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https://github.com/Relintai/sdl2_frt.git
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WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY
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@ -60,6 +60,10 @@ using namespace Windows::Graphics::Display;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Core;
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#endif
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#endif
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/* Texture sampling types */
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static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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/* Direct3D 11.1 renderer implementation */
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/* Direct3D 11.1 renderer implementation */
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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@ -487,10 +491,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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data->vertexBuffer = nullptr;
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data->vertexBuffer = nullptr;
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//
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//
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// Create a sampler to use when drawing textures:
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// Create samplers to use when drawing textures:
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//
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//
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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samplerDesc.Filter = SDL_D3D11_NEAREST_PIXEL_FILTER;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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@ -505,7 +509,17 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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result = data->d3dDevice->CreateSamplerState(
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result = data->d3dDevice->CreateSamplerState(
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&samplerDesc,
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&samplerDesc,
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&data->mainSampler
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&data->nearestPixelSampler
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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}
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samplerDesc.Filter = SDL_D3D11_LINEAR_FILTER;
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result = data->d3dDevice->CreateSamplerState(
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&samplerDesc,
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&data->linearSampler
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);
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);
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if (FAILED(result)) {
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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@ -928,6 +942,17 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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}
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}
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}
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}
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static D3D11_FILTER
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GetScaleQuality(void)
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{
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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return SDL_D3D11_NEAREST_PIXEL_FILTER;
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} else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
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return SDL_D3D11_LINEAR_FILTER;
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}
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}
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static int
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static int
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D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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{
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@ -948,6 +973,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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}
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textureData->pixelFormat = SDL_AllocFormat(texture->format);
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textureData->pixelFormat = SDL_AllocFormat(texture->format);
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textureData->lockedTexturePosition = XMINT2(0, 0);
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textureData->lockedTexturePosition = XMINT2(0, 0);
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textureData->scaleMode = GetScaleQuality();
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texture->driverdata = textureData;
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texture->driverdata = textureData;
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@ -1621,6 +1647,22 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
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return 0;
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return 0;
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}
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}
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static ID3D11SamplerState *
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D3D11_RenderGetSampler(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
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switch (textureData->scaleMode) {
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case SDL_D3D11_NEAREST_PIXEL_FILTER:
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return rendererData->nearestPixelSampler.Get();
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case SDL_D3D11_LINEAR_FILTER:
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return rendererData->linearSampler.Get();
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default:
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return NULL;
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}
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}
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static int
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static int
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D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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@ -1659,11 +1701,12 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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return -1;
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return -1;
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}
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}
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ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
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D3D11_SetPixelShader(
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D3D11_SetPixelShader(
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renderer,
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renderer,
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rendererData->texturePixelShader.Get(),
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rendererData->texturePixelShader.Get(),
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textureData->mainTextureResourceView.Get(),
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textureData->mainTextureResourceView.Get(),
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rendererData->mainSampler.Get());
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textureSampler);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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@ -1733,11 +1776,12 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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return -1;
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return -1;
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}
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}
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ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
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D3D11_SetPixelShader(
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D3D11_SetPixelShader(
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renderer,
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renderer,
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rendererData->texturePixelShader.Get(),
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rendererData->texturePixelShader.Get(),
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textureData->mainTextureResourceView.Get(),
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textureData->mainTextureResourceView.Get(),
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rendererData->mainSampler.Get());
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textureSampler);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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@ -47,7 +47,8 @@ typedef struct
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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D3D_FEATURE_LEVEL featureLevel;
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D3D_FEATURE_LEVEL featureLevel;
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@ -72,6 +73,7 @@ typedef struct
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SDL_PixelFormat * pixelFormat;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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DirectX::XMINT2 lockedTexturePosition;
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D3D11_FILTER scaleMode;
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} D3D11_TextureData;
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} D3D11_TextureData;
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struct VertexPositionColor
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struct VertexPositionColor
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