mirror of
https://github.com/Relintai/sdl2_frt.git
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2020 lines
72 KiB
C++
2020 lines
72 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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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_config.h"
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#ifdef __WINRT__
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#include <windows.ui.core.h>
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#include <windows.foundation.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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#endif
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#endif
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extern "C" {
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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_system.h"
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#include "SDL_log.h"
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#include "../../video/SDL_sysvideo.h"
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//#include "stdio.h"
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}
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#include <fstream>
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#include <string>
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#include <vector>
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#include <D3D11_1.h>
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#include <DirectXMath.h>
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#include <wrl/client.h>
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace std;
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#ifdef __WINRT__
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using namespace Windows::Graphics::Display;
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using namespace Windows::UI::Core;
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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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/* Vertex shader, common values */
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struct VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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/* Per-vertex data */
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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DirectX::XMFLOAT4 color;
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};
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/* Per-texture data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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D3D11_FILTER scaleMode;
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} D3D11_TextureData;
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/* Private renderer data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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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> blendModeMod;
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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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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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DirectX::XMFLOAT2 windowSizeInDIPs;
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DirectX::XMFLOAT2 renderTargetSize;
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Windows::Graphics::Display::DisplayOrientations orientation;
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// Transform used for display orientation.
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DirectX::XMFLOAT4X4 orientationTransform3D;
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} D3D11_RenderData;
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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 void D3D11_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *srcPixels,
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int srcPitch);
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static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
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static int D3D11_RenderClear(SDL_Renderer * renderer);
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static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D11_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect);
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static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static void D3D11_RenderPresent(SDL_Renderer * renderer);
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static void D3D11_DestroyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
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/* Direct3D 11.1 Internal Functions */
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HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
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HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
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HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
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extern "C" SDL_RenderDriver D3D11_RenderDriver = {
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D3D11_CreateRenderer,
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{
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"direct3d 11.1",
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(
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SDL_RENDERER_ACCELERATED |
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SDL_RENDERER_PRESENTVSYNC |
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SDL_RENDERER_TARGETTEXTURE
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), // flags. see SDL_RendererFlags
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2, // num_texture_formats
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{ // texture_formats
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_ARGB8888
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},
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0, // max_texture_width: will be filled in later
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0 // max_texture_height: will be filled in later
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}
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};
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static Uint32
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DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
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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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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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//typedef struct
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//{
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// float x, y, z;
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// DWORD color;
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// float u, v;
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//} Vertex;
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SDL_Renderer *
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D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_Renderer *renderer;
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D3D11_RenderData *data;
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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SDL_zerop(renderer);
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data = new D3D11_RenderData; // Use the C++ 'new' operator to make sure the struct's members initialize using C++ rules
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if (!data) {
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SDL_OutOfMemory();
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return NULL;
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}
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data->featureLevel = (D3D_FEATURE_LEVEL) 0;
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data->windowSizeInDIPs = XMFLOAT2(0, 0);
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data->renderTargetSize = XMFLOAT2(0, 0);
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renderer->WindowEvent = D3D11_WindowEvent;
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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renderer->LockTexture = D3D11_LockTexture;
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->SetRenderTarget = D3D11_SetRenderTarget;
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renderer->UpdateViewport = D3D11_UpdateViewport;
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renderer->UpdateClipRect = D3D11_UpdateClipRect;
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renderer->RenderClear = D3D11_RenderClear;
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renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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renderer->RenderFillRects = D3D11_RenderFillRects;
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renderer->RenderCopy = D3D11_RenderCopy;
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renderer->RenderCopyEx = D3D11_RenderCopyEx;
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renderer->RenderReadPixels = D3D11_RenderReadPixels;
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renderer->RenderPresent = D3D11_RenderPresent;
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renderer->DestroyTexture = D3D11_DestroyTexture;
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renderer->DestroyRenderer = D3D11_DestroyRenderer;
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renderer->info = D3D11_RenderDriver.info;
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renderer->driverdata = data;
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// HACK: make sure the SDL_Renderer references the SDL_Window data now, in
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// order to give init functions access to the underlying window handle:
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renderer->window = window;
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/* Initialize Direct3D resources */
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if (FAILED(D3D11_CreateDeviceResources(renderer))) {
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D3D11_DestroyRenderer(renderer);
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return NULL;
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}
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if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
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D3D11_DestroyRenderer(renderer);
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return NULL;
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}
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// TODO, WinRT: fill in renderer->info.texture_formats where appropriate
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return renderer;
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}
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static void
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D3D11_DestroyRenderer(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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if (data) {
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delete data;
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data = NULL;
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}
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}
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static bool
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D3D11_ReadFileContents(const wstring & fileName, vector<char> & out)
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{
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ifstream in(fileName, ios::in | ios::binary);
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if (!in) {
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return false;
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}
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in.seekg(0, ios::end);
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out.resize((size_t) in.tellg());
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in.seekg(0, ios::beg);
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in.read(&out[0], out.size());
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return in.good();
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}
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static bool
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D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
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{
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wstring fileName;
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
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fileName += L"\\SDL_VS2012_WinRT\\";
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#elif WINAPI_FAMILY == WINAPI_PHONE_APP
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fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
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fileName += L"\\";
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#endif
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// TODO, WinRT: test Direct3D 11.1 shader loading on Win32
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fileName += shaderName;
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return D3D11_ReadFileContents(fileName, out);
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}
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static HRESULT
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D3D11_LoadPixelShader(SDL_Renderer * renderer,
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const wstring & shaderName,
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ID3D11PixelShader ** shaderOutput)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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vector<char> fileData;
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if (!D3D11_ReadShaderContents(shaderName, fileData)) {
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SDL_SetError("Unable to open SDL's pixel shader file.");
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return E_FAIL;
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}
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result = data->d3dDevice->CreatePixelShader(
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&fileData[0],
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fileData.size(),
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nullptr,
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shaderOutput
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader", result);
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return result;
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}
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return S_OK;
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}
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static HRESULT
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D3D11_CreateBlendMode(SDL_Renderer * renderer,
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BOOL enableBlending,
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D3D11_BLEND srcBlend,
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D3D11_BLEND destBlend,
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ID3D11BlendState ** blendStateOutput)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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D3D11_BLEND_DESC blendDesc;
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memset(&blendDesc, 0, sizeof(blendDesc));
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = enableBlending;
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blendDesc.RenderTarget[0].SrcBlend = srcBlend;
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blendDesc.RenderTarget[0].DestBlend = destBlend;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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result = data->d3dDevice->CreateBlendState(&blendDesc, blendStateOutput);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
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return result;
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}
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return S_OK;
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}
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// Create resources that depend on the device.
