| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "../../SDL_internal.h" |
| |
| #include "SDL_render.h" |
| #include "SDL_system.h" |
| |
| #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED |
| |
| #define COBJMACROS |
| #include "../../core/windows/SDL_windows.h" |
| #if !defined(__WINRT__) |
| #include "../../video/windows/SDL_windowswindow.h" |
| #endif |
| #include "SDL_hints.h" |
| #include "SDL_loadso.h" |
| #include "SDL_syswm.h" |
| #include "../SDL_sysrender.h" |
| #include "../SDL_d3dmath.h" |
| |
| #include <d3d11_1.h> |
| |
| #include "SDL_shaders_d3d11.h" |
| |
| #ifdef __WINRT__ |
| |
| #if NTDDI_VERSION > NTDDI_WIN8 |
| #include <DXGI1_3.h> |
| #endif |
| |
| #include "SDL_render_winrt.h" |
| |
| #if WINAPI_FAMILY == WINAPI_FAMILY_APP |
| #include <windows.ui.xaml.media.dxinterop.h> |
| /* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */ |
| extern ISwapChainBackgroundPanelNative *WINRT_GlobalSwapChainBackgroundPanelNative; |
| #endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */ |
| |
| #endif /* __WINRT__ */ |
| |
| #if defined(_MSC_VER) && !defined(__clang__) |
| #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str |
| #else |
| #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| #endif |
| |
| #define SAFE_RELEASE(X) \ |
| if ((X)) { \ |
| IUnknown_Release(SDL_static_cast(IUnknown *, X)); \ |
| X = NULL; \ |
| } |
| |
| /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when |
| !!! FIXME: textures are needed. */ |
| |
| /* Vertex shader, common values */ |
| typedef struct |
| { |
| Float4X4 model; |
| Float4X4 projectionAndView; |
| } VertexShaderConstants; |
| |
| /* Per-vertex data */ |
| typedef struct |
| { |
| Float2 pos; |
| Float2 tex; |
| SDL_Color color; |
| } VertexPositionColor; |
| |
| /* Per-texture data */ |
| typedef struct |
| { |
| ID3D11Texture2D *mainTexture; |
| ID3D11ShaderResourceView *mainTextureResourceView; |
| ID3D11RenderTargetView *mainTextureRenderTargetView; |
| ID3D11Texture2D *stagingTexture; |
| int lockedTexturePositionX; |
| int lockedTexturePositionY; |
| D3D11_FILTER scaleMode; |
| #if SDL_HAVE_YUV |
| /* YV12 texture support */ |
| SDL_bool yuv; |
| ID3D11Texture2D *mainTextureU; |
| ID3D11ShaderResourceView *mainTextureResourceViewU; |
| ID3D11Texture2D *mainTextureV; |
| ID3D11ShaderResourceView *mainTextureResourceViewV; |
| |
| /* NV12 texture support */ |
| SDL_bool nv12; |
| ID3D11Texture2D *mainTextureNV; |
| ID3D11ShaderResourceView *mainTextureResourceViewNV; |
| |
| Uint8 *pixels; |
| int pitch; |
| SDL_Rect locked_rect; |
| #endif |
| } D3D11_TextureData; |
| |
| /* Blend mode data */ |
| typedef struct |
| { |
| SDL_BlendMode blendMode; |
| ID3D11BlendState *blendState; |
| } D3D11_BlendMode; |
| |
| /* Private renderer data */ |
| typedef struct |
| { |
| void *hDXGIMod; |
| void *hD3D11Mod; |
| IDXGIFactory2 *dxgiFactory; |
| IDXGIAdapter *dxgiAdapter; |
| ID3D11Device1 *d3dDevice; |
| ID3D11DeviceContext1 *d3dContext; |
| IDXGISwapChain1 *swapChain; |
| DXGI_SWAP_EFFECT swapEffect; |
| ID3D11RenderTargetView *mainRenderTargetView; |
| ID3D11RenderTargetView *currentOffscreenRenderTargetView; |
| ID3D11InputLayout *inputLayout; |
| ID3D11Buffer *vertexBuffers[8]; |
| size_t vertexBufferSizes[8]; |
| ID3D11VertexShader *vertexShader; |
| ID3D11PixelShader *pixelShaders[NUM_SHADERS]; |
| int blendModesCount; |
| D3D11_BlendMode *blendModes; |
| ID3D11SamplerState *nearestPixelSampler; |
| ID3D11SamplerState *linearSampler; |
| D3D_FEATURE_LEVEL featureLevel; |
| |
| /* Rasterizers */ |
| ID3D11RasterizerState *mainRasterizer; |
| ID3D11RasterizerState *clippedRasterizer; |
| |
| /* Vertex buffer constants */ |
| VertexShaderConstants vertexShaderConstantsData; |
| ID3D11Buffer *vertexShaderConstants; |
| |
| /* Cached renderer properties */ |
| DXGI_MODE_ROTATION rotation; |
| ID3D11RenderTargetView *currentRenderTargetView; |
| ID3D11RasterizerState *currentRasterizerState; |
| ID3D11BlendState *currentBlendState; |
| ID3D11PixelShader *currentShader; |
| ID3D11ShaderResourceView *currentShaderResource; |
| ID3D11SamplerState *currentSampler; |
| SDL_bool cliprectDirty; |
| SDL_bool currentCliprectEnabled; |
| SDL_Rect currentCliprect; |
| SDL_Rect currentViewport; |
| int currentViewportRotation; |
| SDL_bool viewportDirty; |
| Float4X4 identity; |
| int currentVertexBuffer; |
| } D3D11_RenderData; |
| |
| /* Define D3D GUIDs here so we don't have to include uuid.lib. |
| * |
| * Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437: |
| * The extra 'SDL_' was added to the start of each IID's name, in order |
| * to prevent build errors on both MinGW-w64 and WinRT/UWP. |
| * (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to |
| * linker errors in WinRT/UWP builds.) |
| */ |
| |
| #ifdef __GNUC__ |
| #pragma GCC diagnostic push |
| #pragma GCC diagnostic ignored "-Wunused-const-variable" |
| #endif |
| |
| static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; |
| static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; |
| #if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8 |
| static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } }; |
| #endif |
| static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; |
| static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; |
| static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; |
| /*static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };*/ |
| |
| #ifdef __GNUC__ |
| #pragma GCC diagnostic pop |
| #endif |
| |
| 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: |
