mirror of
https://github.com/Relintai/sdl2_frt.git
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969c316797
Some of these were legitimate bugs, including: - a malformed SDL_snprintf call - a probably-invalid enum comparison
3017 lines
118 KiB
C
3017 lines
118 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 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_internal.h"
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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/* #include "SDL_log.h" */
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#include <d3d11_1.h>
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#ifdef __WINRT__
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#if NTDDI_VERSION > NTDDI_WIN8
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#include <DXGI1_3.h>
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#endif
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#include "SDL_render_winrt.h"
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
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extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
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#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
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#endif /* __WINRT__ */
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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/* Vertex shader, common values */
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typedef struct
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{
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Float4X4 model;
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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/* Per-vertex data */
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typedef struct
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{
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Float3 pos;
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Float2 tex;
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Float4 color;
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} VertexPositionColor;
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/* Per-texture data */
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typedef struct
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{
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ID3D11Texture2D *mainTexture;
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ID3D11ShaderResourceView *mainTextureResourceView;
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ID3D11RenderTargetView *mainTextureRenderTargetView;
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ID3D11Texture2D *stagingTexture;
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int lockedTexturePositionX;
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int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
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/* YV12 texture support */
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SDL_bool yuv;
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ID3D11Texture2D *mainTextureU;
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ID3D11ShaderResourceView *mainTextureResourceViewU;
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ID3D11Texture2D *mainTextureV;
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ID3D11ShaderResourceView *mainTextureResourceViewV;
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Uint8 *pixels;
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int pitch;
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SDL_Rect locked_rect;
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} D3D11_TextureData;
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/* Private renderer data */
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typedef struct
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{
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void *hDXGIMod;
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void *hD3D11Mod;
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IDXGIFactory2 *dxgiFactory;
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IDXGIAdapter *dxgiAdapter;
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ID3D11Device1 *d3dDevice;
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ID3D11DeviceContext1 *d3dContext;
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IDXGISwapChain1 *swapChain;
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DXGI_SWAP_EFFECT swapEffect;
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ID3D11RenderTargetView *mainRenderTargetView;
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ID3D11RenderTargetView *currentOffscreenRenderTargetView;
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ID3D11InputLayout *inputLayout;
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ID3D11Buffer *vertexBuffer;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *colorPixelShader;
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ID3D11PixelShader *texturePixelShader;
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ID3D11PixelShader *yuvPixelShader;
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ID3D11BlendState *blendModeBlend;
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ID3D11BlendState *blendModeAdd;
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ID3D11BlendState *blendModeMod;
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ID3D11SamplerState *nearestPixelSampler;
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ID3D11SamplerState *linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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/* Rasterizers */
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ID3D11RasterizerState *mainRasterizer;
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ID3D11RasterizerState *clippedRasterizer;
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/* Vertex buffer constants */
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VertexShaderConstants vertexShaderConstantsData;
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ID3D11Buffer *vertexShaderConstants;
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/* Cached renderer properties */
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DXGI_MODE_ROTATION rotation;
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ID3D11RenderTargetView *currentRenderTargetView;
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ID3D11RasterizerState *currentRasterizerState;
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ID3D11BlendState *currentBlendState;
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ID3D11PixelShader *currentShader;
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ID3D11ShaderResourceView *currentShaderResource;
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ID3D11SamplerState *currentSampler;
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} D3D11_RenderData;
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/* Define D3D GUIDs here so we don't have to include uuid.lib.
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*
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* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
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* The extra 'SDL_' was added to the start of each IID's name, in order
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* to prevent build errors on both MinGW-w64 and WinRT/UWP.
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* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
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* linker errors in WinRT/UWP builds.)
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*/
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#ifdef __GNUC__
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-const-variable"
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#endif
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static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
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static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
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static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
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static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
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static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
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static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
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static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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#ifdef __GNUC__
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#pragma GCC diagnostic pop
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#endif
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/* Direct3D 11.x shaders
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SDL's shaders are compiled into SDL itself, to simplify distribution.
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All Direct3D 11.x shaders were compiled with the following:
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fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
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Variables:
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- <TYPE>: the type of shader. A table of utilized shader types is
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listed below.
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- <OUTPUT FILE>: where to store compiled output
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- <INPUT FILE>: where to read shader source code from
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Shader types:
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- ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
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- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
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- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
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- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
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Shader object code was converted to a list of DWORDs via the following
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*nix style command (available separately from Windows + MSVC):
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hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
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*/
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
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#else
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#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
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#endif
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/* The color-only-rendering pixel shader:
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--- D3D11_PixelShader_Colors.hlsl ---
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return input.color;
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}
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#else
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#error "An appropriate 'colors' pixel shader is not defined."
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#endif
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/* The texture-rendering pixel shader:
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--- D3D11_PixelShader_Textures.hlsl ---
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Texture2D theTexture : register(t0);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex) * input.color;
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}
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_Textures[] = {
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0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
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0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
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0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
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0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
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0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
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0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
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0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
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0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
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0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
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0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
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0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
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0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
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0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
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0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
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0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
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0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
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0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
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0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
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0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
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0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
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0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
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0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_Textures[] = {
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0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
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0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
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0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
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0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
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0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
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0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
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0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
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0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
|
|
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
|
|
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
|
|
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
|
|
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
|
|
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
|
|
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
|
|
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
|
|
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
|
|
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
|
|
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
|
|
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
|
|
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
|
|
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
|
|
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
|
|
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
|
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
|
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
|
|
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
|
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
|
};
|
|
#else
|
|
#error "An appropriate 'textures' pixel shader is not defined"
|
|
#endif
|
|
|
|
/* The yuv-rendering pixel shader:
|
|
|
|
--- D3D11_PixelShader_YUV.hlsl ---
|
|
Texture2D theTextureY : register(t0);
|
|
Texture2D theTextureU : register(t1);
|
|
Texture2D theTextureV : register(t2);
|
|
SamplerState theSampler : register(s0);
|
|
|
|
struct PixelShaderInput
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float2 tex : TEXCOORD0;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
float4 main(PixelShaderInput input) : SV_TARGET
|
|
{
|
|
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
|
|
const float3 Rcoeff = {1.164, 0.000, 1.596};
|
|
const float3 Gcoeff = {1.164, -0.391, -0.813};
|
|
const float3 Bcoeff = {1.164, 2.018, 0.000};
|
|
|
|
float4 Output;
|
|
|
|
float3 yuv;
|
|
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
|
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
|
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
|
|
|
yuv += offset;
|
|
Output.r = dot(yuv, Rcoeff);
|
|
Output.g = dot(yuv, Gcoeff);
|
|
Output.b = dot(yuv, Bcoeff);
|
|
Output.a = 1.0f;
|
|
|
|
return Output * input.color;
|
|
}
|
|
|
|
*/
|
|
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
|
|
static const DWORD D3D11_PixelShader_YUV[] = {
|
|
0x43425844, 0x2321c6c6, 0xf14df2d1, 0xc79d068d, 0x8e672abf, 0x00000001,
|
|
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
|
|
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
|
|
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
|
|
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
|
|
0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
|
|
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
|
|
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
|
|
0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
|
|
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
|
|
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
|
|
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
|
|
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
|
|
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
|
|
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
|
|
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
|
|
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
|
|
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
|
|
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
|
|
0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
|
|
0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
|
|
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
|
|
0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
|
|
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
|
|
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
|
|
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
|
|
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
|
|
0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
|
|
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
|
|
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
|
|
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
|
|
0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
|
|
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
|
|
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
|
|
0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
|
|
0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
|
|
0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
|
|
0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
|
|
0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
|
|
0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
|
|
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
|
|
0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
|
|
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
|
|
0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
|
|
0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
|
|
0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
|
|
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
|
|
0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
|
|
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
|
|
0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
|
|
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
|
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
|
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
|
|
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
|
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
|
};
|
|
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
|
static const DWORD D3D11_PixelShader_YUV[] = {
|
|
0x43425844, 0x6ede7360, 0x45ff5f8a, 0x34ac92ba, 0xb865f5e0, 0x00000001,
|
|
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
|
|
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
|
|
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
|
|
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
|
|
0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
|
|
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
|
|
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
|
|
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
|
|
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
|
|
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
|
|
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
|
|
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
|
|
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
|
|
0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
|
|
0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
|
|
0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
|
|
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
|
|
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
|
|
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
|
|
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
|
|
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
|
|
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
|
|
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
|
|
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
|
|
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
|
|
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
|
|
0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
|
|
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
|
|
0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
|
|
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
|
|
0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
|
|
0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000,
|
|
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
|
|
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
|
|
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
|
|
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
|
|
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
|
|
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
|
|
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
|
|
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
|
|
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
|
|
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
|
|
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
|
|
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
|
|
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
|
|
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
|
|
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
|
|
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
|
|
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
|
|
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
|
|
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
|
|
0x45475241, 0xabab0054
|
|
};
|
|
#else
|
|
#error "An appropriate 'yuv' pixel shader is not defined."
