diff options
Diffstat (limited to '3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c')
-rw-r--r-- | 3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c | 3014 |
1 files changed, 0 insertions, 3014 deletions
diff --git a/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c b/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c deleted file mode 100644 index df0f1558aa5..00000000000 --- a/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c +++ /dev/null @@ -1,3014 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2016 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" - -#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED - -#define COBJMACROS -#include "../../core/windows/SDL_windows.h" -#include "SDL_hints.h" -#include "SDL_loadso.h" -#include "SDL_syswm.h" -#include "../SDL_sysrender.h" -#include "../SDL_d3dmath.h" -/* #include "SDL_log.h" */ - -#include <d3d11_1.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__ */ - - -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str - -#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; } - - -/* Vertex shader, common values */ -typedef struct -{ - Float4X4 model; - Float4X4 projectionAndView; -} VertexShaderConstants; - -/* Per-vertex data */ -typedef struct -{ - Float3 pos; - Float2 tex; - Float4 color; -} VertexPositionColor; - -/* Per-texture data */ -typedef struct -{ - ID3D11Texture2D *mainTexture; - ID3D11ShaderResourceView *mainTextureResourceView; - ID3D11RenderTargetView *mainTextureRenderTargetView; - ID3D11Texture2D *stagingTexture; - int lockedTexturePositionX; - int lockedTexturePositionY; - D3D11_FILTER scaleMode; - - /* YV12 texture support */ - SDL_bool yuv; - ID3D11Texture2D *mainTextureU; - ID3D11ShaderResourceView *mainTextureResourceViewU; - ID3D11Texture2D *mainTextureV; - ID3D11ShaderResourceView *mainTextureResourceViewV; - Uint8 *pixels; - int pitch; - SDL_Rect locked_rect; -} D3D11_TextureData; - -/* 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 *vertexBuffer; - ID3D11VertexShader *vertexShader; - ID3D11PixelShader *colorPixelShader; - ID3D11PixelShader *texturePixelShader; - ID3D11PixelShader *yuvPixelShader; - ID3D11BlendState *blendModeBlend; - ID3D11BlendState *blendModeAdd; - ID3D11BlendState *blendModeMod; - 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; -} 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 } }; -static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } }; -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 - -/* Direct3D 11.x shaders - - SDL's shaders are compiled into SDL itself, to simplify distribution. - - All Direct3D 11.x shaders were compiled with the following: - - fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>" - - Variables: - - <TYPE>: the type of shader. A table of utilized shader types is - listed below. - - <OUTPUT FILE>: where to store compiled output - - <INPUT FILE>: where to read shader source code from - - Shader types: - - ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT - - vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT - - ps_4_0_level_9_3: Pixel shader for Windows Phone 8 - - vs_4_0_level_9_3: Vertex shader for Windows Phone 8 - - - Shader object code was converted to a list of DWORDs via the following - *nix style command (available separately from Windows + MSVC): - - hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE> - */ -#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP -#define D3D11_USE_SHADER_MODEL_4_0_level_9_3 -#else -#define D3D11_USE_SHADER_MODEL_4_0_level_9_1 -#endif - -/* The color-only-rendering pixel shader: - - --- D3D11_PixelShader_Colors.hlsl --- - struct PixelShaderInput - { - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; - }; - - float4 main(PixelShaderInput input) : SV_TARGET - { - return input.color; - } -*/ -#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1) -static const DWORD D3D11_PixelShader_Colors[] = { - 0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001, - 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, - 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, - 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, - 0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, - 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, - 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, - 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, - 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, - 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, - 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, - 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, - 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, - 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, - 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, - 0x00000000, 0x00000003, 0x00000001, 0x00000003, 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_Colors[] = { - 0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001, - 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, - 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, - 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, - 0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, - 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, - 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, - 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, - 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, - 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, - 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, - 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, - 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, - 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, - 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, - 0x00000000, 0x00000003, 0x00000001, 0x00000003, 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 'colors' pixel shader is not defined." -#endif - -/* The texture-rendering pixel shader: - - --- D3D11_PixelShader_Textures.hlsl --- - Texture2D theTexture : register(t0); - SamplerState theSampler : register(s0); - - struct PixelShaderInput - { - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; - }; - - float4 main(PixelShaderInput input) : SV_TARGET - { - return theTexture.Sample(theSampler, input.tex) * input.color; - } -*/ -#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1) -static const DWORD D3D11_PixelShader_Textures[] = { - 0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001, - 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8, - 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200, - 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001, - 0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000, - 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800, - 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000, - 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 -}; -#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3) -static const DWORD D3D11_PixelShader_Textures[] = { - 0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001, - 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8, - 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200, - 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001, - 0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000, - 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800, - 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000, - 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; - - /* 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. */ - if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) { - 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: */ |