBufferData);
|
|
|
|
vertexBufferData.pSysMem = vertexData;
|
|
|
|
vertexBufferData.SysMemPitch = 0;
|
|
|
|
vertexBufferData.SysMemSlicePitch = 0;
|
|
|
|
|
|
|
|
result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
|
|
|
|
&vertexBufferDesc,
|
|
|
|
&vertexBufferData,
|
2018-10-04 01:05:20 +02:00
|
|
|
&rendererData->vertexBuffers[vbidx]
|
2015-06-21 17:33:46 +02:00
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
|
|
|
|
0,
|
|
|
|
1,
|
2018-10-04 01:05:20 +02:00
|
|
|
&rendererData->vertexBuffers[vbidx],
|
2015-06-21 17:33:46 +02:00
|
|
|
&stride,
|
|
|
|
&offset
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2018-10-04 01:05:20 +02:00
|
|
|
rendererData->currentVertexBuffer++;
|
|
|
|
if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) {
|
|
|
|
rendererData->currentVertexBuffer = 0;
|
|
|
|
}
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
static int
|
|
|
|
D3D11_UpdateViewport(SDL_Renderer * renderer)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
const SDL_Rect *viewport = &data->currentViewport;
|
|
|
|
Float4X4 projection;
|
|
|
|
Float4X4 view;
|
|
|
|
SDL_FRect orientationAlignedViewport;
|
|
|
|
BOOL swapDimensions;
|
|
|
|
D3D11_VIEWPORT d3dviewport;
|
|
|
|
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
if (viewport->w == 0 || viewport->h == 0) {
|
|
|
|
/* If the viewport is empty, assume that it is because
|
|
|
|
* SDL_CreateRenderer is calling it, and will call it again later
|
|
|
|
* with a non-empty viewport.
|
|
|
|
*/
|
|
|
|
/* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
|
|
|
|
return 0;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
/* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
|
|
|
|
* Keep in mind here that the Y-axis will be been inverted (from Direct3D's
|
|
|
|
* default coordinate system) so rotations will be done in the opposite
|
|
|
|
* direction of the DXGI_MODE_ROTATION enumeration.
|
|
|
|
*/
|
|
|
|
switch (rotation) {
|
|
|
|
case DXGI_MODE_ROTATION_IDENTITY:
|
|
|
|
projection = MatrixIdentity();
|
|
|
|
break;
|
|
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
|
|
projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
|
|
|
|
break;
|
|
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
|
|
projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
|
|
|
|
break;
|
|
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
|
|
projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("An unknown DisplayOrientation is being used");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Update the view matrix */
|
|
|
|
SDL_zero(view);
|
|
|
|
view.m[0][0] = 2.0f / viewport->w;
|
|
|
|
view.m[1][1] = -2.0f / viewport->h;
|
|
|
|
view.m[2][2] = 1.0f;
|
|
|
|
view.m[3][0] = -1.0f;
|
|
|
|
view.m[3][1] = 1.0f;
|
|
|
|
view.m[3][3] = 1.0f;
|
|
|
|
|
|
|
|
/* Combine the projection + view matrix together now, as both only get
|
|
|
|
* set here (as of this writing, on Dec 26, 2013). When done, store it
|
|
|
|
* for eventual transfer to the GPU.
|
|
|
|
*/
|
|
|
|
data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
|
|
|
|
view,
|
|
|
|
projection);
|
|
|
|
|
|
|
|
/* Update the Direct3D viewport, which seems to be aligned to the
|
|
|
|
* swap buffer's coordinate space, which is always in either
|
|
|
|
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
|
|
|
|
* for Windows Phone devices.