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HRESULT
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D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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// This flag adds support for surfaces with a different color channel ordering
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// than the API default. It is required for compatibility with Direct2D.
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UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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// Make sure Direct3D's debugging feature gets used, if the app requests it.
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
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if (hint) {
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if (*hint == '1') {
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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}
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// This array defines the set of DirectX hardware feature levels this app will support.
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// Note the ordering should be preserved.
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// Don't forget to declare your application's minimum required feature level in its
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// description. All applications are assumed to support 9.1 unless otherwise stated.
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D3D_FEATURE_LEVEL featureLevels[] =
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{
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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// Create the Direct3D 11 API device object and a corresponding context.
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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HRESULT result = S_OK;
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result = D3D11CreateDevice(
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nullptr, // Specify nullptr to use the default adapter.
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D3D_DRIVER_TYPE_HARDWARE,
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nullptr,
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creationFlags, // Set set debug and Direct2D compatibility flags.
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featureLevels, // List of feature levels this app can support.
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ARRAYSIZE(featureLevels),
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D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
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&device, // Returns the Direct3D device created.
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&data->featureLevel, // Returns feature level of device created.
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&context // Returns the device immediate context.
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
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return result;
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}
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// Get the Direct3D 11.1 API device and context interfaces.
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result = device.As(&(data->d3dDevice));
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
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return result;
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}
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result = context.As(&data->d3dContext);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
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return result;
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}
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//
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// Make note of the maximum texture size
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// Max texture sizes are documented on MSDN, at:
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// http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
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//
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switch (data->d3dDevice->GetFeatureLevel()) {
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case D3D_FEATURE_LEVEL_11_1:
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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;
|
|
}
|
|
|
|
//
|
|
// Load in SDL's one and only vertex shader:
|
|
//
|
|
vector<char> fileData;
|
|
if (!D3D11_ReadShaderContents(L"SDL_D3D11_VertexShader_Default.cso", fileData)) {
|
|
SDL_SetError("Unable to open SDL's vertex shader file.");
|
|
return E_FAIL;
|
|
}
|
|
|
|
result = data->d3dDevice->CreateVertexShader(
|
|
&fileData[0],
|
|
fileData.size(),
|
|
nullptr,
|
|
&data->vertexShader
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Create an input layout for SDL's vertex shader:
|
|
//
|
|
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
|
|
result = data->d3dDevice->CreateInputLayout(
|
|
vertexDesc,
|
|
ARRAYSIZE(vertexDesc),
|
|
&fileData[0],
|
|
fileData.size(),
|
|
&data->inputLayout
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Load in SDL's pixel shaders
|
|
//
|
|
result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_TextureColored.cso", &data->texturePixelShader);
|
|
if (FAILED(result)) {
|
|
// D3D11_LoadPixelShader will have aleady set the SDL error
|
|
return result;
|
|
}
|
|
|
|
result = D3D11_LoadPixelShader(renderer, L"SDL_D3D11_PixelShader_FixedColor.cso", &data->colorPixelShader);
|
|
if (FAILED(result)) {
|
|
// D3D11_LoadPixelShader will have aleady set the SDL error
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Setup space to hold vertex shader constants:
|
|
//
|
|
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
|
|
result = data->d3dDevice->CreateBuffer(
|
|
&constantBufferDesc,
|
|
nullptr,
|
|
&data->vertexShaderConstants
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result);
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Make sure that the vertex buffer, if already created, gets freed.
|
|
// It will be recreated later.
|
|
//
|
|
data->vertexBuffer = nullptr;
|
|
|
|
//
|
|
// Create samplers to use when drawing textures:
|
|
//
|
|
D3D11_SAMPLER_DESC samplerDesc;
|
|
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;
|
|
samplerDesc.MipLODBias = 0.0f;
|
|
samplerDesc.MaxAnisotropy = 1;
|
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
|
samplerDesc.BorderColor[0] = 0.0f;
|
|
samplerDesc.BorderColor[1] = 0.0f;
|
|
samplerDesc.BorderColor[2] = 0.0f;
|
|
samplerDesc.BorderColor[3] = 0.0f;
|
|
samplerDesc.MinLOD = 0.0f;
|
|
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
|
result = data->d3dDevice->CreateSamplerState(
|
|
&samplerDesc,
|
|
&data->nearestPixelSampler
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result);
|
|
return result;
|
|
}
|
|
|
|
samplerDesc.Filter = SDL_D3D11_LINEAR_FILTER;
|
|
result = data->d3dDevice->CreateSamplerState(
|
|
&samplerDesc,
|
|
&data->linearSampler
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result);
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Setup the Direct3D rasterizer
|
|
//
|
|
D3D11_RASTERIZER_DESC rasterDesc;
|
|
memset(&rasterDesc, 0, sizeof(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 = data->d3dDevice->CreateRasterizerState(&rasterDesc, &data->mainRasterizer);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState", result);
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// Create blending states:
|
|
//
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_SRC_ALPHA,
|
|
D3D11_BLEND_INV_SRC_ALPHA,
|
|
&data->blendModeBlend);
|
|
if (FAILED(result)) {
|
|
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
return result;
|
|
}
|
|
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_SRC_ALPHA,
|
|
D3D11_BLEND_ONE,
|
|
&data->blendModeAdd);
|
|
if (FAILED(result)) {
|
|
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
return result;
|
|
}
|
|
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_ZERO,
|
|
D3D11_BLEND_SRC_COLOR,
|
|
&data->blendModeMod);
|
|
if (FAILED(result)) {
|
|
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
|
return result;
|
|
}
|
|
|
|
//
|
|
// All done!