|
|
#endif
|
|
|
|
/* The sole vertex shader:
|
|
|
|
--- D3D11_VertexShader.hlsl ---
|
|
#pragma pack_matrix( row_major )
|
|
|
|
cbuffer VertexShaderConstants : register(b0)
|
|
{
|
|
matrix model;
|
|
matrix projectionAndView;
|
|
};
|
|
|
|
struct VertexShaderInput
|
|
{
|
|
float3 pos : POSITION;
|
|
float2 tex : TEXCOORD0;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
struct VertexShaderOutput
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float2 tex : TEXCOORD0;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
VertexShaderOutput main(VertexShaderInput input)
|
|
{
|
|
VertexShaderOutput output;
|
|
float4 pos = float4(input.pos, 1.0f);
|
|
|
|
// Transform the vertex position into projected space.
|
|
pos = mul(pos, model);
|
|
pos = mul(pos, projectionAndView);
|
|
output.pos = pos;
|
|
|
|
// Pass through texture coordinates and color values without transformation
|
|
output.tex = input.tex;
|
|
output.color = input.color;
|
|
|
|
return output;
|
|
}
|
|
*/
|
|
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
|
|
static const DWORD D3D11_VertexShader[] = {
|
|
0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
|
|
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
|
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
|
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
|
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
|
|
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
|
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
|
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
|
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
|
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
|
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
|
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
|
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
|
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
|
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
|
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
|
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
|
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
|
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
|
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
|
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
|
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
|
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
|
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
|
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
|
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
|
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
|
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
|
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
|
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
|
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
|
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
|
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
|
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
|
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
|
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
|
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
|
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
|
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
|
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
|
};
|
|
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
|
|
static const DWORD D3D11_VertexShader[] = {
|
|
0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
|
|
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
|
|
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
|
|
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
|
|
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
|
|
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
|
|
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
|
|
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
|
|
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
|
|
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
|
|
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
|
|
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
|
|
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
|
|
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
|
|
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
|
|
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
|
|
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
|
|
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
|
|
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
|
|
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
|
|
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
|
|
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
|
|
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
|
|
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
|
|
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
|
|
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
|
|
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
|
|
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
|
|
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
|
|
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
|
|
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
|
|
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
|
|
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
|
|
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
|
|
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
|
|
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
|
|
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
|
|
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
|
|
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
|
|
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
|
|
};
|
|
#else
|
|
#error "An appropriate vertex shader is not defined."
|
|
#endif
|
|
|
|
|
|
/* Direct3D 11.1 renderer implementation */
|
|
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
|
|
static void D3D11_WindowEvent(SDL_Renderer * renderer,
|
|
const SDL_WindowEvent *event);
|
|
static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, const void *srcPixels,
|
|
int srcPitch);
|
|
static int D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch);
|
|
static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, void **pixels, int *pitch);
|
|
static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
static int D3D11_UpdateViewport(SDL_Renderer * renderer);
|
|
static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
|
|
static int D3D11_RenderClear(SDL_Renderer * renderer);
|
|
static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
|
const SDL_FPoint * points, int count);
|
|
static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
|
const SDL_FPoint * points, int count);
|
|
static int D3D11_RenderFillRects(SDL_Renderer * renderer,
|
|
const SDL_FRect * rects, int count);
|
|
static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
|
|
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);
|
|
static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 format, void * pixels, int pitch);
|
|
static void D3D11_RenderPresent(SDL_Renderer * renderer);
|
|
static void D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
SDL_Texture * texture);
|
|
static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
|
|
|
|
/* Direct3D 11.1 Internal Functions */
|
|
static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
|
|
static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
|
|
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
|
|
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
|
|
static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
|
|
|
|
SDL_RenderDriver D3D11_RenderDriver = {
|
|
D3D11_CreateRenderer,
|
|
{
|
|
"direct3d11",
|
|
(
|
|
SDL_RENDERER_ACCELERATED |
|
|
SDL_RENDERER_PRESENTVSYNC |
|
|
SDL_RENDERER_TARGETTEXTURE
|
|
), /* flags. see SDL_RendererFlags */
|
|
4, /* num_texture_formats */
|
|
{ /* texture_formats */
|
|
SDL_PIXELFORMAT_ARGB8888,
|
|
SDL_PIXELFORMAT_RGB888,
|
|
SDL_PIXELFORMAT_YV12,
|
|
SDL_PIXELFORMAT_IYUV
|
|
},
|
|
0, /* max_texture_width: will be filled in later */
|
|
0 /* max_texture_height: will be filled in later */
|
|
}
|
|
};
|
|
|
|
|
|
Uint32
|
|
D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
|
|
switch (dxgiFormat) {
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
|
return SDL_PIXELFORMAT_ARGB8888;
|
|
case DXGI_FORMAT_B8G8R8X8_UNORM:
|
|
return SDL_PIXELFORMAT_RGB888;
|
|
default:
|
|
return SDL_PIXELFORMAT_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
static DXGI_FORMAT
|
|
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
|
|
{
|
|
switch (sdlFormat) {
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
return DXGI_FORMAT_B8G8R8X8_UNORM;
|
|
case SDL_PIXELFORMAT_YV12:
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
return DXGI_FORMAT_R8_UNORM;
|
|
default:
|
|
return DXGI_FORMAT_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
SDL_Renderer *
|
|
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
{
|
|
SDL_Renderer *renderer;
|
|
D3D11_RenderData *data;
|
|
|
|
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
|
if (!renderer) {
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
|
|
if (!data) {
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
renderer->WindowEvent = D3D11_WindowEvent;
|
|
renderer->CreateTexture = D3D11_CreateTexture;
|
|
renderer->UpdateTexture = D3D11_UpdateTexture;
|
|
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
|
|
renderer->LockTexture = D3D11_LockTexture;
|
|
renderer->UnlockTexture = D3D11_UnlockTexture;
|
|
renderer->SetRenderTarget = D3D11_SetRenderTarget;
|
|
renderer->UpdateViewport = D3D11_UpdateViewport;
|
|
renderer->UpdateClipRect = D3D11_UpdateClipRect;
|
|
renderer->RenderClear = D3D11_RenderClear;
|
|
renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
|
|
renderer->RenderDrawLines = D3D11_RenderDrawLines;
|
|
renderer->RenderFillRects = D3D11_RenderFillRects;
|
|
renderer->RenderCopy = D3D11_RenderCopy;
|
|
renderer->RenderCopyEx = D3D11_RenderCopyEx;
|
|
renderer->RenderReadPixels = D3D11_RenderReadPixels;
|
|
renderer->RenderPresent = D3D11_RenderPresent;
|
|
renderer->DestroyTexture = D3D11_DestroyTexture;
|
|
renderer->DestroyRenderer = D3D11_DestroyRenderer;
|
|
renderer->info = D3D11_RenderDriver.info;
|
|
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
|
renderer->driverdata = data;
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
/* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
|
|
* Failure to use it seems to either result in:
|
|
*
|
|
* - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
|
|
* off (framerate doesn't get capped), but nothing appears on-screen
|
|
*
|
|
* - with the D3D11 debug runtime turned ON, vsync gets automatically
|
|
* turned back on, and the following gets output to the debug console:
|
|
*
|
|
* DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
|
|
*/
|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
#else
|
|
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
}
|
|
#endif
|
|
|
|
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
|
|
* order to give init functions access to the underlying window handle:
|
|
*/
|
|
renderer->window = window;
|
|
|
|
/* Initialize Direct3D resources */
|
|
if (FAILED(D3D11_CreateDeviceResources(renderer))) {
|
|
D3D11_DestroyRenderer(renderer);
|
|
return NULL;
|
|
}
|
|
if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
|
|
D3D11_DestroyRenderer(renderer);
|
|
return NULL;
|
|
}
|
|
|
|
return renderer;
|
|
}
|
|
|
|
static void
|
|
D3D11_ReleaseAll(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
SDL_Texture *texture = NULL;
|
|
|
|
/* Release all textures */
|
|
for (texture = renderer->textures; texture; texture = texture->next) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
}
|
|
|
|
/* Release/reset everything else */
|
|
if (data) {
|
|
SAFE_RELEASE(data->dxgiFactory);
|
|
SAFE_RELEASE(data->dxgiAdapter);
|
|
SAFE_RELEASE(data->d3dDevice);
|
|
SAFE_RELEASE(data->d3dContext);
|
|
SAFE_RELEASE(data->swapChain);
|
|
SAFE_RELEASE(data->mainRenderTargetView);
|
|
SAFE_RELEASE(data->currentOffscreenRenderTargetView);
|
|
SAFE_RELEASE(data->inputLayout);
|
|
SAFE_RELEASE(data->vertexBuffer);
|
|
SAFE_RELEASE(data->vertexShader);
|
|
SAFE_RELEASE(data->colorPixelShader);
|
|
SAFE_RELEASE(data->texturePixelShader);
|
|
SAFE_RELEASE(data->yuvPixelShader);
|
|
SAFE_RELEASE(data->blendModeBlend);
|
|
SAFE_RELEASE(data->blendModeAdd);
|
|
SAFE_RELEASE(data->blendModeMod);
|
|
SAFE_RELEASE(data->nearestPixelSampler);
|
|
SAFE_RELEASE(data->linearSampler);
|
|
SAFE_RELEASE(data->mainRasterizer);
|
|
SAFE_RELEASE(data->clippedRasterizer);
|
|
SAFE_RELEASE(data->vertexShaderConstants);
|
|
|
|
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
|
|
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
|
|
data->currentRenderTargetView = NULL;
|
|
data->currentRasterizerState = NULL;
|
|
data->currentBlendState = NULL;
|
|
data->currentShader = NULL;
|
|
data->currentShaderResource = NULL;
|
|
data->currentSampler = NULL;
|
|
|
|
/* Unload the D3D libraries. This should be done last, in order
|
|
* to prevent IUnknown::Release() calls from crashing.