|
|
|
|
*/
|
|
|
|
swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
|
|
|
|
if (swapDimensions) {
|
|
|
|
orientationAlignedViewport.x = (float) viewport->y;
|
|
|
|
orientationAlignedViewport.y = (float) viewport->x;
|
|
|
|
orientationAlignedViewport.w = (float) viewport->h;
|
|
|
|
orientationAlignedViewport.h = (float) viewport->w;
|
|
|
|
} else {
|
|
|
|
orientationAlignedViewport.x = (float) viewport->x;
|
|
|
|
orientationAlignedViewport.y = (float) viewport->y;
|
|
|
|
orientationAlignedViewport.w = (float) viewport->w;
|
|
|
|
orientationAlignedViewport.h = (float) viewport->h;
|
|
|
|
}
|
|
|
|
/* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
|
|
|
|
|
|
|
|
d3dviewport.TopLeftX = orientationAlignedViewport.x;
|
|
|
|
d3dviewport.TopLeftY = orientationAlignedViewport.y;
|
|
|
|
d3dviewport.Width = orientationAlignedViewport.w;
|
|
|
|
d3dviewport.Height = orientationAlignedViewport.h;
|
|
|
|
d3dviewport.MinDepth = 0.0f;
|
|
|
|
d3dviewport.MaxDepth = 1.0f;
|
|
|
|
/* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */
|
|
|
|
ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport);
|
|
|
|
|
|
|
|
data->viewportDirty = SDL_FALSE;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
static ID3D11RenderTargetView *
|
|
|
|
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
if (data->currentOffscreenRenderTargetView) {
|
|
|
|
return data->currentOffscreenRenderTargetView;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return data->mainRenderTargetView;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
static int
|
|
|
|
D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader * shader,
|
|
|
|
const int numShaderResources, ID3D11ShaderResourceView ** shaderResources,
|
|
|
|
ID3D11SamplerState * sampler, const Float4X4 *matrix)
|
|
|
|
|
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
2018-10-04 00:23:53 +02:00
|
|
|
const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
|
2018-10-03 06:52:37 +02:00
|
|
|
ID3D11RasterizerState *rasterizerState;
|
|
|
|
ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
|
|
|
|
ID3D11ShaderResourceView *shaderResource;
|
|
|
|
const SDL_BlendMode blendMode = cmd->data.draw.blend;
|
|
|
|
ID3D11BlendState *blendState = NULL;
|
|
|
|
|
|
|
|
if (renderTargetView != rendererData->currentRenderTargetView) {
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
|
|
|
|
1,
|
|
|
|
&renderTargetView,
|
|
|
|
NULL
|
|
|
|
);
|
|
|
|
rendererData->currentRenderTargetView = renderTargetView;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rendererData->viewportDirty) {
|
|
|
|
D3D11_UpdateViewport(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rendererData->cliprectDirty) {
|
|
|
|
if (!rendererData->currentCliprectEnabled) {
|
|
|
|
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL);
|
|
|
|
} else {
|
|
|
|
D3D11_RECT scissorRect;
|
|
|
|
if (D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
|
|
|
|
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
|
|
return -1;
|
|
|
|
}
|
2018-10-04 00:23:53 +02:00
|
|
|
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect);
|
2018-10-03 06:52:37 +02:00
|
|
|
}
|
|
|
|
rendererData->cliprectDirty = SDL_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!rendererData->currentCliprectEnabled) {
|
|
|
|
rasterizerState = rendererData->mainRasterizer;
|
|
|
|
} else {
|
|
|
|
rasterizerState = rendererData->clippedRasterizer;
|
|
|
|
}
|
|
|
|
if (rasterizerState != rendererData->currentRasterizerState) {
|
|
|
|
ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
|
|
|
|
rendererData->currentRasterizerState = rasterizerState;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (blendMode != SDL_BLENDMODE_NONE) {
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < rendererData->blendModesCount; ++i) {
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
if (blendMode == rendererData->blendModes[i].blendMode) {
|
|
|
|
blendState = rendererData->blendModes[i].blendState;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!blendState) {