|
|
//
|
|
return S_OK;
|
|
}
|
|
|
|
#ifdef __WINRT__
|
|
|
|
static ABI::Windows::UI::Core::ICoreWindow *
|
|
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
|
{
|
|
SDL_Window * sdlWindow = renderer->window;
|
|
if ( ! renderer->window ) {
|
|
return nullptr;
|
|
}
|
|
|
|
SDL_SysWMinfo sdlWindowInfo;
|
|
SDL_VERSION(&sdlWindowInfo.version);
|
|
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
|
|
return nullptr;
|
|
}
|
|
|
|
if ( ! sdlWindowInfo.info.winrt.window ) {
|
|
return nullptr;
|
|
}
|
|
|
|
ABI::Windows::UI::Core::ICoreWindow * coreWindow = nullptr;
|
|
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
|
|
return nullptr;
|
|
}
|
|
|
|
return coreWindow;
|
|
}
|
|
|
|
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
|
static float
|
|
D3D11_ConvertDipsToPixels(float dips)
|
|
{
|
|
static const float dipsPerInch = 96.0f;
|
|
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
|
}
|
|
#endif
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
// TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var
|
|
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
|
|
#endif
|
|
|
|
static DXGI_MODE_ROTATION
|
|
D3D11_GetRotationForOrientation(Windows::Graphics::Display::DisplayOrientations orientation)
|
|
{
|
|
switch (orientation)
|
|
{
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
//
|
|
// Windows Phone rotations
|
|
//
|
|
case DisplayOrientations::Landscape:
|
|
return DXGI_MODE_ROTATION_ROTATE90;
|
|
case DisplayOrientations::Portrait:
|
|
return DXGI_MODE_ROTATION_IDENTITY;
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
return DXGI_MODE_ROTATION_ROTATE270;
|
|
case DisplayOrientations::PortraitFlipped:
|
|
return DXGI_MODE_ROTATION_ROTATE180;
|
|
#else
|
|
//
|
|
// Non-Windows-Phone rotations (ex: Windows 8, Windows RT)
|
|
//
|
|
case DisplayOrientations::Landscape:
|
|
return DXGI_MODE_ROTATION_IDENTITY;
|
|
case DisplayOrientations::Portrait:
|
|
return DXGI_MODE_ROTATION_ROTATE270;
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
return DXGI_MODE_ROTATION_ROTATE180;
|
|
case DisplayOrientations::PortraitFlipped:
|
|
return DXGI_MODE_ROTATION_ROTATE90;
|
|
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
|
|
default:
|
|
return DXGI_MODE_ROTATION_UNSPECIFIED;
|
|
}
|
|
}
|
|
|
|
// Initialize all resources that change when the window's size changes.
|
|
// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
|
|
HRESULT
|
|
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
|
|
|
// Store the window bounds so the next time we get a SizeChanged event we can
|
|
// avoid rebuilding everything if the size is identical.
|
|
ABI::Windows::Foundation::Rect nativeWindowBounds;
|
|
if (coreWindow) {
|
|
result = coreWindow->get_Bounds(&nativeWindowBounds);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__", ICoreWindow::get_Bounds [get native-window bounds]", result);
|
|
return result;
|
|
}
|
|
} else {
|
|
// TODO, WinRT, XAML: clean up window-bounds code in D3D11_CreateWindowSizeDependentResources
|
|
SDL_DisplayMode displayMode;
|
|
if (SDL_GetDesktopDisplayMode(0, &displayMode) < 0) {
|
|
SDL_SetError(__FUNCTION__", Get Window Bounds (XAML): Unable to retrieve the native window's size");
|
|
return E_FAIL;
|
|
}
|
|
|
|
nativeWindowBounds.Width = (FLOAT) displayMode.w;
|
|
nativeWindowBounds.Height = (FLOAT) displayMode.h;
|
|
}
|
|
|
|
// TODO, WinRT, XAML: see if window/control sizes are in DIPs, or something else. If something else, then adjust renderer size tracking accordingly.
|
|
data->windowSizeInDIPs.x = nativeWindowBounds.Width;
|
|
data->windowSizeInDIPs.y = nativeWindowBounds.Height;
|
|
|
|
// Calculate the necessary swap chain and render target size in pixels.
|
|
float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
|
|
float windowHeight = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.y);
|
|
|
|
// The width and height of the swap chain must be based on the window's
|
|
// landscape-oriented width and height. If the window is in a portrait
|
|
// orientation, the dimensions must be reversed.