| case SDL_PIXELFORMAT_NV12: /* For the Y texture */ |
| case SDL_PIXELFORMAT_NV21: /* For the Y texture */ |
| return DXGI_FORMAT_R8_UNORM; |
| default: |
| return DXGI_FORMAT_UNKNOWN; |
| } |
| } |
| |
| static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| |
| 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) { |
| int i; |
| |
| 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); |
| for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { |
| SAFE_RELEASE(data->vertexBuffers[i]); |
| } |
| SAFE_RELEASE(data->vertexShader); |
| for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { |
| SAFE_RELEASE(data->pixelShaders[i]); |
| } |
| if (data->blendModesCount > 0) { |
| for (i = 0; i < data->blendModesCount; ++i) { |
| SAFE_RELEASE(data->blendModes[i].blendState); |
| } |
| SDL_free(data->blendModes); |
| |
| data->blendModesCount = 0; |
| } |
| 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 D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) |
| { |
| switch (factor) { |
| case SDL_BLENDFACTOR_ZERO: |
| return D3D11_BLEND_ZERO; |
| case SDL_BLENDFACTOR_ONE: |
| return D3D11_BLEND_ONE; |
| case SDL_BLENDFACTOR_SRC_COLOR: |
| return D3D11_BLEND_SRC_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| return D3D11_BLEND_INV_SRC_COLOR; |
| case SDL_BLENDFACTOR_SRC_ALPHA: |
| return D3D11_BLEND_SRC_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| return D3D11_BLEND_INV_SRC_ALPHA; |
| case SDL_BLENDFACTOR_DST_COLOR: |
| return D3D11_BLEND_DEST_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| return D3D11_BLEND_INV_DEST_COLOR; |
| case SDL_BLENDFACTOR_DST_ALPHA: |
| return D3D11_BLEND_DEST_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| return D3D11_BLEND_INV_DEST_ALPHA; |
| default: |
| return (D3D11_BLEND)0; |
| } |
| } |
| |
| static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) |
| { |
| switch (operation) { |
| case SDL_BLENDOPERATION_ADD: |
| return D3D11_BLEND_OP_ADD; |
| case SDL_BLENDOPERATION_SUBTRACT: |
| return D3D11_BLEND_OP_SUBTRACT; |
| case SDL_BLENDOPERATION_REV_SUBTRACT: |
| return D3D11_BLEND_OP_REV_SUBTRACT; |
| case SDL_BLENDOPERATION_MINIMUM: |
| return D3D11_BLEND_OP_MIN; |
| case SDL_BLENDOPERATION_MAXIMUM: |
| return D3D11_BLEND_OP_MAX; |
| default: |
| return (D3D11_BLEND_OP)0; |
| } |
| } |
| |
| static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| { |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| ID3D11BlendState *blendState = NULL; |
| D3D11_BlendMode *blendModes; |
| HRESULT result = S_OK; |
| |
| D3D11_BLEND_DESC blendDesc; |
| SDL_zero(blendDesc); |
| blendDesc.AlphaToCoverageEnable = FALSE; |
| blendDesc.IndependentBlendEnable = FALSE; |
| blendDesc.RenderTarget[0].BlendEnable = TRUE; |
| blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); |
| blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); |
| blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); |
| blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); |
| blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); |
| blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); |
| blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
| result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState); |
| if (FAILED(result)) { |
| WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result); |
| return NULL; |
| } |
| |
| blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes)); |
| if (blendModes == NULL) { |
| SAFE_RELEASE(blendState); |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| blendModes[data->blendModesCount].blendMode = blendMode; |
| blendModes[data->blendModesCount].blendState = blendState; |
| data->blendModes = blendModes; |
| ++data->blendModesCount; |
| |
| return blendState; |
| } |
| |
| /* 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; |
| int i; |
| |
| /* This array defines the set of DirectX hardware feature levels this app will support. |
| * Note the ordering should be preserved. |
| * Don't forget to declare your application's minimum required feature level in its |
| * description. All applications are assumed to support 9.1 unless otherwise stated. |
| */ |
| D3D_FEATURE_LEVEL featureLevels[] = { |
| D3D_FEATURE_LEVEL_11_1, |
| D3D_FEATURE_LEVEL_11_0, |
| D3D_FEATURE_LEVEL_10_1, |
| D3D_FEATURE_LEVEL_10_0, |
| D3D_FEATURE_LEVEL_9_3, |
| D3D_FEATURE_LEVEL_9_2, |
| D3D_FEATURE_LEVEL_9_1 |
| }; |
| |
| D3D11_BUFFER_DESC constantBufferDesc; |
| D3D11_SAMPLER_DESC samplerDesc; |
| D3D11_RASTERIZER_DESC rasterDesc; |
| |
| #ifdef __WINRT__ |
| CreateDXGIFactoryFunc = CreateDXGIFactory1; |
| D3D11CreateDeviceFunc = D3D11CreateDevice; |
| #else |
| data->hDXGIMod = SDL_LoadObject("dxgi.dll"); |
| if (!data->hDXGIMod) { |
| result = E_FAIL; |
| goto done; |
| } |
| |
| CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory"); |
| if (CreateDXGIFactoryFunc == NULL) { |
| 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. */ |
| if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) { |
| creationFlags |= D3D11_CREATE_DEVICE_DEBUG; |
| } |
| |
| /* Create a single-threaded device unless the app requests otherwise. */ |
| if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) { |
| creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; |
| } |
| |
| /* 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; |
| } |
| |
| if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) { |
| goto done; |
| } |
| |
| for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { |
| if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) { |
| 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: */ |