|
|
*/
|
|
if (data->hD3D11Mod) {
|
|
SDL_UnloadObject(data->hD3D11Mod);
|
|
data->hD3D11Mod = NULL;
|
|
}
|
|
if (data->hDXGIMod) {
|
|
SDL_UnloadObject(data->hDXGIMod);
|
|
data->hDXGIMod = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D11_DestroyRenderer(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_ReleaseAll(renderer);
|
|
if (data) {
|
|
SDL_free(data);
|
|
}
|
|
SDL_free(renderer);
|
|
}
|
|
|
|
static HRESULT
|
|
D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
|
BOOL enableBlending,
|
|
D3D11_BLEND srcBlend,
|
|
D3D11_BLEND destBlend,
|
|
D3D11_BLEND srcBlendAlpha,
|
|
D3D11_BLEND destBlendAlpha,
|
|
ID3D11BlendState ** blendStateOutput)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
|
|
D3D11_BLEND_DESC blendDesc;
|
|
SDL_zero(blendDesc);
|
|
blendDesc.AlphaToCoverageEnable = FALSE;
|
|
blendDesc.IndependentBlendEnable = FALSE;
|
|
blendDesc.RenderTarget[0].BlendEnable = enableBlending;
|
|
blendDesc.RenderTarget[0].SrcBlend = srcBlend;
|
|
blendDesc.RenderTarget[0].DestBlend = destBlend;
|
|
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
|
|
blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
|
|
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
|
|
return result;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
/* Create resources that depend on the device. */
|
|
static HRESULT
|
|
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|
{
|
|
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
|
|
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
|
|
ID3D11Device *d3dDevice = NULL;
|
|
ID3D11DeviceContext *d3dContext = NULL;
|
|
IDXGIDevice1 *dxgiDevice = NULL;
|
|
HRESULT result = S_OK;
|
|
UINT creationFlags;
|
|
const char *hint;
|
|
|
|
/* This array defines the set of DirectX hardware feature levels this app will support.
|
|
* Note the ordering should be preserved.
|
|
* Don't forget to declare your application's minimum required feature level in its
|
|
* description. All applications are assumed to support 9.1 unless otherwise stated.
|
|
*/
|
|
D3D_FEATURE_LEVEL featureLevels[] =
|
|
{
|
|
D3D_FEATURE_LEVEL_11_1,
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
D3D_FEATURE_LEVEL_10_1,
|
|
D3D_FEATURE_LEVEL_10_0,
|
|
D3D_FEATURE_LEVEL_9_3,
|
|
D3D_FEATURE_LEVEL_9_2,
|
|
D3D_FEATURE_LEVEL_9_1
|
|
};
|
|
|
|
/* Declare how the input layout for SDL's vertex shader will be setup: */
|
|
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 },
|
|
};
|
|
|
|
D3D11_BUFFER_DESC constantBufferDesc;
|
|
D3D11_SAMPLER_DESC samplerDesc;
|
|
D3D11_RASTERIZER_DESC rasterDesc;
|
|
|
|
#ifdef __WINRT__
|
|
CreateDXGIFactoryFunc = CreateDXGIFactory1;
|
|
D3D11CreateDeviceFunc = D3D11CreateDevice;
|
|
#else
|
|
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
|
|
if (!data->hDXGIMod) {
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
|
|
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
|
|
if (!CreateDXGIFactoryFunc) {
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
|
|
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
|
|
if (!data->hD3D11Mod) {
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
|
|
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
|
|
if (!D3D11CreateDeviceFunc) {
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
#endif /* __WINRT__ */
|
|
|
|
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* FIXME: Should we use the default adapter? */
|
|
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* This flag adds support for surfaces with a different color channel ordering
|
|
* than the API default. It is required for compatibility with Direct2D.
|
|
*/
|
|
creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
|
|
|
/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
|
|
hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
|
|
if (hint && SDL_atoi(hint) > 0) {
|
|
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
}
|
|
|
|
/* Create the Direct3D 11 API device object and a corresponding context. */
|
|
result = D3D11CreateDeviceFunc(
|
|
data->dxgiAdapter,
|
|
D3D_DRIVER_TYPE_UNKNOWN,
|
|
NULL,
|
|
creationFlags, /* Set set debug and Direct2D compatibility flags. */
|
|
featureLevels, /* List of feature levels this app can support. */
|
|
SDL_arraysize(featureLevels),
|
|
D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
|
|
&d3dDevice, /* Returns the Direct3D device created. */
|
|
&data->featureLevel, /* Returns feature level of device created. */
|
|
&d3dContext /* Returns the device immediate context. */
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
|
|
goto done;
|
|
}
|
|
|
|
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
|
|
goto done;
|
|
}
|
|
|
|
result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
|
|
goto done;
|
|
}
|
|
|
|
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
|
|
* ensures that the application will only render after each VSync, minimizing power consumption.
