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 | 3001 |
1 files changed, 3001 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c b/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c new file mode 100644 index 00000000000..a48eacee73c --- /dev/null +++ b/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c @@ -0,0 +1,3001 @@ +/* + 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 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; + + +/* Defined here so we don't have to include uuid.lib */ +static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; +static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; +static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } }; +static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; +static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; +static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; +static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } }; + +/* 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(__FUNCTION__ ", 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; + IDXGIAdapter *d3dAdapter = NULL; + ID3D11Device *d3dDevice = NULL; + ID3D11DeviceContext *d3dContext = NULL; + IDXGIDevice1 *dxgiDevice = NULL; + HRESULT result = S_OK; + UINT creationFlags; + const char *hint; + + /* This array defines the set of DirectX hardware feature levels this app will support. + * Note the ordering should be preserved. + * Don't forget to declare your application's minimum required feature level in its + * description. All applications are assumed to support 9.1 unless otherwise stated. + */ + D3D_FEATURE_LEVEL featureLevels[] = + { + D3D_FEATURE_LEVEL_11_1, + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_10_1, + D3D_FEATURE_LEVEL_10_0, + D3D_FEATURE_LEVEL_9_3, + D3D_FEATURE_LEVEL_9_2, + D3D_FEATURE_LEVEL_9_1 + }; + + /* Declare how the input layout for SDL's vertex shader will be setup: */ + const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + D3D11_BUFFER_DESC constantBufferDesc; + D3D11_SAMPLER_DESC samplerDesc; + D3D11_RASTERIZER_DESC rasterDesc; + +#ifdef __WINRT__ + CreateDXGIFactoryFunc = CreateDXGIFactory1; + D3D11CreateDeviceFunc = D3D11CreateDevice; +#else + data->hDXGIMod = SDL_LoadObject("dxgi.dll"); + if (!data->hDXGIMod) { + result = E_FAIL; + goto done; + } + + CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory"); + if (!CreateDXGIFactoryFunc) { + result = E_FAIL; + goto done; + } + + data->hD3D11Mod = SDL_LoadObject("d3d11.dll"); + if (!data->hD3D11Mod) { + result = E_FAIL; + goto done; + } + + D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice"); + if (!D3D11CreateDeviceFunc) { + result = E_FAIL; + goto done; + } +#endif /* __WINRT__ */ + + result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result); + goto done; + } + + /* FIXME: Should we use the default adapter? */ + result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result); + goto done; + } + + /* This flag adds support for surfaces with a different color channel ordering + * than the API default. It is required for compatibility with Direct2D. + */ + creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + + /* Make sure Direct3D's debugging feature gets used, if the app requests it. */ + hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG); + if (hint && SDL_atoi(hint) > 0) { + creationFlags |= D3D11_CREATE_DEVICE_DEBUG; + } + + /* Create the Direct3D 11 API device object and a corresponding context. */ + result = D3D11CreateDeviceFunc( + data->dxgiAdapter, + D3D_DRIVER_TYPE_UNKNOWN, + NULL, + creationFlags, /* Set set debug and Direct2D compatibility flags. */ + featureLevels, /* List of feature levels this app can support. */ + SDL_arraysize(featureLevels), + D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */ + &d3dDevice, /* Returns the Direct3D device created. */ + &data->featureLevel, /* Returns feature level of device created. */ + &d3dContext /* Returns the device immediate context. */ + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result); + goto done; + } + + result = ID3D11Device_QueryInterface(d3dDevice, &IID_ID3D11Device1, &data->d3dDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result); + goto done; + } + + result = ID3D11DeviceContext_QueryInterface(d3dContext, &IID_ID3D11DeviceContext1, &data->d3dContext); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result); + goto done; + } + + result = ID3D11Device_QueryInterface(d3dDevice, &IID_IDXGIDevice1, &dxgiDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", Unexpected feature level: %d", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result); + goto done; + } + + rasterDesc.ScissorEnable = TRUE; + result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", 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) +{ + D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata; + 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(__FUNCTION__ ", 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(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result); + goto done; + } + +#if WINAPI_FAMILY == WINAPI_FAMILY_APP + result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result); + goto done; + } +#else + SDL_SetError(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result); + goto done; + } + } +#endif + + result = IDXGISwapChain_GetBuffer(data->swapChain, + 0, + &IID_ID3D11Texture2D, + &backBuffer + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", 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(__FUNCTION__ ", 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) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; + return D3D11_CreateWindowSizeDependentResources(renderer); +} + +HRESULT +D3D11_HandleDeviceLost(SDL_Renderer * renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata; + 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, &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 == SDL_PIXELFORMAT_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(__FUNCTION__ ", 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(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); + return -1; + } + + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTextureV + ); + if (FAILED(result)) { + D3D11_DestroyTexture(renderer, texture); + WIN_SetErrorFromHRESULT(__FUNCTION__ ", 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(__FUNCTION__ "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(__FUNCTION__ "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(__FUNCTION__ "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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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; + D3D11_BOX srcBox; + D3D11_MAPPED_SUBRESOURCE textureMemory; + + /* Retrieve a pointer to the back buffer: */ + result = IDXGISwapChain_GetBuffer(data->swapChain, + 0, + &IID_ID3D11Texture2D, + &backBuffer + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", 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(__FUNCTION__ ", 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(__FUNCTION__ ", 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), __FUNCTION__ ", Convert Pixels failed: %s", 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(__FUNCTION__ ", IDXGISwapChain::Present", result); + } + } +} + +#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */ + +/* vi: set ts=4 sw=4 expandtab: */ |