| if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) || |
| !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) || |
| !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD) || |
| !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MUL)) { |
| /* 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; |
| } |
| |
| #if defined(__WIN32__) || defined(__WINGDK__) |
| |
| static DXGI_MODE_ROTATION D3D11_GetCurrentRotation() |
| { |
| /* FIXME */ |
| return DXGI_MODE_ROTATION_IDENTITY; |
| } |
| |
| #endif /* defined(__WIN32__) || defined(__WINGDK__) */ |
| |
| 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) |
| { |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| const SDL_Rect *viewport = &data->currentViewport; |
| |
| switch (rotation) { |
| case DXGI_MODE_ROTATION_IDENTITY: |
| outRect->left = sdlRect->x; |
| outRect->right = (LONG)sdlRect->x + sdlRect->w; |
| outRect->top = sdlRect->y; |
| outRect->bottom = (LONG)sdlRect->y + sdlRect->h; |
| if (includeViewportOffset) { |
| outRect->left += viewport->x; |
| outRect->right += viewport->x; |
| outRect->top += viewport->y; |
| outRect->bottom += viewport->y; |
| } |
| break; |
| case DXGI_MODE_ROTATION_ROTATE270: |
| outRect->left = sdlRect->y; |
| outRect->right = (LONG)sdlRect->y + sdlRect->h; |
| outRect->top = viewport->w - sdlRect->x - sdlRect->w; |
| outRect->bottom = viewport->w - sdlRect->x; |
| break; |
| case DXGI_MODE_ROTATION_ROTATE180: |
| outRect->left = viewport->w - sdlRect->x - sdlRect->w; |
| outRect->right = viewport->w - sdlRect->x; |
| outRect->top = viewport->h - sdlRect->y - sdlRect->h; |
| outRect->bottom = viewport->h - sdlRect->y; |
| break; |
| case DXGI_MODE_ROTATION_ROTATE90: |
| outRect->left = viewport->h - sdlRect->y - sdlRect->h; |
| outRect->right = viewport->h - sdlRect->y; |
| outRect->top = sdlRect->x; |
| outRect->bottom = (LONG)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 { |
| if (WIN_IsWindows8OrGreater()) { |
| swapChainDesc.Scaling = DXGI_SCALING_NONE; |
| } else { |
| swapChainDesc.Scaling = DXGI_SCALING_STRETCH; |
| } |
| } |
| 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 { |
| #if defined(__WIN32__) || defined(__WINGDK__) |
| 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 /* defined(__WIN32__) || defined(__WINGDK__) / else */ |
| } |
| data->swapEffect = swapChainDesc.SwapEffect; |
| |
| done: |
| SAFE_RELEASE(coreWindow); |
| return result; |
| } |
| |
| static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer) |
| { |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL); |
| SAFE_RELEASE(data->mainRenderTargetView); |
| } |
| |
| static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer); |
| |
| HRESULT |
| D3D11_HandleDeviceLost(SDL_Renderer *renderer) |
| { |
| HRESULT result = S_OK; |
| |
| D3D11_ReleaseAll(renderer); |
| |
| result = D3D11_CreateDeviceResources(renderer); |
| if (FAILED(result)) { |
| /* D3D11_CreateDeviceResources will set the SDL error */ |
| return result; |
| } |
| |
| result = D3D11_UpdateForWindowSizeChange(renderer); |
| if (FAILED(result)) { |
| /* D3D11_UpdateForWindowSizeChange will set the SDL error */ |
| return result; |
| } |
| |
| /* Let the application know that the device has been reset */ |
| { |
| SDL_Event event; |
| event.type = SDL_RENDER_DEVICE_RESET; |
| SDL_PushEvent(&event); |
| } |
| |
| return S_OK; |
| } |
| |
| /* 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. |
| */ |
| #if defined(__WINRT__) |
| SDL_GetWindowSize(renderer->window, &w, &h); |
| #else |
| SDL_GetWindowSizeInPixels(renderer->window, &w, &h); |
| #endif |
| 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) || data->swapChain == NULL) { |
| 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 (WIN_IsWindows8OrGreater()) { |
| 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; |
| } |
| |
| /* Set the swap chain target immediately, so that a target is always set |
| * even before we get to SetDrawState. Without this it's possible to hit |
| * null references in places like ReadPixels! |
| */ |
| ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, |
| 1, |
| &data->mainRenderTargetView, |
| NULL); |
| |
| data->viewportDirty = SDL_TRUE; |
| |
| done: |
| SAFE_RELEASE(backBuffer); |
| return result; |
| } |
| |
| /* This method is called when the window's size changes. */ |
| static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer) |
| { |
| return D3D11_CreateWindowSizeDependentResources(renderer); |
| } |
| |
| void D3D11_Trim(SDL_Renderer *renderer) |
| { |
| #ifdef __WINRT__ |
| #if NTDDI_VERSION > NTDDI_WIN8 |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| HRESULT result = S_OK; |
| IDXGIDevice3 *dxgiDevice = NULL; |
| |
| 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); |
| } |
| } |
| |
| #if !defined(__WINRT__) |
| static int D3D11_GetOutputSize(SDL_Renderer *renderer, int *w, int *h) |
| { |
| SDL_GetWindowSizeInPixels(renderer->window, w, h); |
| return 0; |
| } |
| #endif |
| |
| static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| { |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || |
| !GetBlendEquation(colorOperation) || |
| !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || |
| !GetBlendEquation(alphaOperation)) { |
| return SDL_FALSE; |
| } |
| return SDL_TRUE; |
| } |
| |
| 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 == NULL) { |
| SDL_OutOfMemory(); |
| return -1; |
| } |
| textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
| |
| 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); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); |