|
|
*/
|
|
result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Make note of the maximum texture size
|
|
* Max texture sizes are documented on MSDN, at:
|
|
* http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
|
|
*/
|
|
switch (data->featureLevel) {
|
|
case D3D_FEATURE_LEVEL_11_1:
|
|
case D3D_FEATURE_LEVEL_11_0:
|
|
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
|
|
break;
|
|
|
|
case D3D_FEATURE_LEVEL_10_1:
|
|
case D3D_FEATURE_LEVEL_10_0:
|
|
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
|
|
break;
|
|
|
|
case D3D_FEATURE_LEVEL_9_3:
|
|
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
|
|
break;
|
|
|
|
case D3D_FEATURE_LEVEL_9_2:
|
|
case D3D_FEATURE_LEVEL_9_1:
|
|
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
|
|
break;
|
|
|
|
default:
|
|
SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
|
|
/* Load in SDL's one and only vertex shader: */
|
|
result = ID3D11Device_CreateVertexShader(data->d3dDevice,
|
|
D3D11_VertexShader,
|
|
sizeof(D3D11_VertexShader),
|
|
NULL,
|
|
&data->vertexShader
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Create an input layout for SDL's vertex shader: */
|
|
result = ID3D11Device_CreateInputLayout(data->d3dDevice,
|
|
vertexDesc,
|
|
ARRAYSIZE(vertexDesc),
|
|
D3D11_VertexShader,
|
|
sizeof(D3D11_VertexShader),
|
|
&data->inputLayout
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Load in SDL's pixel shaders */
|
|
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
|
D3D11_PixelShader_Colors,
|
|
sizeof(D3D11_PixelShader_Colors),
|
|
NULL,
|
|
&data->colorPixelShader
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['color' shader]"), result);
|
|
goto done;
|
|
}
|
|
|
|
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
|
D3D11_PixelShader_Textures,
|
|
sizeof(D3D11_PixelShader_Textures),
|
|
NULL,
|
|
&data->texturePixelShader
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['textures' shader]"), result);
|
|
goto done;
|
|
}
|
|
|
|
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
|
D3D11_PixelShader_YUV,
|
|
sizeof(D3D11_PixelShader_YUV),
|
|
NULL,
|
|
&data->yuvPixelShader
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['yuv' shader]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Setup space to hold vertex shader constants: */
|
|
SDL_zero(constantBufferDesc);
|
|
constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
|
|
constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
result = ID3D11Device_CreateBuffer(data->d3dDevice,
|
|
&constantBufferDesc,
|
|
NULL,
|
|
&data->vertexShaderConstants
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Create samplers to use when drawing textures: */
|
|
SDL_zero(samplerDesc);
|
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.MipLODBias = 0.0f;
|
|
samplerDesc.MaxAnisotropy = 1;
|
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
|
samplerDesc.MinLOD = 0.0f;
|
|
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
|
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
|
|
&samplerDesc,
|
|
&data->nearestPixelSampler
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
|
|
goto done;
|
|
}
|
|
|
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
|
|
&samplerDesc,
|
|
&data->linearSampler
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Setup Direct3D rasterizer states */
|
|
SDL_zero(rasterDesc);
|
|
rasterDesc.AntialiasedLineEnable = FALSE;
|
|
rasterDesc.CullMode = D3D11_CULL_NONE;
|
|
rasterDesc.DepthBias = 0;
|
|
rasterDesc.DepthBiasClamp = 0.0f;
|
|
rasterDesc.DepthClipEnable = TRUE;
|
|
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
|
rasterDesc.FrontCounterClockwise = FALSE;
|
|
rasterDesc.MultisampleEnable = FALSE;
|
|
rasterDesc.ScissorEnable = FALSE;
|
|
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
|
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
|
|
goto done;
|
|
}
|
|
|
|
rasterDesc.ScissorEnable = TRUE;
|
|
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Create blending states: */
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
|
D3D11_BLEND_INV_SRC_ALPHA, /* destBlend */
|
|
D3D11_BLEND_ONE, /* srcBlendAlpha */
|
|
D3D11_BLEND_INV_SRC_ALPHA, /* destBlendAlpha */
|
|
&data->blendModeBlend);
|
|
if (FAILED(result)) {
|
|
/* D3D11_CreateBlendMode will set the SDL error, if it fails */
|
|
goto done;
|
|
}
|
|
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
|
D3D11_BLEND_ONE, /* destBlend */
|
|
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
|
D3D11_BLEND_ONE, /* destBlendAlpha */
|
|
&data->blendModeAdd);
|
|
if (FAILED(result)) {
|
|
/* D3D11_CreateBlendMode will set the SDL error, if it fails */
|
|
goto done;
|
|
}
|
|
|
|
result = D3D11_CreateBlendMode(
|
|
renderer,
|
|
TRUE,
|
|
D3D11_BLEND_ZERO, /* srcBlend */
|
|
D3D11_BLEND_SRC_COLOR, /* destBlend */
|
|
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
|
D3D11_BLEND_ONE, /* destBlendAlpha */
|
|
&data->blendModeMod);
|
|
if (FAILED(result)) {
|
|
/* D3D11_CreateBlendMode will set the SDL error, if it fails */
|
|
goto done;
|
|
}
|
|
|
|
/* Setup render state that doesn't change */
|
|
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
|
|
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
|
|
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
|
|
|
|
done:
|
|
SAFE_RELEASE(d3dDevice);
|
|
SAFE_RELEASE(d3dContext);
|
|
SAFE_RELEASE(dxgiDevice);
|
|
return result;
|
|
}
|
|
|
|
#ifdef __WIN32__
|
|
|
|
static DXGI_MODE_ROTATION
|
|
D3D11_GetCurrentRotation()
|
|
{
|
|
/* FIXME */
|
|
return DXGI_MODE_ROTATION_IDENTITY;
|
|
}
|
|
|
|
#endif /* __WIN32__ */
|
|
|
|
static BOOL
|
|
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
|
|
{
|
|
switch (rotation) {
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
return TRUE;
|
|
default:
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
if (data->currentOffscreenRenderTargetView) {
|
|
return DXGI_MODE_ROTATION_IDENTITY;
|
|
} else {
|
|
return data->rotation;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
|
|
{
|
|
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
|
|
switch (rotation) {
|
|
case DXGI_MODE_ROTATION_IDENTITY:
|
|
outRect->left = sdlRect->x;
|
|
outRect->right = sdlRect->x + sdlRect->w;
|
|
outRect->top = sdlRect->y;
|
|
outRect->bottom = sdlRect->y + sdlRect->h;
|
|
if (includeViewportOffset) {
|
|
outRect->left += renderer->viewport.x;
|
|
outRect->right += renderer->viewport.x;
|
|
outRect->top += renderer->viewport.y;
|
|
outRect->bottom += renderer->viewport.y;
|
|
}
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
outRect->left = sdlRect->y;
|
|
outRect->right = sdlRect->y + sdlRect->h;
|
|
outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
|
outRect->bottom = renderer->viewport.w - sdlRect->x;
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
|
|
outRect->right = renderer->viewport.w - sdlRect->x;
|
|
outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
|
outRect->bottom = renderer->viewport.h - sdlRect->y;
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
|
|
outRect->right = renderer->viewport.h - sdlRect->y;
|
|
outRect->top = sdlRect->x;
|
|
outRect->bottom = sdlRect->x + sdlRect->h;
|
|
break;
|
|
default:
|
|
return SDL_SetError("The physical display is in an unknown or unsupported rotation");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static HRESULT
|
|
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
#ifdef __WINRT__
|
|
IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
|
const BOOL usingXAML = (coreWindow == NULL);
|
|
#else
|
|
IUnknown *coreWindow = NULL;
|
|
const BOOL usingXAML = FALSE;
|
|
#endif
|
|
HRESULT result = S_OK;
|
|
|
|
/* Create a swap chain using the same adapter as the existing Direct3D device. */
|
|
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
|
|
SDL_zero(swapChainDesc);
|
|
swapChainDesc.Width = w;
|
|
swapChainDesc.Height = h;
|
|
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
|
|
swapChainDesc.Stereo = FALSE;
|
|
swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
|
|
swapChainDesc.SampleDesc.Quality = 0;
|
|
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
|
|
/* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
|
|
#else
|
|
if (usingXAML) {
|
|
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
|
|
} else {
|
|
swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
|
}
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
|
|
#endif
|
|
swapChainDesc.Flags = 0;
|
|
|
|
if (coreWindow) {
|
|
result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
|
|
(IUnknown *)data->d3dDevice,
|
|
coreWindow,
|
|
&swapChainDesc,
|
|
NULL, /* Allow on all displays. */
|
|
&data->swapChain
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
|
|
goto done;
|
|
}
|
|
} else if (usingXAML) {
|
|
result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
|
|
(IUnknown *)data->d3dDevice,
|
|
&swapChainDesc,
|
|
NULL,
|
|
&data->swapChain);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
|
|
goto done;
|
|
}
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
|
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
|
|
goto done;
|
|
}
|
|
#else
|
|
SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
|
|
result = E_FAIL;
|
|
goto done;
|
|
#endif
|
|
} else {
|
|
#ifdef __WIN32__
|
|
SDL_SysWMinfo windowinfo;
|
|
SDL_VERSION(&windowinfo.version);
|
|
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
|
|
|
|
result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
|
|
(IUnknown *)data->d3dDevice,
|
|
windowinfo.info.win.window,
|
|
&swapChainDesc,
|
|
NULL,
|
|
NULL, /* Allow on all displays. */
|
|
&data->swapChain
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
|
|
goto done;
|
|
}
|
|
|
|
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
|
|
#else
|
|
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
|
|
goto done;
|
|
#endif /* ifdef __WIN32__ / else */
|
|
}
|
|
data->swapEffect = swapChainDesc.SwapEffect;
|
|
|
|
done:
|
|
SAFE_RELEASE(coreWindow);
|
|
return result;
|
|
}
|
|
|
|
|
|
/* Initialize all resources that change when the window's size changes. */
|
|
static HRESULT
|
|
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
ID3D11Texture2D *backBuffer = NULL;
|
|
HRESULT result = S_OK;
|
|
int w, h;
|
|
|
|
/* Release the previous render target view */
|
|
D3D11_ReleaseMainRenderTargetView(renderer);
|
|
|
|
/* The width and height of the swap chain must be based on the display's
|
|
* non-rotated size.