|
|
data->orientation = DisplayProperties::CurrentOrientation;
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
const bool swapDimensions = false;
|
|
#else
|
|
const bool swapDimensions =
|
|
data->orientation == DisplayOrientations::Portrait ||
|
|
data->orientation == DisplayOrientations::PortraitFlipped;
|
|
#endif
|
|
data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
|
|
data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
|
|
|
|
if(data->swapChain != nullptr)
|
|
{
|
|
// If the swap chain already exists, resize it.
|
|
result = data->swapChain->ResizeBuffers(
|
|
2, // Double-buffered swap chain.
|
|
static_cast<UINT>(data->renderTargetSize.x),
|
|
static_cast<UINT>(data->renderTargetSize.y),
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
0
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::ResizeBuffers", result);
|
|
return result;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const bool usingXAML = (coreWindow == nullptr);
|
|
|
|
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
|
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
|
swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
|
|
swapChainDesc.Height = static_cast<UINT>(data->renderTargetSize.y);
|
|
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.
|
|
#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;
|
|
|
|
ComPtr<IDXGIDevice1> dxgiDevice;
|
|
result = data->d3dDevice.As(&dxgiDevice);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1 to IDXGIDevice1", result);
|
|
return result;
|
|
}
|
|
|
|
ComPtr<IDXGIAdapter> dxgiAdapter;
|
|
result = dxgiDevice->GetAdapter(&dxgiAdapter);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::GetAdapter", result);
|
|
return result;
|
|
}
|
|
|
|
ComPtr<IDXGIFactory2> dxgiFactory;
|
|
result = dxgiAdapter->GetParent(
|
|
__uuidof(IDXGIFactory2),
|
|
&dxgiFactory
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter::GetParent", result);
|
|
return result;
|
|
}
|
|
|
|
if (usingXAML) {
|
|
result = dxgiFactory->CreateSwapChainForComposition(
|
|
data->d3dDevice.Get(),
|
|
&swapChainDesc,
|
|
nullptr,
|
|
&data->swapChain);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result);
|
|
return result;
|
|
}
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain.Get());
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
|
|
return result;
|
|
}
|
|
#else
|
|
SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
|
|
return E_FAIL;
|
|
#endif
|
|
} else {
|
|
IUnknown * coreWindowAsIUnknown = nullptr;
|
|
result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow to IUnknown", result);
|
|
return result;
|
|
}
|
|
|
|
result = dxgiFactory->CreateSwapChainForCoreWindow(
|
|
data->d3dDevice.Get(),
|
|
coreWindowAsIUnknown,
|
|
&swapChainDesc,
|
|
nullptr, // Allow on all displays.
|
|
&data->swapChain
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
// 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 = dxgiDevice->SetMaximumFrameLatency(1);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
|
// Set the proper orientation for the swap chain, and generate the
|
|
// 3D matrix transformation for rendering to the rotated swap chain.
|
|
//
|
|
// To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
|
// on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
|
|
DXGI_MODE_ROTATION rotation = D3D11_GetRotationForOrientation(data->orientation);
|
|
result = data->swapChain->SetRotation(rotation);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation" , result);
|
|
return result;
|
|
}
|
|
#endif
|
|
|
|
// Create a render target view of the swap chain back buffer.
|
|
ComPtr<ID3D11Texture2D> backBuffer;
|
|
result = data->swapChain->GetBuffer(
|
|
0,
|
|
__uuidof(ID3D11Texture2D),
|
|
&backBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [back-buffer]", result);
|
|
return result;
|
|
}
|
|
|
|
result = data->d3dDevice->CreateRenderTargetView(
|
|
backBuffer.Get(),
|
|
nullptr,
|
|
&data->mainRenderTargetView
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
|
return result;
|
|
}
|
|
|
|
if (D3D11_UpdateViewport(renderer) != 0) {
|
|
// D3D11_UpdateViewport will set the SDL error if it fails.
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
// This method is called when the window's size changes.
|
|
HRESULT
|
|
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
ABI::Windows::UI::Core::ICoreWindow * coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
|
ABI::Windows::Foundation::Rect coreWindowBounds;
|
|
|
|
result = coreWindow->get_Bounds(&coreWindowBounds);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ICoreWindow::get_Bounds [get window bounds]", result);
|
|
return result;
|
|
}
|
|
|
|
if (coreWindowBounds.Width != data->windowSizeInDIPs.x ||
|
|
coreWindowBounds.Height != data->windowSizeInDIPs.y ||
|
|
data->orientation != DisplayProperties::CurrentOrientation)
|
|
{
|
|
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
|
data->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
|
data->mainRenderTargetView = nullptr;
|
|
data->d3dContext->Flush();
|
|
result = D3D11_CreateWindowSizeDependentResources(renderer);
|
|
if (FAILED(result)) {
|
|
/* D3D11_CreateWindowSizeDependentResources will set the SDL error */
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT
|
|
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
|
|
// Reset these member variables to ensure that D3D11_UpdateForWindowSizeChange recreates all resources.