| } |
| #if SDL_HAVE_YUV |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| textureData->yuv = SDL_TRUE; |
| |
| textureDesc.Width = (textureDesc.Width + 1) / 2; |
| textureDesc.Height = (textureDesc.Height + 1) / 2; |
| |
| result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| &textureDesc, |
| NULL, |
| &textureData->mainTextureU); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); |
| } |
| |
| result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| &textureDesc, |
| NULL, |
| &textureData->mainTextureV); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); |
| } |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc; |
| |
| textureData->nv12 = SDL_TRUE; |
| |
| nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| nvTextureDesc.Width = (textureDesc.Width + 1) / 2; |
| nvTextureDesc.Height = (textureDesc.Height + 1) / 2; |
| |
| result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| &nvTextureDesc, |
| NULL, |
| &textureData->mainTextureNV); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); |
| } |
| } |
| #endif /* SDL_HAVE_YUV */ |
| SDL_zero(resourceViewDesc); |
| 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); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv) { |
| result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| (ID3D11Resource *)textureData->mainTextureU, |
| &resourceViewDesc, |
| &textureData->mainTextureResourceViewU); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); |
| } |
| result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| (ID3D11Resource *)textureData->mainTextureV, |
| &resourceViewDesc, |
| &textureData->mainTextureResourceViewV); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); |
| } |
| } |
| |
| if (textureData->nv12) { |
| D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; |
| |
| nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| |
| result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| (ID3D11Resource *)textureData->mainTextureNV, |
| &nvResourceViewDesc, |
| &textureData->mainTextureResourceViewNV); |
| if (FAILED(result)) { |
| D3D11_DestroyTexture(renderer, texture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); |
| } |
| } |
| #endif /* SDL_HAVE_YUV */ |
| |
| if (texture->access & SDL_TEXTUREACCESS_TARGET) { |
| D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; |
| SDL_zero(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); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result); |
| } |
| } |
| |
| return 0; |
| } |
| |
| static void D3D11_DestroyTexture(SDL_Renderer *renderer, |
| SDL_Texture *texture) |
| { |
| D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata; |
| |
| if (data == NULL) { |
| return; |
| } |
| |
| SAFE_RELEASE(data->mainTexture); |
| SAFE_RELEASE(data->mainTextureResourceView); |
| SAFE_RELEASE(data->mainTextureRenderTargetView); |
| SAFE_RELEASE(data->stagingTexture); |
| #if SDL_HAVE_YUV |
| SAFE_RELEASE(data->mainTextureU); |
| SAFE_RELEASE(data->mainTextureResourceViewU); |
| SAFE_RELEASE(data->mainTextureV); |
| SAFE_RELEASE(data->mainTextureResourceViewV); |
| SAFE_RELEASE(data->mainTextureNV); |
| SAFE_RELEASE(data->mainTextureResourceViewNV); |
| SDL_free(data->pixels); |
| #endif |
| SDL_free(data); |
| texture->driverdata = NULL; |
| } |
| |
| static int D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, 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)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); |
| } |
| |
| /* 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)) { |
| SAFE_RELEASE(stagingTexture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); |
| } |
| |
| src = (const Uint8 *)pixels; |
| dst = textureMemory.pData; |
| length = w * bpp; |
| if (length == pitch && length == textureMemory.RowPitch) { |
| SDL_memcpy(dst, src, (size_t)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 == NULL) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) { |
| return -1; |
| } |
| #if SDL_HAVE_YUV |
| 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, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) { |
| return -1; |
| } |
| |
| /* Skip to the correct offset into the next texture */ |
| srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2)); |
| if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) { |
| return -1; |
| } |
| } |
| |
| if (textureData->nv12) { |
| /* Skip to the correct offset into the next texture */ |
| srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch); |
| |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2 * ((srcPitch + 1) / 2)) < 0) { |
| return -1; |
| } |
| } |
| #endif /* SDL_HAVE_YUV */ |
| return 0; |
| } |
| |
| #if SDL_HAVE_YUV |
| 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 == NULL) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) { |
| return -1; |
| } |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) { |
| return -1; |
| } |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) { |
| return -1; |
| } |
| return 0; |
| } |
| |
| static int D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *UVplane, int UVpitch) |
| { |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata; |
| |
| if (textureData == NULL) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) { |
| return -1; |
| } |
| |
| if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch) < 0) { |
| return -1; |
| } |
| return 0; |
| } |
| #endif |
| |
| 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 == NULL) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv || textureData->nv12) { |