|
|
*/
|
|
SDL_GetWindowSize(renderer->window, &w, &h);
|
|
data->rotation = D3D11_GetCurrentRotation();
|
|
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
|
|
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
|
|
int tmp = w;
|
|
w = h;
|
|
h = tmp;
|
|
}
|
|
|
|
if (data->swapChain) {
|
|
/* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
|
|
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
|
|
/* If the swap chain already exists, resize it. */
|
|
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
|
|
0,
|
|
w, h,
|
|
DXGI_FORMAT_UNKNOWN,
|
|
0
|
|
);
|
|
if (result == DXGI_ERROR_DEVICE_REMOVED) {
|
|
/* If the device was removed for any reason, a new device and swap chain will need to be created. */
|
|
D3D11_HandleDeviceLost(renderer);
|
|
|
|
/* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
|
|
* and correctly set up the new device.
|
|
*/
|
|
goto done;
|
|
} else if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
|
|
goto done;
|
|
}
|
|
#endif
|
|
} else {
|
|
result = D3D11_CreateSwapChain(renderer, w, h);
|
|
if (FAILED(result)) {
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
|
/* Set the proper rotation for the swap chain.
|
|
*
|
|
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
|
* on Windows Phone 8.0, nor is it supported there.
|
|
*
|
|
* IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
|
|
* however I've yet to find a way to make it work. It might have something to
|
|
* do with IDXGISwapChain::ResizeBuffers appearing to not being available on
|
|
* Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
|
|
* The call doesn't appear to be entirely necessary though, and is a performance-related
|
|
* call, at least according to the following page on MSDN:
|
|
* http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
|
|
* -- David L.
|
|
*
|
|
* TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
|
|
*/
|
|
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
|
|
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
|
|
goto done;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
result = IDXGISwapChain_GetBuffer(data->swapChain,
|
|
0,
|
|
&SDL_IID_ID3D11Texture2D,
|
|
(void **)&backBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Create a render target view of the swap chain back buffer. */
|
|
result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
|
|
(ID3D11Resource *)backBuffer,
|
|
NULL,
|
|
&data->mainRenderTargetView
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
|
|
goto done;
|
|
}
|
|
|
|
if (D3D11_UpdateViewport(renderer) != 0) {
|
|
/* D3D11_UpdateViewport will set the SDL error if it fails. */
|
|
result = E_FAIL;
|
|
goto done;
|
|
}
|
|
|
|
done:
|
|
SAFE_RELEASE(backBuffer);
|
|
return result;
|
|
}
|
|
|
|
/* This method is called when the window's size changes. */
|
|
static HRESULT
|
|
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
|
{
|
|
return D3D11_CreateWindowSizeDependentResources(renderer);
|
|
}
|
|
|
|
HRESULT
|
|
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
|
{
|
|
HRESULT result = S_OK;
|
|
|
|
D3D11_ReleaseAll(renderer);
|
|
|
|
result = D3D11_CreateDeviceResources(renderer);
|
|
if (FAILED(result)) {
|
|
/* D3D11_CreateDeviceResources will set the SDL error */
|
|
return result;
|
|
}
|
|
|
|
result = D3D11_UpdateForWindowSizeChange(renderer);
|
|
if (FAILED(result)) {
|
|
/* D3D11_UpdateForWindowSizeChange will set the SDL error */
|
|
return result;
|
|
}
|
|
|
|
/* Let the application know that the device has been reset */
|
|
{
|
|
SDL_Event event;
|
|
event.type = SDL_RENDER_DEVICE_RESET;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
void
|
|
D3D11_Trim(SDL_Renderer * renderer)
|
|
{
|
|
#ifdef __WINRT__
|
|
#if NTDDI_VERSION > NTDDI_WIN8
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
HRESULT result = S_OK;
|
|
IDXGIDevice3 *dxgiDevice = NULL;
|
|
|
|
result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
|
|
if (FAILED(result)) {
|
|
//WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
|
|
return;
|
|
}
|
|
|
|
IDXGIDevice3_Trim(dxgiDevice);
|
|
SAFE_RELEASE(dxgiDevice);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|
{
|
|
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
D3D11_UpdateForWindowSizeChange(renderer);
|
|
}
|
|
}
|
|
|
|
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 D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
} else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
|
|
return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData;
|
|
HRESULT result;
|
|
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
|
|
D3D11_TEXTURE2D_DESC textureDesc;
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
|
|
|
|
if (textureFormat == DXGI_FORMAT_UNKNOWN) {
|
|
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
|
|
__FUNCTION__, texture->format);
|
|
}
|
|
|
|
textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
|
|
if (!textureData) {
|
|
SDL_OutOfMemory();
|
|
return -1;
|
|
}
|
|
textureData->scaleMode = GetScaleQuality();
|
|
|
|
texture->driverdata = textureData;
|
|
|
|
SDL_zero(textureDesc);
|
|
textureDesc.Width = texture->w;
|
|
textureDesc.Height = texture->h;
|
|
textureDesc.MipLevels = 1;
|
|
textureDesc.ArraySize = 1;
|
|
textureDesc.Format = textureFormat;
|
|
textureDesc.SampleDesc.Count = 1;
|
|
textureDesc.SampleDesc.Quality = 0;
|
|
textureDesc.MiscFlags = 0;
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
} else {
|
|
textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
textureDesc.CPUAccessFlags = 0;
|
|
}
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
|
} else {
|
|
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
}
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
&textureDesc,
|
|
NULL,
|
|
&textureData->mainTexture
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
|
return -1;
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
|
texture->format == SDL_PIXELFORMAT_IYUV) {
|
|
textureData->yuv = SDL_TRUE;
|
|
|
|
textureDesc.Width /= 2;
|
|
textureDesc.Height /= 2;
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
&textureDesc,
|
|
NULL,
|
|
&textureData->mainTextureU
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
|
return -1;
|
|
}
|
|
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
&textureDesc,
|
|
NULL,
|
|
&textureData->mainTextureV
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
resourceViewDesc.Format = textureDesc.Format;
|
|
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
resourceViewDesc.Texture2D.MostDetailedMip = 0;
|
|
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
&resourceViewDesc,
|
|
&textureData->mainTextureResourceView
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
|
return -1;
|
|
}
|
|
|
|
if (textureData->yuv) {
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
(ID3D11Resource *)textureData->mainTextureU,
|
|
&resourceViewDesc,
|
|
&textureData->mainTextureResourceViewU
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
|
return -1;
|
|
}
|
|
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
|
(ID3D11Resource *)textureData->mainTextureV,
|
|
&resourceViewDesc,
|
|
&textureData->mainTextureResourceViewV
|
|
);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), 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 = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
&renderTargetViewDesc,
|
|
&textureData->mainTextureRenderTargetView);
|
|
if (FAILED(result)) {
|
|
D3D11_DestroyTexture(renderer, texture);
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|
SDL_Texture * texture)
|
|
{
|
|
D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
if (!data) {
|
|
return;
|
|
}
|
|
|
|
SAFE_RELEASE(data->mainTexture);
|
|
SAFE_RELEASE(data->mainTextureResourceView);
|
|
SAFE_RELEASE(data->mainTextureRenderTargetView);
|
|
SAFE_RELEASE(data->stagingTexture);
|
|
SAFE_RELEASE(data->mainTextureU);
|
|
SAFE_RELEASE(data->mainTextureResourceViewU);
|
|
SAFE_RELEASE(data->mainTextureV);
|
|
SAFE_RELEASE(data->mainTextureResourceViewV);
|
|
SDL_free(data->pixels);
|
|
SDL_free(data);
|
|
texture->driverdata = NULL;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
|
|
{
|
|
ID3D11Texture2D *stagingTexture;
|
|
const Uint8 *src;
|
|
Uint8 *dst;
|
|
int row;
|
|
UINT length;
|
|
HRESULT result;
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
|
|
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
|
|
stagingTextureDesc.Width = w;
|
|
stagingTextureDesc.Height = h;
|
|
stagingTextureDesc.BindFlags = 0;
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
&stagingTextureDesc,
|
|
NULL,
|
|
&stagingTexture);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
|
return -1;
|
|
}
|
|
|
|
/* Get a write-only pointer to data in the staging texture: */
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0,
|
|
D3D11_MAP_WRITE,
|
|
0,
|
|
&textureMemory
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
|
SAFE_RELEASE(stagingTexture);
|
|
return -1;
|
|
}
|
|
|
|
src = (const Uint8 *)pixels;
|
|
dst = textureMemory.pData;
|
|
length = w * SDL_BYTESPERPIXEL(format);
|
|
if (length == pitch && length == textureMemory.RowPitch) {
|
|
SDL_memcpy(dst, src, length*h);
|
|
} else {
|
|
if (length > (UINT)pitch) {
|
|
length = pitch;
|
|
}
|
|
if (length > textureMemory.RowPitch) {
|
|
length = textureMemory.RowPitch;
|
|
}
|
|
for (row = 0; row < h; ++row) {
|
|
SDL_memcpy(dst, src, length);
|
|
src += pitch;
|
|
dst += textureMemory.RowPitch;
|
|
}
|
|
}
|
|
|
|
/* Commit the pixel buffer's changes back to the staging texture: */
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0);
|
|
|
|
/* Copy the staging texture's contents back to the texture: */
|
|
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
|
|
(ID3D11Resource *)texture,
|
|
0,
|
|
x,
|
|
y,
|
|
0,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0,
|
|
NULL);
|
|
|
|
SAFE_RELEASE(stagingTexture);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, const void * srcPixels,
|
|
int srcPitch)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
if (!textureData) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (textureData->yuv) {
|
|
/* Skip to the correct offset into the next texture */
|
|
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
|
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
srcPixels = (const void*)((const Uint8*)srcPixels + (rect->h * srcPitch) / 4);
|
|
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
|
|
|
if (!textureData) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
|
return -1;
|
|
}
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
|
|
return -1;
|
|
}
|
|
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, void **pixels, int *pitch)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
HRESULT result = S_OK;
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
if (!textureData) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
if (textureData->yuv) {
|
|
/* It's more efficient to upload directly... */
|
|
if (!textureData->pixels) {
|
|
textureData->pitch = texture->w;
|
|
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
|
|
if (!textureData->pixels) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
}
|
|
textureData->locked_rect = *rect;
|
|
*pixels =
|
|
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
*pitch = textureData->pitch;
|
|
return 0;
|
|
}
|
|
|
|
if (textureData->stagingTexture) {
|
|
return SDL_SetError("texture is already locked");
|
|
}
|
|
|
|
/* Create a 'staging' texture, which will be used to write to a portion
|
|
* of the main texture. This is necessary, as Direct3D 11.1 does not
|
|
* have the ability to write a CPU-bound pixel buffer to a rectangular
|
|
* subrect of a texture. Direct3D 11.1 can, however, write a pixel
|
|
* buffer to an entire texture, hence the use of a staging texture.
|
|
*
|
|
* TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
|
|
*/
|
|
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
|
|
stagingTextureDesc.Width = rect->w;
|
|
stagingTextureDesc.Height = rect->h;
|
|
stagingTextureDesc.BindFlags = 0;
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
|
&stagingTextureDesc,
|
|
NULL,
|
|
&textureData->stagingTexture);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
|
return -1;
|
|
}
|
|
|
|
/* Get a write-only pointer to data in the staging texture: */
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
0,
|
|
D3D11_MAP_WRITE,
|
|
0,
|
|
&textureMemory
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
|
SAFE_RELEASE(textureData->stagingTexture);
|
|
return -1;
|
|
}
|
|
|
|
/* Make note of where the staging texture will be written to
|
|
* (on a call to SDL_UnlockTexture):
|
|
*/
|
|
textureData->lockedTexturePositionX = rect->x;
|
|
textureData->lockedTexturePositionY = rect->y;
|
|
|
|
/* Make sure the caller has information on the texture's pixel buffer,
|
|
* then return:
|
|
*/
|
|
*pixels = textureMemory.pData;
|
|
*pitch = textureMemory.RowPitch;
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
if (!textureData) {
|
|
return;
|
|
}
|
|
|
|
if (textureData->yuv) {
|
|
const SDL_Rect *rect = &textureData->locked_rect;
|
|
void *pixels =
|
|
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
|
|
return;
|
|
}
|
|
|
|
/* Commit the pixel buffer's changes back to the staging texture: */
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
0);
|
|
|
|
/* Copy the staging texture's contents back to the main texture: */
|
|
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
|
|
(ID3D11Resource *)textureData->mainTexture,
|
|
0,
|
|
textureData->lockedTexturePositionX,
|
|
textureData->lockedTexturePositionY,
|
|
0,
|
|
(ID3D11Resource *)textureData->stagingTexture,
|
|
0,
|
|
NULL);
|
|
|
|
SAFE_RELEASE(textureData->stagingTexture);
|
|
}
|
|
|
|
static int
|
|
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_TextureData *textureData = NULL;
|
|
|
|
if (texture == NULL) {
|
|
rendererData->currentOffscreenRenderTargetView = NULL;
|
|
return 0;
|
|
}
|
|
|
|
textureData = (D3D11_TextureData *) texture->driverdata;
|
|
|
|
if (!textureData->mainTextureRenderTargetView) {
|
|
return SDL_SetError("specified texture is not a render target");
|
|
}
|
|
|
|
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_SetModelMatrix(SDL_Renderer *renderer, const Float4X4 *matrix)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
|
|
if (matrix) {
|
|
data->vertexShaderConstantsData.model = *matrix;
|
|
} else {
|
|
data->vertexShaderConstantsData.model = MatrixIdentity();
|
|
}
|
|
|
|
ID3D11DeviceContext_UpdateSubresource(data->d3dContext,
|
|
(ID3D11Resource *)data->vertexShaderConstants,
|
|
0,
|
|
NULL,
|
|
&data->vertexShaderConstantsData,
|
|
0,
|
|
0
|
|
);
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateViewport(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
Float4X4 projection;
|
|
Float4X4 view;
|
|
SDL_FRect orientationAlignedViewport;
|
|
BOOL swapDimensions;
|
|
D3D11_VIEWPORT viewport;
|
|
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
|
|
|
|
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.
|
|
*/
|
|
/* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
|
|
return 0;
|
|
}
|
|
|
|
/* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
|
|
* Keep in mind here that the Y-axis will be been inverted (from Direct3D's
|
|
* default coordinate system) so rotations will be done in the opposite
|
|
* direction of the DXGI_MODE_ROTATION enumeration.
|
|
*/
|
|
switch (rotation) {
|
|
case DXGI_MODE_ROTATION_IDENTITY:
|
|
projection = MatrixIdentity();
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE270:
|
|
projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE180:
|
|
projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
|
|
break;
|
|
case DXGI_MODE_ROTATION_ROTATE90:
|
|
projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
|
|
break;
|
|
default:
|
|
return SDL_SetError("An unknown DisplayOrientation is being used");
|
|
}
|
|
|
|
/* Update the view matrix */
|
|
view.m[0][0] = 2.0f / renderer->viewport.w;
|
|
view.m[0][1] = 0.0f;
|
|
view.m[0][2] = 0.0f;
|
|
view.m[0][3] = 0.0f;
|
|
view.m[1][0] = 0.0f;
|
|
view.m[1][1] = -2.0f / renderer->viewport.h;
|
|
view.m[1][2] = 0.0f;
|
|
view.m[1][3] = 0.0f;
|
|
view.m[2][0] = 0.0f;
|
|
view.m[2][1] = 0.0f;
|
|
view.m[2][2] = 1.0f;
|
|
view.m[2][3] = 0.0f;
|
|
view.m[3][0] = -1.0f;
|
|
view.m[3][1] = 1.0f;
|
|
view.m[3][2] = 0.0f;
|
|
view.m[3][3] = 1.0f;
|
|
|
|
/* Combine the projection + view matrix together now, as both only get
|
|
* set here (as of this writing, on Dec 26, 2013). When done, store it
|
|
* for eventual transfer to the GPU.
|
|
*/
|
|
data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
|
|
view,
|
|
projection);
|
|
|
|
/* Reset the model matrix */
|
|
D3D11_SetModelMatrix(renderer, NULL);
|
|
|
|
/* Update the Direct3D viewport, which seems to be aligned to the
|
|
* swap buffer's coordinate space, which is always in either
|
|
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
|
|
* for Windows Phone devices.
|
|
*/
|
|
swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
|
|
if (swapDimensions) {
|
|
orientationAlignedViewport.x = (float) 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) */
|
|
|
|
viewport.TopLeftX = orientationAlignedViewport.x;
|
|
viewport.TopLeftY = orientationAlignedViewport.y;
|
|
viewport.Width = orientationAlignedViewport.w;
|
|
viewport.Height = orientationAlignedViewport.h;
|
|
viewport.MinDepth = 0.0f;
|
|
viewport.MaxDepth = 1.0f;
|
|
/* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, viewport.TopLeftX, viewport.TopLeftY, viewport.Width, viewport.Height); */
|
|
ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &viewport);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateClipRect(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
if (!renderer->clipping_enabled) {
|
|
ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 0, NULL);
|
|
} else {
|
|
D3D11_RECT scissorRect;
|
|
if (D3D11_GetViewportAlignedD3DRect(renderer, &renderer->clip_rect, &scissorRect, TRUE) != 0) {
|
|
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
return -1;
|
|
}
|
|
ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 1, &scissorRect);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
|
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
|
|
SAFE_RELEASE(data->mainRenderTargetView);
|
|
}
|
|
|
|
static 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)
|
|
};
|
|
ID3D11DeviceContext_ClearRenderTargetView(data->d3dContext,
|
|
D3D11_GetCurrentRenderTargetView(renderer),
|
|
colorRGBA
|
|
);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|
const void * vertexData, size_t dataSizeInBytes)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
D3D11_BUFFER_DESC vertexBufferDesc;
|
|
HRESULT result = S_OK;
|
|
D3D11_SUBRESOURCE_DATA vertexBufferData;
|
|
const UINT stride = sizeof(VertexPositionColor);
|
|
const UINT offset = 0;
|
|
|
|
if (rendererData->vertexBuffer) {
|
|
ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
|
|
} else {
|
|
SDL_zero(vertexBufferDesc);
|
|
}
|
|
|
|
if (rendererData->vertexBuffer && vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
|
(ID3D11Resource *)rendererData->vertexBuffer,
|
|
0,
|
|
D3D11_MAP_WRITE_DISCARD,
|
|
0,
|
|
&mappedResource
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
|
|
return -1;
|
|
}
|
|
SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
|
ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffer, 0);
|
|
} else {
|
|
SAFE_RELEASE(rendererData->vertexBuffer);
|
|
|
|
vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
|
|
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
SDL_zero(vertexBufferData);
|
|
vertexBufferData.pSysMem = vertexData;
|
|
vertexBufferData.SysMemPitch = 0;
|
|
vertexBufferData.SysMemSlicePitch = 0;
|
|
|
|
result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
|
|
&vertexBufferDesc,
|
|
&vertexBufferData,
|
|
&rendererData->vertexBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
|
|
return -1;
|
|
}
|
|
|
|
ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
|
|
0,
|
|
1,
|
|
&rendererData->vertexBuffer,
|
|
&stride,
|
|
&offset
|
|
);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
ID3D11RasterizerState *rasterizerState;
|
|
ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
|
|
if (renderTargetView != rendererData->currentRenderTargetView) {
|
|
ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
|
|
1,
|
|
&renderTargetView,
|
|
NULL
|
|
);
|
|
rendererData->currentRenderTargetView = renderTargetView;
|
|
}
|
|
|
|
if (!renderer->clipping_enabled) {
|
|
rasterizerState = rendererData->mainRasterizer;
|
|
} else {
|
|
rasterizerState = rendererData->clippedRasterizer;
|
|
}
|
|
if (rasterizerState != rendererData->currentRasterizerState) {
|
|
ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
|
|
rendererData->currentRasterizerState = rasterizerState;
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
|
ID3D11BlendState *blendState = NULL;
|
|
switch (blendMode) {
|
|
case SDL_BLENDMODE_BLEND:
|
|
blendState = rendererData->blendModeBlend;
|
|
break;
|
|
case SDL_BLENDMODE_ADD:
|
|
blendState = rendererData->blendModeAdd;
|
|
break;
|
|
case SDL_BLENDMODE_MOD:
|
|
blendState = rendererData->blendModeMod;
|
|
break;
|
|
case SDL_BLENDMODE_NONE:
|
|
blendState = NULL;
|
|
break;
|
|
}
|
|
if (blendState != rendererData->currentBlendState) {
|
|
ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
|
|
rendererData->currentBlendState = blendState;
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D11_SetPixelShader(SDL_Renderer * renderer,
|
|
ID3D11PixelShader * shader,
|
|
int numShaderResources,
|
|
ID3D11ShaderResourceView ** shaderResources,
|
|
ID3D11SamplerState * sampler)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
ID3D11ShaderResourceView *shaderResource;
|
|
if (shader != rendererData->currentShader) {
|
|
ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
|
|
rendererData->currentShader = shader;
|
|
}
|
|
if (numShaderResources > 0) {
|
|
shaderResource = shaderResources[0];
|
|
} else {
|
|
shaderResource = NULL;
|
|
}
|
|
if (shaderResource != rendererData->currentShaderResource) {
|
|
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
|
|
rendererData->currentShaderResource = shaderResource;
|
|
}
|
|
if (sampler != rendererData->currentSampler) {
|
|
ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
|
|
rendererData->currentSampler = sampler;
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
|
|
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
|
|
UINT vertexCount)
|
|
{
|
|
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
|
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
|
|
ID3D11DeviceContext_Draw(rendererData->d3dContext, 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;
|
|
VertexPositionColor *vertices;
|
|
int i;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
for (i = 0; i < count; ++i) {
|
|
const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { 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,
|
|
0,
|
|
NULL,
|
|
NULL);
|
|
|
|
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;
|
|
VertexPositionColor *vertices;
|
|
int i;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
vertices = SDL_stack_alloc(VertexPositionColor, count);
|
|
for (i = 0; i < count; ++i) {
|
|
const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { 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,
|
|
0,
|
|
NULL,
|
|
NULL);
|
|
|
|
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;
|
|
int i;
|
|
|
|
r = (float)(renderer->r / 255.0f);
|
|
g = (float)(renderer->g / 255.0f);
|
|
b = (float)(renderer->b / 255.0f);
|
|
a = (float)(renderer->a / 255.0f);
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
VertexPositionColor vertices[] = {
|
|
{ { rects[i].x, rects[i].y, 0.0f }, { 0.0f, 0.0f}, {r, g, b, a} },
|
|
{ { rects[i].x, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
|
|
{ { rects[i].x + rects[i].w, rects[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
|
|
{ { rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
|
|
};
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->colorPixelShader,
|
|
0,
|
|
NULL,
|
|
NULL);
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, SDL_arraysize(vertices));
|
|
}
|
|
|
|
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 D3D11_FILTER_MIN_MAG_MIP_POINT:
|
|
return rendererData->nearestPixelSampler;
|
|
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
|
|
return rendererData->linearSampler;
|
|
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;
|
|
float minu, maxu, minv, maxv;
|
|
Float4 color;
|
|
VertexPositionColor vertices[4];
|
|
ID3D11SamplerState *textureSampler;
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
|
minu = (float) srcrect->x / texture->w;
|
|
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
minv = (float) srcrect->y / texture->h;
|
|
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
color.x = 1.0f; /* red */
|
|
color.y = 1.0f; /* green */
|
|
color.z = 1.0f; /* blue */
|
|
color.w = 1.0f; /* alpha */
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
color.x = (float)(texture->r / 255.0f); /* red */
|
|
color.y = (float)(texture->g / 255.0f); /* green */
|
|
color.z = (float)(texture->b / 255.0f); /* blue */
|
|
}
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
color.w = (float)(texture->a / 255.0f); /* alpha */
|
|
}
|
|
|
|
vertices[0].pos.x = dstrect->x;
|
|
vertices[0].pos.y = dstrect->y;
|
|
vertices[0].pos.z = 0.0f;
|
|
vertices[0].tex.x = minu;
|
|
vertices[0].tex.y = minv;
|
|
vertices[0].color = color;
|
|
|
|
vertices[1].pos.x = dstrect->x;
|
|
vertices[1].pos.y = dstrect->y + dstrect->h;
|
|
vertices[1].pos.z = 0.0f;
|
|
vertices[1].tex.x = minu;
|
|
vertices[1].tex.y = maxv;
|
|
vertices[1].color = color;
|
|
|
|
vertices[2].pos.x = dstrect->x + dstrect->w;
|
|
vertices[2].pos.y = dstrect->y;
|
|
vertices[2].pos.z = 0.0f;
|
|
vertices[2].tex.x = maxu;
|
|
vertices[2].tex.y = minv;
|
|
vertices[2].color = color;
|
|
|
|
vertices[3].pos.x = dstrect->x + dstrect->w;
|
|
vertices[3].pos.y = dstrect->y + dstrect->h;
|
|
vertices[3].pos.z = 0.0f;
|
|
vertices[3].tex.x = maxu;
|
|
vertices[3].tex.y = maxv;
|
|
vertices[3].color = color;
|
|
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
if (textureData->yuv) {
|
|
ID3D11ShaderResourceView *shaderResources[] = {
|
|
textureData->mainTextureResourceView,
|
|
textureData->mainTextureResourceViewU,
|
|
textureData->mainTextureResourceViewV
|
|
};
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->yuvPixelShader,
|
|
SDL_arraysize(shaderResources),
|
|
shaderResources,
|
|
textureSampler);
|
|
} else {
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->texturePixelShader,
|
|
1,
|
|
&textureData->mainTextureResourceView,
|
|
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;
|
|
float minu, maxu, minv, maxv;
|
|
Float4 color;
|
|
Float4X4 modelMatrix;
|
|
float minx, maxx, miny, maxy;
|
|
VertexPositionColor vertices[4];
|
|
ID3D11SamplerState *textureSampler;
|
|
|
|
D3D11_RenderStartDrawOp(renderer);
|
|
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
|
|
|
|
minu = (float) srcrect->x / texture->w;
|
|
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
minv = (float) srcrect->y / texture->h;
|
|
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
color.x = 1.0f; /* red */
|
|
color.y = 1.0f; /* green */
|
|
color.z = 1.0f; /* blue */
|
|
color.w = 1.0f; /* alpha */
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
|
|
color.x = (float)(texture->r / 255.0f); /* red */
|
|
color.y = (float)(texture->g / 255.0f); /* green */
|
|
color.z = (float)(texture->b / 255.0f); /* blue */
|
|
}
|
|
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
|
|
color.w = (float)(texture->a / 255.0f); /* alpha */
|
|
}
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
float tmp = maxu;
|
|
maxu = minu;
|
|
minu = tmp;
|
|
}
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
float tmp = maxv;
|
|
maxv = minv;
|
|
minv = tmp;
|
|
}
|
|
|
|
modelMatrix = MatrixMultiply(
|
|
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
|
|
MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
|
|
);
|
|
D3D11_SetModelMatrix(renderer, &modelMatrix);
|
|
|
|
minx = -center->x;
|
|
maxx = dstrect->w - center->x;
|
|
miny = -center->y;
|
|
maxy = dstrect->h - center->y;
|
|
|
|
vertices[0].pos.x = minx;
|
|
vertices[0].pos.y = miny;
|
|
vertices[0].pos.z = 0.0f;
|
|
vertices[0].tex.x = minu;
|
|
vertices[0].tex.y = minv;
|
|
vertices[0].color = color;
|
|
|
|
vertices[1].pos.x = minx;
|
|
vertices[1].pos.y = maxy;
|
|
vertices[1].pos.z = 0.0f;
|
|
vertices[1].tex.x = minu;
|
|
vertices[1].tex.y = maxv;
|
|
vertices[1].color = color;
|
|
|
|
vertices[2].pos.x = maxx;
|
|
vertices[2].pos.y = miny;
|
|
vertices[2].pos.z = 0.0f;
|
|
vertices[2].tex.x = maxu;
|
|
vertices[2].tex.y = minv;
|
|
vertices[2].color = color;
|
|
|
|
vertices[3].pos.x = maxx;
|
|
vertices[3].pos.y = maxy;
|
|
vertices[3].pos.z = 0.0f;
|
|
vertices[3].tex.x = maxu;
|
|
vertices[3].tex.y = maxv;
|
|
vertices[3].color = color;
|
|
|
|
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
|
|
return -1;
|
|
}
|
|
|
|
textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
|
if (textureData->yuv) {
|
|
ID3D11ShaderResourceView *shaderResources[] = {
|
|
textureData->mainTextureResourceView,
|
|
textureData->mainTextureResourceViewU,
|
|
textureData->mainTextureResourceViewV
|
|
};
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->yuvPixelShader,
|
|
SDL_arraysize(shaderResources),
|
|
shaderResources,
|
|
textureSampler);
|
|
} else {
|
|
D3D11_SetPixelShader(
|
|
renderer,
|
|
rendererData->texturePixelShader,
|
|
1,
|
|
&textureData->mainTextureResourceView,
|
|
textureSampler);
|
|
}
|
|
|
|
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
|
|
|
D3D11_SetModelMatrix(renderer, NULL);
|
|
|
|
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;
|
|
ID3D11Texture2D *backBuffer = NULL;
|
|
ID3D11Texture2D *stagingTexture = NULL;
|
|
HRESULT result;
|
|
int status = -1;
|
|
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
|
D3D11_RECT srcRect = {0, 0, 0, 0};
|
|
D3D11_BOX srcBox;
|
|
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
|
|
|
/* Retrieve a pointer to the back buffer: */
|
|
result = IDXGISwapChain_GetBuffer(data->swapChain,
|
|
0,
|
|
&SDL_IID_ID3D11Texture2D,
|
|
(void **)&backBuffer
|
|
);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Create a staging texture to copy the screen's data to: */
|
|
ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
|
|
stagingTextureDesc.Width = rect->w;
|
|
stagingTextureDesc.Height = rect->h;
|
|
stagingTextureDesc.BindFlags = 0;
|
|
stagingTextureDesc.MiscFlags = 0;
|
|
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
|
result = ID3D11Device_CreateTexture2D(data->d3dDevice,
|
|
&stagingTextureDesc,
|
|
NULL,
|
|
&stagingTexture);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Copy the desired portion of the back buffer to the staging texture: */
|
|
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
|
|
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
|
|
goto done;
|
|
}
|
|
|
|
srcBox.left = srcRect.left;
|
|
srcBox.right = srcRect.right;
|
|
srcBox.top = srcRect.top;
|
|
srcBox.bottom = srcRect.bottom;
|
|
srcBox.front = 0;
|
|
srcBox.back = 1;
|
|
ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0,
|
|
0, 0, 0,
|
|
(ID3D11Resource *)backBuffer,
|
|
0,
|
|
&srcBox);
|
|
|
|
/* Map the staging texture's data to CPU-accessible memory: */
|
|
result = ID3D11DeviceContext_Map(data->d3dContext,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0,
|
|
D3D11_MAP_READ,
|
|
0,
|
|
&textureMemory);
|
|
if (FAILED(result)) {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
|
goto done;
|
|
}
|
|
|
|
/* Copy the data into the desired buffer, converting pixels to the
|
|
* desired format at the same time:
|
|
*/
|
|
if (SDL_ConvertPixels(
|
|
rect->w, rect->h,
|
|
D3D11_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.
|
|
*/
|
|
char errorMessage[1024];
|
|
SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", __FUNCTION__, SDL_GetError());
|
|
SDL_SetError("%s", errorMessage);
|
|
goto done;
|
|
}
|
|
|
|
/* Unmap the texture: */
|
|
ID3D11DeviceContext_Unmap(data->d3dContext,
|
|
(ID3D11Resource *)stagingTexture,
|
|
0);
|
|
|
|
status = 0;
|
|
|
|
done:
|
|
SAFE_RELEASE(backBuffer);
|
|
SAFE_RELEASE(stagingTexture);
|
|
return status;
|
|
}
|
|
|
|
static void
|
|
D3D11_RenderPresent(SDL_Renderer * renderer)
|
|
{
|
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
|
UINT syncInterval;
|
|
UINT presentFlags;
|
|
HRESULT result;
|
|
DXGI_PRESENT_PARAMETERS parameters;
|
|
|
|
SDL_zero(parameters);
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
syncInterval = 1;
|
|
presentFlags = 0;
|
|
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
|
|
#else
|
|
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
syncInterval = 1;
|
|
presentFlags = 0;
|
|
} else {
|
|
syncInterval = 0;
|
|
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
|
|
}
|
|
|
|
/* The application may optionally specify "dirty" or "scroll"
|
|
* rects to improve efficiency in certain scenarios.
|
|
* This option is not available on Windows Phone 8, to note.
|
|
*/
|
|
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, ¶meters);
|
|
#endif
|
|
|
|
/* Discard the contents of the render target.
|
|
* This is a valid operation only when the existing contents will be entirely
|
|
* overwritten. If dirty or scroll rects are used, this call should be removed.
|
|
*/
|
|
ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
|
|
|
|
/* When the present flips, it unbinds the current view, so bind it again on the next draw call */
|
|
data->currentRenderTargetView = NULL;
|
|
|
|
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
|
|
/* If the device was removed either by a disconnect or a driver upgrade, we
|
|
* must recreate all device resources.
|
|
*
|
|
* TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
|
|
*/
|
|
if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
|
|
D3D11_HandleDeviceLost(renderer);
|
|
} else if (result == DXGI_ERROR_INVALID_CALL) {
|
|
/* We probably went through a fullscreen <-> windowed transition */
|
|
D3D11_CreateWindowSizeDependentResources(renderer);
|
|
} else {
|
|
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|