|
|
data->windowSizeInDIPs.x = 0;
|
|
data->windowSizeInDIPs.y = 0;
|
|
data->swapChain = nullptr;
|
|
|
|
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;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
static void
|
|
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|
{
|
|
//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
D3D11_UpdateForWindowSizeChange(renderer);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData;
|
|
HRESULT result;
|
|
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
|
if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
|
|
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
|
__FUNCTION__, texture->format);
|
|
}
|
|
|
|
textureData = new D3D11_TextureData;
|
|
if (!textureData) {
|
|
SDL_OutOfMemory();
|
|
return -1;
|
|
}
|
|
textureData->pixelFormat = SDL_AllocFormat(texture->format);
|
|
textureData->lockedTexturePosition = XMINT2(0, 0);
|
|
textureData->scaleMode = GetScaleQuality();
|
|
|
|
texture->driverdata = textureData;
|
|
|
|
D3D11_TEXTURE2D_DESC textureDesc = {0};
|
|
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;
|
|
}
|
|
|
|
#if 0
|
|
// Fill the texture with a non-black color, for debugging purposes:
|
|
const int numPixels = textureDesc.Width * textureDesc.Height;
|
|
const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
|
|
std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
|
|
for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
|
|
initialTexturePixels[i+0] = 0xff;
|
|
initialTexturePixels[i+1] = 0xff;
|
|
initialTexturePixels[i+2] = 0x00;
|
|
initialTexturePixels[i+3] = 0xff;
|
|
}
|
|
D3D11_SUBRESOURCE_DATA initialTextureData = {0};
|
|
initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
|
|
initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
|
|
initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
|
|
#endif
|
|
|
|
result = rendererData->d3dDevice->CreateTexture2D(
|
|
&textureDesc,
|
|
NULL, // &initialTextureData,
|
|
&textureData->mainTexture
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
|
|
return -1;
|
|
}
|
|
|
|
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 = rendererData->d3dDevice->CreateRenderTargetView(
|
|
textureData->mainTexture.Get(),
|
|
&renderTargetViewDesc,
|
|
&textureData->mainTextureRenderTargetView);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
|
resourceViewDesc.Format = textureDesc.Format;
|
|
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
|
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
|
result = rendererData->d3dDevice->CreateShaderResourceView(
|
|
textureData->mainTexture.Get(),
|
|
&resourceViewDesc,
|
|
&textureData->mainTextureResourceView
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
SDL_Texture * texture)
|
|
{
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
if (textureData) {
|
|
if (textureData->pixelFormat) {
|
|
SDL_FreeFormat(textureData->pixelFormat);
|
|
textureData->pixelFormat = NULL;
|
|
}
|
|
|
|
delete textureData;
|
|
texture->driverdata = NULL;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, const void * srcPixels,
|
|
int srcPitch)
|
|
{
|
|
// Lock the texture, retrieving a buffer to write pixel data to:
|
|
void * destPixels = NULL;
|
|
int destPitch = 0;
|
|
if (D3D11_LockTexture(renderer, texture, rect, &destPixels, &destPitch) != 0) {
|
|
// An error is already set. Attach some info to it, then return to
|
|
// the caller.
|
|
std::string errorMessage = string(__FUNCTION__ ", Lock Texture Failed: ") + SDL_GetError();
|
|
return SDL_SetError(errorMessage.c_str());
|
|
}
|
|
|
|
// Copy pixel data to the locked texture's memory:
|
|
for (int y = 0; y < rect->h; ++y) {
|
|
memcpy(
|
|
((Uint8 *)destPixels) + (destPitch * y),
|
|
((Uint8 *)srcPixels) + (srcPitch * y),
|
|
srcPitch
|
|
);
|
|
}
|
|
|
|
// Commit the texture's memory back to Direct3D:
|
|
D3D11_UnlockTexture(renderer, texture);
|
|
|
|
// Return to the caller:
|
|
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;
|
|
|
|
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
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
textureData->mainTexture->GetDesc(&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 = rendererData->d3dDevice->CreateTexture2D(
|
|
&stagingTextureDesc,
|
|
NULL,
|
|
&textureData->stagingTexture);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
|
return -1;
|
|
}
|
|
|
|
// Get a write-only pointer to data in the staging texture:
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
|
result = rendererData->d3dContext->Map(
|
|
textureData->stagingTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
D3D11_MAP_WRITE,
|
|
0,
|
|
&textureMemory
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
|
textureData->stagingTexture = nullptr;
|
|
return -1;
|
|
}
|
|
|
|
// Make note of where the staging texture will be written to (on a
|
|
// call to SDL_UnlockTexture):
|
|
textureData->lockedTexturePosition = XMINT2(rect->x, 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;
|
|
|
|
// Commit the pixel buffer's changes back to the staging texture:
|
|
rendererData->d3dContext->Unmap(
|
|
textureData->stagingTexture.Get(),
|
|
0);
|
|
|
|
// Copy the staging texture's contents back to the main texture:
|
|
rendererData->d3dContext->CopySubresourceRegion(
|
|
textureData->mainTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
textureData->lockedTexturePosition.x,
|
|
textureData->lockedTexturePosition.y,
|
|
0,
|
|
textureData->stagingTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
NULL);
|
|
|
|
// Clean up and return:
|
|
textureData->stagingTexture = nullptr;
|
|
textureData->lockedTexturePosition = XMINT2(0, 0);
|
|
}
|
|
|
|
static int
|
|
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
if (texture == NULL) {
|
|
rendererData->currentOffscreenRenderTargetView = nullptr;
|
|
return 0;
|
|
}
|
|
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
if (!textureData->mainTextureRenderTargetView) {
|
|
return SDL_SetError("specified texture is not a render target");
|
|
}
|
|
|
|
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateViewport(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
if (renderer->viewport.w == 0 || renderer->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.
|
|
return 0;
|
|
}
|
|
|
|
// Make sure the SDL viewport gets rotated to that of the physical display's orientation.