|
2018-10-04 00:23:53 +02:00
|
|
|
blendState = D3D11_CreateBlendState(renderer, blendMode);
|
|
|
|
if (!blendState) {
|
|
|
|
return -1;
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
2017-08-14 14:51:44 +02:00
|
|
|
}
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
if (blendState != rendererData->currentBlendState) {
|
|
|
|
ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
|
|
|
|
rendererData->currentBlendState = blendState;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (shader != rendererData->currentShader) {
|
|
|
|
ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
|
|
|
|
rendererData->currentShader = shader;
|
|
|
|
}
|
|
|
|
if (numShaderResources > 0) {
|
|
|
|
shaderResource = shaderResources[0];
|
|
|
|
} else {
|
|
|
|
shaderResource = NULL;
|
|
|
|
}
|
|
|
|
if (shaderResource != rendererData->currentShaderResource) {
|
|
|
|
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
|
|
|
|
rendererData->currentShaderResource = shaderResource;
|
|
|
|
}
|
|
|
|
if (sampler != rendererData->currentSampler) {
|
|
|
|
ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
|
|
|
|
rendererData->currentSampler = sampler;
|
|
|
|
}
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
if (SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
|
|
|
|
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
|
|
|
|
ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
|
|
|
|
(ID3D11Resource *)rendererData->vertexShaderConstants,
|
2015-06-21 17:33:46 +02:00
|
|
|
0,
|
|
|
|
NULL,
|
2018-10-04 00:23:53 +02:00
|
|
|
&rendererData->vertexShaderConstantsData,
|
2018-10-03 06:52:37 +02:00
|
|
|
0,
|
|
|
|
0
|
|
|
|
);
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2017-11-13 07:51:12 +01:00
|
|
|
static int
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_SetCopyState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
2018-10-03 06:52:37 +02:00
|
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
2015-06-21 17:33:46 +02:00
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
2017-11-13 07:51:12 +01:00
|
|
|
ID3D11SamplerState *textureSampler;
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
switch (textureData->scaleMode) {
|
|
|
|
case D3D11_FILTER_MIN_MAG_MIP_POINT:
|
2017-11-13 07:51:12 +01:00
|
|
|
textureSampler = rendererData->nearestPixelSampler;
|
|
|
|
break;
|
2015-06-21 17:33:46 +02:00
|
|
|
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
|
2017-11-13 07:51:12 +01:00
|
|
|
textureSampler = rendererData->linearSampler;
|
|
|
|
break;
|
2015-06-21 17:33:46 +02:00
|
|
|
default:
|
2017-11-13 07:51:12 +01:00
|
|
|
return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (textureData->yuv) {
|
|
|
|
ID3D11ShaderResourceView *shaderResources[] = {
|
|
|
|
textureData->mainTextureResourceView,
|
|
|
|
textureData->mainTextureResourceViewU,
|
|
|
|
textureData->mainTextureResourceViewV
|
|
|
|
};
|
|
|
|
D3D11_Shader shader;
|
|
|
|
|
|
|
|
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
|
|
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
|
|
shader = SHADER_YUV_JPEG;
|
|
|
|
break;
|
|
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
|
|
shader = SHADER_YUV_BT601;
|
|
|
|
break;
|
|
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
|
|
shader = SHADER_YUV_BT709;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("Unsupported YUV conversion mode");
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
|
|
|
|
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
|
2017-11-13 07:51:12 +01:00
|
|
|
|
|
|
|
} else if (textureData->nv12) {
|
|
|
|
ID3D11ShaderResourceView *shaderResources[] = {
|
|
|
|
textureData->mainTextureResourceView,
|
|
|
|
textureData->mainTextureResourceViewNV,
|
|
|
|
};
|
|
|
|
D3D11_Shader shader;
|
|
|
|
|
|
|
|
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
|
|
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
|
|
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
|
|
|
|
break;
|
|
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
|
|
