From 7cc09516374481da97237775d47bd965cc2edee3 Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Fri, 1 Nov 2013 22:54:39 -0400 Subject: [PATCH] WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY --- src/render/direct3d11/SDL_render_d3d11.cpp | 54 ++++++++++++++++++-- src/render/direct3d11/SDL_render_d3d11_cpp.h | 4 +- 2 files changed, 52 insertions(+), 6 deletions(-) diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp index eaae09e7b..2c2d49a9c 100644 --- a/src/render/direct3d11/SDL_render_d3d11.cpp +++ b/src/render/direct3d11/SDL_render_d3d11.cpp @@ -60,6 +60,10 @@ using namespace Windows::Graphics::Display; using namespace Windows::UI::Core; #endif +/* Texture sampling types */ +static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT; +static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + /* Direct3D 11.1 renderer implementation */ static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags); @@ -487,10 +491,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) data->vertexBuffer = nullptr; // - // Create a sampler to use when drawing textures: + // Create samplers to use when drawing textures: // D3D11_SAMPLER_DESC samplerDesc; - samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + samplerDesc.Filter = SDL_D3D11_NEAREST_PIXEL_FILTER; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; @@ -505,7 +509,17 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; result = data->d3dDevice->CreateSamplerState( &samplerDesc, - &data->mainSampler + &data->nearestPixelSampler + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__, result); + return result; + } + + samplerDesc.Filter = SDL_D3D11_LINEAR_FILTER; + result = data->d3dDevice->CreateSamplerState( + &samplerDesc, + &data->linearSampler ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(__FUNCTION__, result); @@ -928,6 +942,17 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) } } +static D3D11_FILTER +GetScaleQuality(void) +{ + const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY); + if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) { + return SDL_D3D11_NEAREST_PIXEL_FILTER; + } else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ { + return SDL_D3D11_LINEAR_FILTER; + } +} + static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { @@ -948,6 +973,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) } textureData->pixelFormat = SDL_AllocFormat(texture->format); textureData->lockedTexturePosition = XMINT2(0, 0); + textureData->scaleMode = GetScaleQuality(); texture->driverdata = textureData; @@ -1621,6 +1647,22 @@ D3D11_RenderFillRects(SDL_Renderer * renderer, return 0; } +static ID3D11SamplerState * +D3D11_RenderGetSampler(SDL_Renderer * renderer, SDL_Texture * texture) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata; + D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata; + + switch (textureData->scaleMode) { + case SDL_D3D11_NEAREST_PIXEL_FILTER: + return rendererData->nearestPixelSampler.Get(); + case SDL_D3D11_LINEAR_FILTER: + return rendererData->linearSampler.Get(); + default: + return NULL; + } +} + static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect) @@ -1659,11 +1701,12 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, return -1; } + ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture); D3D11_SetPixelShader( renderer, rendererData->texturePixelShader.Get(), textureData->mainTextureResourceView.Get(), - rendererData->mainSampler.Get()); + textureSampler); D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor)); @@ -1733,11 +1776,12 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, return -1; } + ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture); D3D11_SetPixelShader( renderer, rendererData->texturePixelShader.Get(), textureData->mainTextureResourceView.Get(), - rendererData->mainSampler.Get()); + textureSampler); D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor)); diff --git a/src/render/direct3d11/SDL_render_d3d11_cpp.h b/src/render/direct3d11/SDL_render_d3d11_cpp.h index 14fc61270..6c8584683 100644 --- a/src/render/direct3d11/SDL_render_d3d11_cpp.h +++ b/src/render/direct3d11/SDL_render_d3d11_cpp.h @@ -47,7 +47,8 @@ typedef struct Microsoft::WRL::ComPtr blendModeBlend; Microsoft::WRL::ComPtr blendModeAdd; Microsoft::WRL::ComPtr blendModeMod; - Microsoft::WRL::ComPtr mainSampler; + Microsoft::WRL::ComPtr nearestPixelSampler; + Microsoft::WRL::ComPtr linearSampler; Microsoft::WRL::ComPtr mainRasterizer; D3D_FEATURE_LEVEL featureLevel; @@ -72,6 +73,7 @@ typedef struct SDL_PixelFormat * pixelFormat; Microsoft::WRL::ComPtr stagingTexture; DirectX::XMINT2 lockedTexturePosition; + D3D11_FILTER scaleMode; } D3D11_TextureData; struct VertexPositionColor