|
|
// 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 (D3D11_GetRotationForOrientation(data->orientation))
|
|
{
|
|
case DXGI_MODE_ROTATION_IDENTITY:
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PI));
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
|
|
break;
|
|
default:
|
|
return SDL_SetError("An unknown DisplayOrientation is being used");
|
|
}
|
|
|
|
//
|
|
// Update the view matrix
|
|
//
|
|
float viewportWidth = (float) renderer->viewport.w;
|
|
float viewportHeight = (float) renderer->viewport.h;
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.view,
|
|
XMMatrixMultiply(
|
|
XMMatrixScaling(2.0f / viewportWidth, 2.0f / viewportHeight, 1.0f),
|
|
XMMatrixMultiply(
|
|
XMMatrixTranslation(-1, -1, 0),
|
|
XMMatrixRotationX(XM_PI)
|
|
)));
|
|
#if 0
|
|
data->vertexShaderConstantsData.view = XMMatrixIdentity();
|
|
#endif
|
|
|
|
//
|
|
// Reset the model matrix
|
|
//
|
|
XMStoreFloat4x4(&data->vertexShaderConstantsData.model, XMMatrixIdentity());
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
SDL_FRect orientationAlignedViewport;
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
const bool swapDimensions =
|
|
data->orientation == DisplayOrientations::Landscape ||
|
|
data->orientation == DisplayOrientations::LandscapeFlipped;
|
|
#else
|
|
const bool swapDimensions =
|
|
data->orientation == DisplayOrientations::Portrait ||
|
|
data->orientation == DisplayOrientations::PortraitFlipped;
|
|
#endif
|
|
if (swapDimensions) {
|
|
orientationAlignedViewport.x = (float) renderer->viewport.y;
|
|
orientationAlignedViewport.y = (float) renderer->viewport.x;
|
|
orientationAlignedViewport.w = (float) renderer->viewport.h;
|
|
orientationAlignedViewport.h = (float) renderer->viewport.w;
|
|
} else {
|
|
orientationAlignedViewport.x = (float) renderer->viewport.x;
|
|
orientationAlignedViewport.y = (float) renderer->viewport.y;
|
|
orientationAlignedViewport.w = (float) renderer->viewport.w;
|
|
orientationAlignedViewport.h = (float) renderer->viewport.h;
|
|
}
|
|
// TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
|
|
|
|
D3D11_VIEWPORT viewport;
|
|
memset(&viewport, 0, sizeof(viewport));
|
|
viewport.TopLeftX = orientationAlignedViewport.x;
|
|
viewport.TopLeftY = orientationAlignedViewport.y;
|
|
viewport.Width = orientationAlignedViewport.w;
|
|
viewport.Height = orientationAlignedViewport.h;
|
|
viewport.MinDepth = 0.0f;
|
|
viewport.MaxDepth = 1.0f;
|
|
data->d3dContext->RSSetViewports(1, &viewport);
|
|
|
|
#if 0
|
|
SDL_Log("%s, oav={%.0f,%.0f,%.0f,%.0f}, rend={%.0f,%.0f}\n",
|
|
__FUNCTION__,
|
|
orientationAlignedViewport.x,
|
|
orientationAlignedViewport.y,
|
|
orientationAlignedViewport.w,
|
|
orientationAlignedViewport.h,
|
|
data->renderTargetSize.x,
|
|
data->renderTargetSize.y);
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateClipRect(SDL_Renderer * renderer)
|
|
{
|
|
// TODO, WinRT: implement D3D11_UpdateClipRect
|
|
return 0;
|
|
}
|
|
|
|
static ComPtr<ID3D11RenderTargetView> &
|
|
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
if (data->currentOffscreenRenderTargetView) {
|
|
return data->currentOffscreenRenderTargetView;
|
|
} else {
|
|
return data->mainRenderTargetView;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderClear(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
const float colorRGBA[] = {
|
|
(renderer->r / 255.0f),
|
|
(renderer->g / 255.0f),
|
|
(renderer->b / 255.0f),
|
|
(renderer->a / 255.0f)
|
|
};
|
|
data->d3dContext->ClearRenderTargetView(
|
|
D3D11_GetCurrentRenderTargetView(renderer).Get(),
|
|
colorRGBA
|
|
);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|
const void * vertexData, size_t dataSizeInBytes)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
D3D11_BUFFER_DESC vertexBufferDesc;
|
|
|
|
if (rendererData->vertexBuffer) {
|
|
rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
|
|
} else {
|
|
memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
|
|
}
|
|
|
|
if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
|
result = rendererData->d3dContext->Map(rendererData->vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result);
|
|
return -1;
|
|
}
|
|
memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
|
rendererData->d3dContext->Unmap(rendererData->vertexBuffer.Get(), 0);
|
|
} else {
|
|
vertexBufferDesc.ByteWidth = dataSizeInBytes;
|
|
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
|
vertexBufferData.pSysMem = vertexData;
|
|
vertexBufferData.SysMemPitch = 0;
|
|
vertexBufferData.SysMemSlicePitch = 0;
|
|
|
|
result = rendererData->d3dDevice->CreateBuffer(
|
|
&vertexBufferDesc,
|
|
&vertexBufferData,
|
|
&rendererData->vertexBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
UINT stride = sizeof(VertexPositionColor);
|
|
UINT offset = 0;
|
|
rendererData->d3dContext->IASetVertexBuffers(
|
|
0,
|
|
1,
|
|
rendererData->vertexBuffer.GetAddressOf(),
|
|
&stride,
|
|
&offset
|
|
);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
rendererData->d3dContext->OMSetRenderTargets(
|
|
1,
|
|
D3D11_GetCurrentRenderTargetView(renderer).GetAddressOf(),
|
|
nullptr
|
|
);
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
switch (blendMode) {
|
|
case SDL_BLENDMODE_BLEND:
|
|
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeBlend.Get(), 0, 0xFFFFFFFF);
|
|
break;
|
|
case SDL_BLENDMODE_ADD:
|
|
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeAdd.Get(), 0, 0xFFFFFFFF);
|
|
break;
|
|
case SDL_BLENDMODE_MOD:
|
|
rendererData->d3dContext->OMSetBlendState(rendererData->blendModeMod.Get(), 0, 0xFFFFFFFF);
|
|
break;
|
|
case SDL_BLENDMODE_NONE:
|
|
rendererData->d3dContext->OMSetBlendState(NULL, 0, 0xFFFFFFFF);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D11_SetPixelShader(SDL_Renderer * renderer,