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
|
|
|
|
break;
|
|
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
|
|
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("Unsupported YUV conversion mode");
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
|
|
|
|
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
|
2017-11-13 07:51:12 +01:00
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
2017-11-13 07:51:12 +01:00
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB],
|
2018-10-03 06:52:37 +02:00
|
|
|
1, &textureData->mainTextureResourceView, textureSampler, matrix);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
2018-10-04 00:23:53 +02:00
|
|
|
D3D11_DrawPrimitives(SDL_Renderer * renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
|
2018-10-03 06:52:37 +02:00
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
|
2018-10-04 00:23:53 +02:00
|
|
|
ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT) vertexCount, (UINT) vertexStart);
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
2015-06-21 17:33:46 +02:00
|
|
|
{
|
|
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
2018-10-03 06:52:37 +02:00
|
|
|
const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
if (rendererData->currentViewportRotation != viewportRotation) {
|
|
|
|
rendererData->currentViewportRotation = viewportRotation;
|
|
|
|
rendererData->viewportDirty = SDL_TRUE;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
|
2017-11-13 07:51:12 +01:00
|
|
|
return -1;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
while (cmd) {
|
|
|
|
switch (cmd->command) {
|
|
|
|
case SDL_RENDERCMD_SETDRAWCOLOR: {
|
|
|
|
break; /* this isn't currently used in this render backend. */
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_SETVIEWPORT: {
|
|
|
|
SDL_Rect *viewport = &rendererData->currentViewport;
|
|
|
|
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
|
|
|
|
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
|
2018-10-04 00:23:53 +02:00
|
|
|
rendererData->viewportDirty = SDL_TRUE;
|
2018-10-03 06:52:37 +02:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_SETCLIPRECT: {
|
|
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
|
|
if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
|
|
|
|
rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
|
|
|
|
rendererData->cliprectDirty = SDL_TRUE;
|
|
|
|
}
|
|
|
|
if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof (SDL_Rect)) != 0) {
|
|
|
|
SDL_memcpy(&rendererData->currentCliprect, rect, sizeof (SDL_Rect));
|
|
|
|
rendererData->cliprectDirty = SDL_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_CLEAR: {
|
|
|
|
const float colorRGBA[] = {
|
|
|
|
(cmd->data.color.r / 255.0f),
|
|
|
|
(cmd->data.color.g / 255.0f),
|
|
|
|
(cmd->data.color.b / 255.0f),
|
|
|
|
(cmd->data.color.a / 255.0f)
|
|
|
|
};
|
2018-10-04 00:23:53 +02:00
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
|
2018-10-03 06:52:37 +02:00
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_DRAW_POINTS: {
|
|
|
|
const size_t count = cmd->data.draw.count;
|
|
|
|
const size_t first = cmd->data.draw.first;
|
|
|
|
const size_t start = first / sizeof (VertexPositionColor);
|
|
|
|
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
|
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_DRAW_LINES: {
|
|
|
|
const size_t count = cmd->data.draw.count;
|
|
|
|
const size_t first = cmd->data.draw.first;
|
|
|
|
const size_t start = first / sizeof (VertexPositionColor);
|
|
|
|
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
|
|
|
|
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
|
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
|
2018-10-04 00:23:53 +02:00
|
|
|
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_FILL_RECTS: {
|
|
|
|
const size_t count = cmd->data.draw.count;
|
|
|
|
const size_t first = cmd->data.draw.first;
|
|
|
|
const size_t start = first / sizeof (VertexPositionColor);
|
|
|
|
size_t offset = 0;
|
|
|
|
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
|
|
|
|