| /* 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 *)(textureData->pixels + rect->y * textureData->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = textureData->pitch; |
| return 0; |
| } |
| #endif |
| 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)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); |
| } |
| |
| /* 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)) { |
| SAFE_RELEASE(textureData->stagingTexture); |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); |
| } |
| |
| /* 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 == NULL) { |
| return; |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv || textureData->nv12) { |
| const SDL_Rect *rect = &textureData->locked_rect; |
| void *pixels = |
| (void *)(textureData->pixels + rect->y * textureData->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); |
| return; |
| } |
| #endif |
| /* 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 void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) |
| { |
| D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata; |
| |
| if (textureData == NULL) { |
| return; |
| } |
| |
| textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
| } |
| |
| 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 int D3D11_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| { |
| return 0; /* nothing to do in this backend. */ |
| } |
| |
| static int D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| { |
| VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first); |
| int i; |
| SDL_Color color; |
| color.r = cmd->data.draw.r; |
| color.g = cmd->data.draw.g; |
| color.b = cmd->data.draw.b; |
| color.a = cmd->data.draw.a; |
| |
| if (verts == NULL) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = count; |
| |
| for (i = 0; i < count; i++) { |
| verts->pos.x = points[i].x + 0.5f; |
| verts->pos.y = points[i].y + 0.5f; |
| verts->tex.x = 0.0f; |
| verts->tex.y = 0.0f; |
| verts->color = color; |
| verts++; |
| } |
| |
| return 0; |
| } |
| |
| static int D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, |
| int num_vertices, const void *indices, int num_indices, int size_indices, |
| float scale_x, float scale_y) |
| { |
| int i; |
| int count = indices ? num_indices : num_vertices; |
| VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first); |
| |
| if (verts == NULL) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = count; |
| size_indices = indices ? size_indices : 0; |
| |
| for (i = 0; i < count; i++) { |
| int j; |
| float *xy_; |
| if (size_indices == 4) { |
| j = ((const Uint32 *)indices)[i]; |
| } else if (size_indices == 2) { |
| j = ((const Uint16 *)indices)[i]; |
| } else if (size_indices == 1) { |
| j = ((const Uint8 *)indices)[i]; |
| } else { |
| j = i; |
| } |
| |
| xy_ = (float *)((char *)xy + j * xy_stride); |
| |
| verts->pos.x = xy_[0] * scale_x; |
| verts->pos.y = xy_[1] * scale_y; |
| verts->color = *(SDL_Color *)((char *)color + j * color_stride); |
| |
| if (texture) { |
| float *uv_ = (float *)((char *)uv + j * uv_stride); |
| verts->tex.x = uv_[0]; |
| verts->tex.y = uv_[1]; |
| } else { |
| verts->tex.x = 0.0f; |
| verts->tex.y = 0.0f; |
| } |
| |
| verts += 1; |
| } |
| return 0; |
| } |
| |
| static int D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, |
| const void *vertexData, size_t dataSizeInBytes) |
| { |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| HRESULT result = S_OK; |
| const int vbidx = rendererData->currentVertexBuffer; |
| const UINT stride = sizeof(VertexPositionColor); |
| const UINT offset = 0; |
| |
| if (dataSizeInBytes == 0) { |
| return 0; /* nothing to do. */ |
| } |
| |
| if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) { |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = ID3D11DeviceContext_Map(rendererData->d3dContext, |
| (ID3D11Resource *)rendererData->vertexBuffers[vbidx], |
| 0, |
| D3D11_MAP_WRITE_DISCARD, |
| 0, |
| &mappedResource); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result); |
| } |
| SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); |
| ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0); |
| } else { |
| D3D11_BUFFER_DESC vertexBufferDesc; |
| D3D11_SUBRESOURCE_DATA vertexBufferData; |
| |
| SAFE_RELEASE(rendererData->vertexBuffers[vbidx]); |
| |
| SDL_zero(vertexBufferDesc); |
| 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->vertexBuffers[vbidx]); |
| if (FAILED(result)) { |
| return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result); |
| } |
| |
| rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes; |
| } |
| |
| ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext, |
| 0, |
| 1, |
| &rendererData->vertexBuffers[vbidx], |
| &stride, |
| &offset); |
| |
| rendererData->currentVertexBuffer++; |
| if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) { |
| rendererData->currentVertexBuffer = 0; |
| } |
| |
| return 0; |
| } |
| |
| static int D3D11_UpdateViewport(SDL_Renderer *renderer) |
| { |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| const SDL_Rect *viewport = &data->currentViewport; |
| Float4X4 projection; |
| Float4X4 view; |
| SDL_FRect orientationAlignedViewport; |
| BOOL swapDimensions; |
| D3D11_VIEWPORT d3dviewport; |
| const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| |
| if (viewport->w == 0 || viewport->h == 0) { |
| /* If the viewport is empty, assume that it is because |
| * SDL_CreateRenderer is calling it, and will call it again later |
| * with a non-empty viewport. |
| */ |
| /* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */ |
| return -1; |
| } |
| |