|
|
ID3D11PixelShader * shader,
|
|
ID3D11ShaderResourceView * shaderResource,
|
|
ID3D11SamplerState * sampler)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
rendererData->d3dContext->PSSetShader(shader, nullptr, 0);
|
|
rendererData->d3dContext->PSSetShaderResources(0, 1, &shaderResource);
|
|
rendererData->d3dContext->PSSetSamplers(0, 1, &sampler);
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
|
|
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
|
|
UINT vertexCount)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
rendererData->d3dContext->UpdateSubresource(
|
|
rendererData->vertexShaderConstants.Get(),
|
|
0,
|
|
NULL,
|
|
&rendererData->vertexShaderConstantsData,
|
|
0,
|
|
0
|
|
);
|
|
|
|
rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
|
|
rendererData->d3dContext->IASetInputLayout(rendererData->inputLayout.Get());
|
|
rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
|
|
rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
|
|
rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
|
|
rendererData->d3dContext->Draw(vertexCount, 0);
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
|
const SDL_FPoint * points, int count)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
float r, g, b, a;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
for (int i = 0; i < min(count, 128); ++i) {
|
|
const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
|
vertices[i] = v;
|
|
}
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
|
SDL_stack_free(vertices);
|
|
return -1;
|
|
}
|
|
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->colorPixelShader.Get(),
|
|
nullptr,
|
|
nullptr);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
|
|
SDL_stack_free(vertices);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
|
const SDL_FPoint * points, int count)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
float r, g, b, a;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
for (int i = 0; i < count; ++i) {
|
|
const VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
|
|
vertices[i] = v;
|
|
}
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
|
|
SDL_stack_free(vertices);
|
|
return -1;
|
|
}
|
|
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->colorPixelShader.Get(),
|
|
nullptr,
|
|
nullptr);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
|
|
SDL_stack_free(vertices);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderFillRects(SDL_Renderer * renderer,
|
|
const SDL_FRect * rects, int count)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
float r, g, b, a;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
#if 0
|
|
// Set up a test pattern:
|
|
SDL_FRect _rects[] = {
|
|
{-1.1f, 1.1f, 1.1f, -1.1f},
|
|
{-1.0f, 1.0f, 1.0f, -1.0f}, // red
|
|
{0.0f, 1.0f, 1.0f, -1.0f}, // green
|
|
{-1.0f, 0.0f, 1.0f, -1.0f}, // blue
|
|
{0.0f, 0.0f, 1.0f, -1.0f} // white
|
|
};
|
|
count = sizeof(_rects) / sizeof(SDL_FRect);
|
|
#define rects _rects
|
|
#endif
|
|
|
|
for (int i = 0; i < count; ++i) {
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
|
|
#if 0
|
|
// Set colors for the test pattern:
|
|
a = 1.0f;
|
|
switch (i) {
|
|
case 0: r = 1.0f; g = 1.0f; b = 0.0f; break;
|
|
case 1: r = 1.0f; g = 0.0f; b = 0.0f; break;
|
|
case 2: r = 0.0f; g = 1.0f; b = 0.0f; break;
|
|
case 3: r = 0.0f; g = 0.0f; b = 1.0f; break;
|
|
case 4: r = 1.0f; g = 1.0f; b = 1.0f; break;
|
|
}
|
|
#endif
|
|
|
|
VertexPositionColor vertices[] = {
|
|
{XMFLOAT3(rects[i].x, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(rects[i].x, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(rects[i].x + rects[i].w, rects[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)},
|
|
};
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->colorPixelShader.Get(),
|
|
nullptr,
|
|
nullptr);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
}
|
|
|
|
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)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
|
float minu = (float) srcrect->x / texture->w;
|
|
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
float minv = (float) srcrect->y / texture->h;
|
|
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
float r = 1.0f;
|
|
float g = 1.0f;
|
|
float b = 1.0f;
|
|
float a = 1.0f;
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
r = (float)(texture->r / 255.0f);
|
|
g = (float)(texture->g / 255.0f);
|
|
b = (float)(texture->b / 255.0f);
|
|
}
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
a = (float)(texture->a / 255.0f);
|
|
}
|
|
|
|
VertexPositionColor vertices[] = {
|
|
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
|
};
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->texturePixelShader.Get(),
|
|
textureData->mainTextureResourceView.Get(),
|
|
textureSampler);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
|
float minu = (float) srcrect->x / texture->w;
|
|
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
float minv = (float) srcrect->y / texture->h;
|
|
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
float r = 1.0f;
|
|
float g = 1.0f;
|
|
float b = 1.0f;
|
|
float a = 1.0f;
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
r = (float)(texture->r / 255.0f);
|
|
g = (float)(texture->g / 255.0f);
|
|
b = (float)(texture->b / 255.0f);
|
|
}
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
a = (float)(texture->a / 255.0f);
|
|
}
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
float tmp = maxu;
|
|
maxu = minu;
|
|
minu = tmp;
|
|
}
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
float tmp = maxv;
|
|
maxv = minv;
|
|
minv = tmp;
|
|
}
|
|
|
|
XMFLOAT4X4 oldModelMatrix = rendererData->vertexShaderConstantsData.model;
|
|