for (i = 0; i < count; i++, offset += 4) {
|
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start + offset, 4);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_COPY: {
|
|
|
|
const size_t first = cmd->data.draw.first;
|
|
|
|
const size_t start = first / sizeof (VertexPositionColor);
|
2018-10-04 00:23:53 +02:00
|
|
|
D3D11_SetCopyState(renderer, cmd, NULL);
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_COPY_EX: {
|
|
|
|
const size_t first = cmd->data.draw.first;
|
|
|
|
const size_t start = first / sizeof (VertexPositionColor);
|
|
|
|
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
|
2018-10-04 00:23:53 +02:00
|
|
|
const VertexPositionColor *transvert = verts + 4;
|
2018-10-03 06:52:37 +02:00
|
|
|
const float translatex = transvert->pos.x;
|
|
|
|
const float translatey = transvert->pos.y;
|
|
|
|
const float rotation = transvert->pos.z;
|
|
|
|
const Float4X4 matrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
|
2018-10-04 00:23:53 +02:00
|
|
|
D3D11_SetCopyState(renderer, cmd, &matrix);
|
2018-10-03 06:52:37 +02:00
|
|
|
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
cmd = cmd->next;
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
return 0;
|
|
|
|
}
|
2015-06-21 17:33:46 +02:00
|
|
|
|
|
|
|
static int
|
|
|
|
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
|
Uint32 format, void * pixels, int pitch)
|
|
|
|
{
|
|
|
|
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
ID3D11Texture2D *backBuffer = NULL;
|
|
|
|
ID3D11Texture2D *stagingTexture = NULL;
|
|
|
|
HRESULT result;
|
|
|
|
int status = -1;
|
|
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
2016-10-02 00:49:15 +02:00
|
|
|
D3D11_RECT srcRect = {0, 0, 0, 0};
|
2015-06-21 17:33:46 +02:00
|
|
|
D3D11_BOX srcBox;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
|
|
|
|
/* Retrieve a pointer to the back buffer: */
|
|
|
|
result = IDXGISwapChain_GetBuffer(data->swapChain,
|
|
|
|
0,
|
2016-10-02 00:23:43 +02:00
|
|
|
&SDL_IID_ID3D11Texture2D,
|
2016-10-02 00:49:15 +02:00
|
|
|
(void **)&backBuffer
|
2015-06-21 17:33:46 +02:00
|
|
|
);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a staging texture to copy the screen's data to: */
|
|
|
|
ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
|
|
|
|
stagingTextureDesc.Width = rect->w;
|
|
|
|
stagingTextureDesc.Height = rect->h;
|
|
|
|
stagingTextureDesc.BindFlags = 0;
|
|
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
|
|
result = ID3D11Device_CreateTexture2D(data->d3dDevice,
|
|
|
|
&stagingTextureDesc,
|
|
|
|
NULL,
|
|
|
|
&stagingTexture);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copy the desired portion of the back buffer to the staging texture: */
|
|
|
|
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
|
|
|
|
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
srcBox.left = srcRect.left;
|
|
|
|
srcBox.right = srcRect.right;
|
|
|
|
srcBox.top = srcRect.top;
|
|
|
|
srcBox.bottom = srcRect.bottom;
|
|
|
|
srcBox.front = 0;
|
|
|
|
srcBox.back = 1;
|
|
|
|
ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0,
|
|
|
|
0, 0, 0,
|
|
|
|
(ID3D11Resource *)backBuffer,
|
|
|
|
0,
|
|
|
|
&srcBox);
|
|
|
|
|
|
|
|
/* Map the staging texture's data to CPU-accessible memory: */
|
|
|
|
result = ID3D11DeviceContext_Map(data->d3dContext,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0,
|
|
|
|
D3D11_MAP_READ,
|
|
|
|
0,
|
|
|
|
&textureMemory);
|
|
|
|
if (FAILED(result)) {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copy the data into the desired buffer, converting pixels to the
|
|
|
|
* desired format at the same time:
|
|
|
|
*/
|
|
|
|
if (SDL_ConvertPixels(
|
|
|
|
rect->w, rect->h,
|
2015-11-26 06:41:39 +01:00
|
|
|
D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
|
2015-06-21 17:33:46 +02:00
|
|
|
textureMemory.pData,
|
|
|
|
textureMemory.RowPitch,
|
|
|
|
format,
|
|
|
|
pixels,
|
|
|
|
pitch) != 0) {
|
|
|
|
/* When SDL_ConvertPixels fails, it'll have already set the format.
|
|
|
|
* Get the error message, and attach some extra data to it.
|
|
|
|
*/
|
|
|
|
char errorMessage[1024];
|
2016-10-02 00:49:15 +02:00
|
|
|
SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", __FUNCTION__, SDL_GetError());
|
2015-06-21 17:33:46 +02:00
|
|
|
SDL_SetError("%s", errorMessage);
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Unmap the texture: */
|
|
|
|
ID3D11DeviceContext_Unmap(data->d3dContext,
|
|
|
|
(ID3D11Resource *)stagingTexture,
|
|
|
|
0);
|
|
|
|
|
|
|
|
status = 0;
|
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(backBuffer);
|
|
|
|
SAFE_RELEASE(stagingTexture);
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
D3D11_RenderPresent(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
UINT syncInterval;
|
|
|
|
UINT presentFlags;
|
|
|
|
HRESULT result;
|
|
|
|
DXGI_PRESENT_PARAMETERS parameters;
|
|
|
|
|
|
|
|
SDL_zero(parameters);
|
|
|
|
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
|
syncInterval = 1;
|
|
|
|
presentFlags = 0;
|
|
|
|
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
|
|
|
|
#else
|
|
|
|
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
|
|
syncInterval = 1;
|
|
|
|
presentFlags = 0;
|
|
|
|
} else {
|
|
|
|
syncInterval = 0;
|
|
|
|
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* The application may optionally specify "dirty" or "scroll"
|
|
|
|
* rects to improve efficiency in certain scenarios.
|
|
|
|
* This option is not available on Windows Phone 8, to note.
|
|
|
|
*/
|
|
|
|
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, ¶meters);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* Discard the contents of the render target.
|
|
|
|
* This is a valid operation only when the existing contents will be entirely
|
|
|
|
* overwritten. If dirty or scroll rects are used, this call should be removed.
|
|
|
|
*/
|
|
|
|
ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
|
|
|
|
|
|
|
|
/* When the present flips, it unbinds the current view, so bind it again on the next draw call */
|
|
|
|
data->currentRenderTargetView = NULL;
|
|
|
|
|
|
|
|
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
|
|
|
|
/* If the device was removed either by a disconnect or a driver upgrade, we
|
|
|
|
* must recreate all device resources.
|
|
|
|
*
|
|
|
|
* TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
|
|
|
|
*/
|
|
|
|
if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
|
|
|
|
D3D11_HandleDeviceLost(renderer);
|
|
|
|
} else if (result == DXGI_ERROR_INVALID_CALL) {
|
|
|
|
/* We probably went through a fullscreen <-> windowed transition */
|
|
|
|
D3D11_CreateWindowSizeDependentResources(renderer);
|
|
|
|
} else {
|
2016-10-01 19:28:00 +02:00
|
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2018-10-04 00:23:53 +02:00
|
|
|
data->identity = MatrixIdentity();
|
|
|
|
|
2018-10-03 06:52:37 +02:00
|
|
|
renderer->WindowEvent = D3D11_WindowEvent;
|
|
|
|
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
|
|
|
|
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->QueueSetViewport = D3D11_QueueSetViewport;
|
|
|
|
renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
|
|
renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
|
|
|
|
renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
|
|
|
renderer->QueueFillRects = D3D11_QueueFillRects;
|
|
|
|
renderer->QueueCopy = D3D11_QueueCopy;
|
|
|
|
renderer->QueueCopyEx = D3D11_QueueCopyEx;
|
|
|
|
renderer->RunCommandQueue = D3D11_RunCommandQueue;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_RenderDriver D3D11_RenderDriver = {
|
|
|
|
D3D11_CreateRenderer,
|
|
|
|
{
|
|
|
|
"direct3d11",
|
|
|
|
(
|
|
|
|
SDL_RENDERER_ACCELERATED |
|
|
|
|
SDL_RENDERER_PRESENTVSYNC |
|
|
|
|
SDL_RENDERER_TARGETTEXTURE
|
|
|
|
), /* flags. see SDL_RendererFlags */
|
|
|
|
6, /* num_texture_formats */
|
|
|
|
{ /* texture_formats */
|
|
|
|
SDL_PIXELFORMAT_ARGB8888,
|
|
|
|
SDL_PIXELFORMAT_RGB888,
|
|
|
|
SDL_PIXELFORMAT_YV12,
|
|
|
|
SDL_PIXELFORMAT_IYUV,
|
|
|
|
SDL_PIXELFORMAT_NV12,
|
|
|
|
SDL_PIXELFORMAT_NV21
|
|
|
|
},
|
|
|
|
0, /* max_texture_width: will be filled in later */
|
|
|
|
0 /* max_texture_height: will be filled in later */
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2015-06-21 17:33:46 +02:00
|
|
|
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|