| /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. |
| * Keep in mind here that the Y-axis will be been inverted (from Direct3D's |
| * default coordinate system) so rotations will be done in the opposite |
| * direction of the DXGI_MODE_ROTATION enumeration. |
| */ |
| switch (rotation) { |
| case DXGI_MODE_ROTATION_IDENTITY: |
| projection = MatrixIdentity(); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE270: |
| projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE180: |
| projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); |
| break; |
| case DXGI_MODE_ROTATION_ROTATE90: |
| projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); |
| break; |
| default: |
| return SDL_SetError("An unknown DisplayOrientation is being used"); |
| } |
| |
| /* Update the view matrix */ |
| SDL_zero(view); |
| view.m[0][0] = 2.0f / viewport->w; |
| view.m[1][1] = -2.0f / viewport->h; |
| view.m[2][2] = 1.0f; |
| view.m[3][0] = -1.0f; |
| view.m[3][1] = 1.0f; |
| view.m[3][3] = 1.0f; |
| |
| /* Combine the projection + view matrix together now, as both only get |
| * set here (as of this writing, on Dec 26, 2013). When done, store it |
| * for eventual transfer to the GPU. |
| */ |
| data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( |
| view, |
| projection); |
| |
| /* Update the Direct3D viewport, which seems to be aligned to the |
| * swap buffer's coordinate space, which is always in either |
| * a landscape mode, for all Windows 8/RT devices, or a portrait mode, |
| * for Windows Phone devices. |
| */ |
| swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); |
| if (swapDimensions) { |
| orientationAlignedViewport.x = (float)viewport->y; |
| orientationAlignedViewport.y = (float)viewport->x; |
| orientationAlignedViewport.w = (float)viewport->h; |
| orientationAlignedViewport.h = (float)viewport->w; |
| } else { |
| orientationAlignedViewport.x = (float)viewport->x; |
| orientationAlignedViewport.y = (float)viewport->y; |
| orientationAlignedViewport.w = (float)viewport->w; |
| orientationAlignedViewport.h = (float)viewport->h; |
| } |
| /* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */ |
| |
| d3dviewport.TopLeftX = orientationAlignedViewport.x; |
| d3dviewport.TopLeftY = orientationAlignedViewport.y; |
| d3dviewport.Width = orientationAlignedViewport.w; |
| d3dviewport.Height = orientationAlignedViewport.h; |
| d3dviewport.MinDepth = 0.0f; |
| d3dviewport.MaxDepth = 1.0f; |
| /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */ |
| ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport); |
| |
| data->viewportDirty = SDL_FALSE; |
| |
| return 0; |
| } |
| |
| 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_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader *shader, |
| const int numShaderResources, ID3D11ShaderResourceView **shaderResources, |
| ID3D11SamplerState *sampler, const Float4X4 *matrix) |
| |
| { |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; |
| ID3D11RasterizerState *rasterizerState; |
| ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); |
| ID3D11ShaderResourceView *shaderResource; |
| const SDL_BlendMode blendMode = cmd->data.draw.blend; |
| ID3D11BlendState *blendState = NULL; |
| SDL_bool updateSubresource = SDL_FALSE; |
| |
| if (renderTargetView != rendererData->currentRenderTargetView) { |
| ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, |
| 1, |
| &renderTargetView, |
| NULL); |
| rendererData->currentRenderTargetView = renderTargetView; |
| } |
| |
| if (rendererData->viewportDirty) { |
| if (D3D11_UpdateViewport(renderer) == 0) { |
| /* vertexShaderConstantsData.projectionAndView has changed */ |
| updateSubresource = SDL_TRUE; |
| } |
| } |
| |
| if (rendererData->cliprectDirty) { |
| if (!rendererData->currentCliprectEnabled) { |
| ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL); |
| } else { |
| D3D11_RECT scissorRect; |
| if (D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) { |
| /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */ |
| return -1; |
| } |
| ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect); |
| } |
| rendererData->cliprectDirty = SDL_FALSE; |
| } |
| |
| if (!rendererData->currentCliprectEnabled) { |
| rasterizerState = rendererData->mainRasterizer; |
| } else { |
| rasterizerState = rendererData->clippedRasterizer; |
| } |
| if (rasterizerState != rendererData->currentRasterizerState) { |
| ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState); |
| rendererData->currentRasterizerState = rasterizerState; |
| } |
| |
| if (blendMode != SDL_BLENDMODE_NONE) { |
| int i; |
| for (i = 0; i < rendererData->blendModesCount; ++i) { |
| if (blendMode == rendererData->blendModes[i].blendMode) { |
| blendState = rendererData->blendModes[i].blendState; |
| break; |
| } |
| } |
| if (blendState == NULL) { |
| blendState = D3D11_CreateBlendState(renderer, blendMode); |
| if (blendState == NULL) { |
| return -1; |
| } |
| } |
| } |
| if (blendState != rendererData->currentBlendState) { |
| ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF); |
| rendererData->currentBlendState = blendState; |
| } |
| |
| if (shader != rendererData->currentShader) { |
| ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0); |
| rendererData->currentShader = shader; |
| } |
| if (numShaderResources > 0) { |
| shaderResource = shaderResources[0]; |
| } else { |
| shaderResource = NULL; |
| } |
| if (shaderResource != rendererData->currentShaderResource) { |
| ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); |
| rendererData->currentShaderResource = shaderResource; |
| } |