XMStoreFloat4x4(
|
|
&rendererData->vertexShaderConstantsData.model,
|
|
XMMatrixMultiply(
|
|
XMMatrixRotationZ((float)(XM_PI * (float) angle / 180.0f)),
|
|
XMMatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
|
));
|
|
|
|
const float minx = -center->x;
|
|
const float maxx = dstrect->w - center->x;
|
|
const float miny = -center->y;
|
|
const float maxy = dstrect->h - center->y;
|
|
|
|
VertexPositionColor vertices[] = {
|
|
{XMFLOAT3(minx, miny, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(minx, maxy, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(maxx, miny, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(r, g, b, a)},
|
|
{XMFLOAT3(maxx, maxy, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(r, g, b, a)},
|
|
};
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->texturePixelShader.Get(),
|
|
textureData->mainTextureResourceView.Get(),
|
|
textureSampler);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
|
rendererData->vertexShaderConstantsData.model = oldModelMatrix;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 format, void * pixels, int pitch)
|
|
{
|
|
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
|
|
// Retrieve a pointer to the back buffer:
|
|
ComPtr<ID3D11Texture2D> backBuffer;
|
|
result = data->swapChain->GetBuffer(
|
|
0,
|
|
__uuidof(ID3D11Texture2D),
|
|
&backBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [get back buffer]", result);
|
|
return -1;
|
|
}
|
|
|
|
// Create a staging texture to copy the screen's data to:
|
|
ComPtr<ID3D11Texture2D> stagingTexture;
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
backBuffer->GetDesc(&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 = data->d3dDevice->CreateTexture2D(
|
|
&stagingTextureDesc,
|
|
NULL,
|
|
&stagingTexture);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
|
return -1;
|
|
}
|
|
|
|
// Copy the desired portion of the back buffer to the staging texture:
|
|
D3D11_BOX srcBox;
|
|
switch (D3D11_GetRotationForOrientation(data->orientation)) {
|
|
case DXGI_MODE_ROTATION_IDENTITY:
|
|
srcBox.left = rect->x;
|
|
srcBox.right = rect->x + rect->w;
|
|
srcBox.top = rect->y;
|
|
srcBox.bottom = rect->y + rect->h;
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
srcBox.left = rect->y;
|
|
srcBox.right = rect->y + rect->h;
|
|
srcBox.top = renderer->viewport.w - rect->x - rect->w;
|
|
srcBox.bottom = renderer->viewport.w - rect->x;
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
srcBox.left = renderer->viewport.w - rect->x - rect->w;
|
|
srcBox.right = renderer->viewport.w - rect->x;
|
|
srcBox.top = renderer->viewport.h - rect->y - rect->h;
|
|
srcBox.bottom = renderer->viewport.h - rect->y;
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
srcBox.left = renderer->viewport.h - rect->y - rect->h;
|
|
srcBox.right = renderer->viewport.h - rect->y;
|
|
srcBox.top = rect->x;
|
|
srcBox.bottom = rect->x + rect->h;
|
|
break;
|
|
default:
|
|
return SDL_SetError("The physical display is in an unknown or unsupported orientation");
|
|
}
|
|
srcBox.front = 0;
|
|
srcBox.back = 1;
|
|
data->d3dContext->CopySubresourceRegion(
|
|
stagingTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
0, 0, 0,
|
|
backBuffer.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
&srcBox);
|
|
|
|
// Map the staging texture's data to CPU-accessible memory:
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
|
|
result = data->d3dContext->Map(
|
|
stagingTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0),
|
|
D3D11_MAP_READ,
|
|
0,
|
|
&textureMemory);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
|
return -1;
|
|
}
|
|
|
|
// Copy the data into the desired buffer, converting pixels to the
|
|
// desired format at the same time:
|
|
if (SDL_ConvertPixels(
|
|
rect->w, rect->h,
|
|
DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
|
|
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.
|
|
std::string errorMessage = string(__FUNCTION__ ", Convert Pixels failed: ") + SDL_GetError();
|
|
return SDL_SetError(errorMessage.c_str());
|
|
}
|
|
|
|
// Unmap the texture:
|
|
data->d3dContext->Unmap(
|
|
stagingTexture.Get(),
|
|
D3D11CalcSubresource(0, 0, 0));
|
|
|
|
// All done. The staging texture will be cleaned up in it's container
|
|
// ComPtr<>'s destructor.
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderPresent(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
// The first argument instructs DXGI to block until VSync, putting the application
|
|
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
|
// frames that will never be displayed to the screen.
|
|
HRESULT hr = data->swapChain->Present(1, 0);
|
|
#else
|
|
// 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.
|
|
DXGI_PRESENT_PARAMETERS parameters = {0};
|
|
parameters.DirtyRectsCount = 0;
|
|
parameters.pDirtyRects = nullptr;
|
|
parameters.pScrollRect = nullptr;
|
|
parameters.pScrollOffset = nullptr;
|
|
|
|
// The first argument instructs DXGI to block until VSync, putting the application
|
|
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
|
|
// frames that will never be displayed to the screen.
|
|
HRESULT hr = data->swapChain->Present1(1, 0, ¶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.
|
|
data->d3dContext->DiscardView(data->mainRenderTargetView.Get());
|
|
|
|
// 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 salvedge debug info from users' machines
|
|
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
|
{
|
|
hr = D3D11_HandleDeviceLost(renderer);
|
|
if (FAILED(hr)) {
|
|
/* D3D11_HandleDeviceLost will set the SDL error */
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::DiscardView", hr);
|
|
}
|
|
}
|
|
|
|
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|