| if (sampler != rendererData->currentSampler) { |
| ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler); |
| rendererData->currentSampler = sampler; |
| } |
| |
| if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { |
| SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix); |
| ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext, |
| (ID3D11Resource *)rendererData->vertexShaderConstants, |
| 0, |
| NULL, |
| &rendererData->vertexShaderConstantsData, |
| 0, |
| 0); |
| } |
| |
| return 0; |
| } |
| |
| static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata; |
| ID3D11SamplerState *textureSampler; |
| |
| switch (textureData->scaleMode) { |
| case D3D11_FILTER_MIN_MAG_MIP_POINT: |
| textureSampler = rendererData->nearestPixelSampler; |
| break; |
| case D3D11_FILTER_MIN_MAG_MIP_LINEAR: |
| textureSampler = rendererData->linearSampler; |
| break; |
| default: |
| return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode); |
| } |
| #if SDL_HAVE_YUV |
| if (textureData->yuv) { |
| ID3D11ShaderResourceView *shaderResources[] = { |
| textureData->mainTextureResourceView, |
| textureData->mainTextureResourceViewU, |
| textureData->mainTextureResourceViewV |
| }; |
| D3D11_Shader shader; |
| |
| switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| shader = SHADER_YUV_JPEG; |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| shader = SHADER_YUV_BT601; |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| shader = SHADER_YUV_BT709; |
| break; |
| default: |
| return SDL_SetError("Unsupported YUV conversion mode"); |
| } |
| |
| return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader], |
| SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| |
| } else if (textureData->nv12) { |
| ID3D11ShaderResourceView *shaderResources[] = { |
| textureData->mainTextureResourceView, |
| textureData->mainTextureResourceViewNV, |
| }; |
| D3D11_Shader shader; |
| |
| switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG; |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601; |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709; |
| break; |
| default: |
| return SDL_SetError("Unsupported YUV conversion mode"); |
| } |
| |
| return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader], |
| SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| } |
| #endif /* SDL_HAVE_YUV */ |
| return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB], |
| 1, &textureData->mainTextureResourceView, textureSampler, matrix); |
| } |
| |
| static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) |
| { |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology); |
| ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart); |
| } |
| |
| static int D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; |
| const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| |
| if (rendererData->currentViewportRotation != viewportRotation) { |
| rendererData->currentViewportRotation = viewportRotation; |
| rendererData->viewportDirty = SDL_TRUE; |
| } |
| |
| if (D3D11_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) { |
| return -1; |
| } |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: |
| { |
| break; /* this isn't currently used in this render backend. */ |
| } |
| |
| case SDL_RENDERCMD_SETVIEWPORT: |
| { |
| SDL_Rect *viewport = &rendererData->currentViewport; |
| if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| SDL_copyp(viewport, &cmd->data.viewport.rect); |
| rendererData->viewportDirty = SDL_TRUE; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETCLIPRECT: |
| { |
| const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { |
| rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; |
| rendererData->cliprectDirty = SDL_TRUE; |
| } |
| if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { |
| SDL_copyp(&rendererData->currentCliprect, rect); |
| rendererData->cliprectDirty = SDL_TRUE; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_CLEAR: |
| { |
| const float colorRGBA[] = { |
| (cmd->data.color.r / 255.0f), |
| (cmd->data.color.g / 255.0f), |
| (cmd->data.color.b / 255.0f), |
| (cmd->data.color.a / 255.0f) |
| }; |
| ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_POINTS: |
| { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL); |
| D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_LINES: |
| { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| const VertexPositionColor *verts = (VertexPositionColor *)(((Uint8 *)vertices) + first); |
| D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL); |
| D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); |
| if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { |
| D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: /* unused */ |
| break; |
| |
| case SDL_RENDERCMD_COPY: /* unused */ |
| break; |
| |
| case SDL_RENDERCMD_COPY_EX: /* unused */ |
| break; |
| |
| case SDL_RENDERCMD_GEOMETRY: |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(VertexPositionColor); |
| |
| if (texture) { |
| D3D11_SetCopyState(renderer, cmd, NULL); |
| } else { |
| D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL); |
| } |
| |
| D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| 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; |
| ID3D11RenderTargetView *renderTargetView = NULL; |
| 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; |
| |
| renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); |
| if (renderTargetView == NULL) { |
| SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__); |
| goto done; |
| } |
| |
| ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer); |
| if (backBuffer == NULL) { |
| SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__); |
| 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: |
| */ |
| status = SDL_ConvertPixels( |
| rect->w, rect->h, |
| D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format), |
| textureMemory.pData, |
| textureMemory.RowPitch, |
| format, |
| pixels, |
| pitch); |
| |
| /* Unmap the texture: */ |
| ID3D11DeviceContext_Unmap(data->d3dContext, |
| (ID3D11Resource *)stagingTexture, |
| 0); |
| |
| done: |
| SAFE_RELEASE(backBuffer); |
| SAFE_RELEASE(stagingTexture); |
| return status; |
| } |
| |
| static int 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); |
| } |
| return -1; |
| } |
| return 0; |
| } |
| |
| #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP |
| /* no-op. */ |
| #else |
| static int D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) |
| { |
| if (vsync) { |
| renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; |
| } else { |
| renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC; |
| } |
| return 0; |
| } |
| #endif |
| |
| 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 == NULL) { |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| |
| data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); |
| if (data == NULL) { |
| SDL_free(renderer); |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| |
| data->identity = MatrixIdentity(); |
| |
| renderer->WindowEvent = D3D11_WindowEvent; |
| #if !defined(__WINRT__) |
| renderer->GetOutputSize = D3D11_GetOutputSize; |
| #endif |
| renderer->SupportsBlendMode = D3D11_SupportsBlendMode; |
| renderer->CreateTexture = D3D11_CreateTexture; |
| renderer->UpdateTexture = D3D11_UpdateTexture; |
| #if SDL_HAVE_YUV |
| renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; |
| renderer->UpdateTextureNV = D3D11_UpdateTextureNV; |
| #endif |
| renderer->LockTexture = D3D11_LockTexture; |
| renderer->UnlockTexture = D3D11_UnlockTexture; |
| renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode; |
| renderer->SetRenderTarget = D3D11_SetRenderTarget; |
| renderer->QueueSetViewport = D3D11_QueueSetViewport; |
| renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ |
| renderer->QueueDrawPoints = D3D11_QueueDrawPoints; |
| renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */ |
| renderer->QueueGeometry = D3D11_QueueGeometry; |
| renderer->RunCommandQueue = D3D11_RunCommandQueue; |
| renderer->RenderReadPixels = D3D11_RenderReadPixels; |
| renderer->RenderPresent = D3D11_RenderPresent; |
| renderer->DestroyTexture = D3D11_DestroyTexture; |
| renderer->DestroyRenderer = D3D11_DestroyRenderer; |
| renderer->info = D3D11_RenderDriver.info; |
| renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); |
| renderer->driverdata = data; |
| |
| #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP |
| /* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1. |
| * Failure to use it seems to either result in: |
| * |
| * - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned |
| * off (framerate doesn't get capped), but nothing appears on-screen |
| * |
| * - with the D3D11 debug runtime turned ON, vsync gets automatically |
| * turned back on, and the following gets output to the debug console: |
| * |
| * DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ] |
| */ |
| renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; |
| #else |
| if (flags & SDL_RENDERER_PRESENTVSYNC) { |
| renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; |
| } |
| renderer->SetVSync = D3D11_SetVSync; |
| #endif |
| |
| /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in |
| * order to give init functions access to the underlying window handle: |
| */ |
| renderer->window = window; |
| |
| /* Initialize Direct3D resources */ |
| if (FAILED(D3D11_CreateDeviceResources(renderer))) { |
| D3D11_DestroyRenderer(renderer); |
| return NULL; |
| } |
| if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { |
| D3D11_DestroyRenderer(renderer); |
| return NULL; |
| } |
| |
| return renderer; |
| } |
| |
| SDL_RenderDriver D3D11_RenderDriver = { |
| D3D11_CreateRenderer, |
| { |
| "direct3d11", |
| ( |
| SDL_RENDERER_ACCELERATED | |
| SDL_RENDERER_PRESENTVSYNC | |
| SDL_RENDERER_TARGETTEXTURE), /* flags. see SDL_RendererFlags */ |
| 6, /* num_texture_formats */ |
| { /* texture_formats */ |
| SDL_PIXELFORMAT_ARGB8888, |
| SDL_PIXELFORMAT_RGB888, |
| SDL_PIXELFORMAT_YV12, |
| SDL_PIXELFORMAT_IYUV, |
| SDL_PIXELFORMAT_NV12, |
| SDL_PIXELFORMAT_NV21 }, |
| 0, /* max_texture_width: will be filled in later */ |
| 0 /* max_texture_height: will be filled in later */ |
| } |
| }; |
| |
| #endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */ |
| |
| #if defined(__WIN32__) || defined(__WINGDK__) |
| /* This function needs to always exist on Windows, for the Dynamic API. */ |
| ID3D11Device *SDL_RenderGetD3D11Device(SDL_Renderer *renderer) |
| { |
| ID3D11Device *device = NULL; |
| |
| #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED |
| D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
| |
| /* Make sure that this is a D3D renderer */ |
| if (renderer->DestroyRenderer != D3D11_DestroyRenderer) { |
| SDL_SetError("Renderer is not a D3D11 renderer"); |
| return NULL; |
| } |
| |
| device = (ID3D11Device *)data->d3dDevice; |
| if (device) { |
| ID3D11Device_AddRef(device); |
| } |
| #endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */ |
| |
| return device; |
| } |
| #endif /* defined(__WIN32__) || defined(__WINGDK__) */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |