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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "../../SDL_internal.h"
- #include "SDL_render.h"
- #include "SDL_system.h"
- #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
- #define COBJMACROS
- #include "../../core/windows/SDL_windows.h"
- #if !defined(__WINRT__)
- #include "../../video/windows/SDL_windowswindow.h"
- #endif
- #include "SDL_hints.h"
- #include "SDL_loadso.h"
- #include "SDL_syswm.h"
- #include "../SDL_sysrender.h"
- #include "../SDL_d3dmath.h"
- #include <d3d11_1.h>
- #include "SDL_shaders_d3d11.h"
- #ifdef __WINRT__
- #if NTDDI_VERSION > NTDDI_WIN8
- #include <DXGI1_3.h>
- #endif
- #include "SDL_render_winrt.h"
- #if WINAPI_FAMILY == WINAPI_FAMILY_APP
- #include <windows.ui.xaml.media.dxinterop.h>
- /* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
- extern ISwapChainBackgroundPanelNative *WINRT_GlobalSwapChainBackgroundPanelNative;
- #endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
- #endif /* __WINRT__ */
- #if defined(_MSC_VER) && !defined(__clang__)
- #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
- #else
- #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
- #endif
- #define SAFE_RELEASE(X) \
- if ((X)) { \
- IUnknown_Release(SDL_static_cast(IUnknown *, X)); \
- X = NULL; \
- }
- /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
- !!! FIXME: textures are needed. */
- /* Vertex shader, common values */
- typedef struct
- {
- Float4X4 model;
- Float4X4 projectionAndView;
- } VertexShaderConstants;
- /* Per-vertex data */
- typedef struct
- {
- Float2 pos;
- Float2 tex;
- SDL_Color color;
- } VertexPositionColor;
- /* Per-texture data */
- typedef struct
- {
- ID3D11Texture2D *mainTexture;
- ID3D11ShaderResourceView *mainTextureResourceView;
- ID3D11RenderTargetView *mainTextureRenderTargetView;
- ID3D11Texture2D *stagingTexture;
- int lockedTexturePositionX;
- int lockedTexturePositionY;
- D3D11_FILTER scaleMode;
- #if SDL_HAVE_YUV
- /* YV12 texture support */
- SDL_bool yuv;
- ID3D11Texture2D *mainTextureU;
- ID3D11ShaderResourceView *mainTextureResourceViewU;
- ID3D11Texture2D *mainTextureV;
- ID3D11ShaderResourceView *mainTextureResourceViewV;
- /* NV12 texture support */
- SDL_bool nv12;
- ID3D11Texture2D *mainTextureNV;
- ID3D11ShaderResourceView *mainTextureResourceViewNV;
- Uint8 *pixels;
- int pitch;
- SDL_Rect locked_rect;
- #endif
- } D3D11_TextureData;
- /* Blend mode data */
- typedef struct
- {
- SDL_BlendMode blendMode;
- ID3D11BlendState *blendState;
- } D3D11_BlendMode;
- /* Private renderer data */
- typedef struct
- {
- void *hDXGIMod;
- void *hD3D11Mod;
- IDXGIFactory2 *dxgiFactory;
- IDXGIAdapter *dxgiAdapter;
- ID3D11Device1 *d3dDevice;
- ID3D11DeviceContext1 *d3dContext;
- IDXGISwapChain1 *swapChain;
- DXGI_SWAP_EFFECT swapEffect;
- ID3D11RenderTargetView *mainRenderTargetView;
- ID3D11RenderTargetView *currentOffscreenRenderTargetView;
- ID3D11InputLayout *inputLayout;
- ID3D11Buffer *vertexBuffers[8];
- size_t vertexBufferSizes[8];
- ID3D11VertexShader *vertexShader;
- ID3D11PixelShader *pixelShaders[NUM_SHADERS];
- int blendModesCount;
- D3D11_BlendMode *blendModes;
- ID3D11SamplerState *nearestPixelSampler;
- ID3D11SamplerState *linearSampler;
- D3D_FEATURE_LEVEL featureLevel;
- /* Rasterizers */
- ID3D11RasterizerState *mainRasterizer;
- ID3D11RasterizerState *clippedRasterizer;
- /* Vertex buffer constants */
- VertexShaderConstants vertexShaderConstantsData;
- ID3D11Buffer *vertexShaderConstants;
- /* Cached renderer properties */
- DXGI_MODE_ROTATION rotation;
- ID3D11RenderTargetView *currentRenderTargetView;
- ID3D11RasterizerState *currentRasterizerState;
- ID3D11BlendState *currentBlendState;
- ID3D11PixelShader *currentShader;
- ID3D11ShaderResourceView *currentShaderResource;
- ID3D11SamplerState *currentSampler;
- SDL_bool cliprectDirty;
- SDL_bool currentCliprectEnabled;
- SDL_Rect currentCliprect;
- SDL_Rect currentViewport;
- int currentViewportRotation;
- SDL_bool viewportDirty;
- Float4X4 identity;
- int currentVertexBuffer;
- } D3D11_RenderData;
- /* Define D3D GUIDs here so we don't have to include uuid.lib.
- *
- * Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
- * The extra 'SDL_' was added to the start of each IID's name, in order
- * to prevent build errors on both MinGW-w64 and WinRT/UWP.
- * (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
- * linker errors in WinRT/UWP builds.)
- */
- #ifdef __GNUC__
- #pragma GCC diagnostic push
- #pragma GCC diagnostic ignored "-Wunused-const-variable"
- #endif
- static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
- static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
- #if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8
- static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
- #endif
- static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
- static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
- static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
- /*static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };*/
- #ifdef __GNUC__
- #pragma GCC diagnostic pop
- #endif
- Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
- {
- switch (dxgiFormat) {
- case DXGI_FORMAT_B8G8R8A8_UNORM:
- return SDL_PIXELFORMAT_ARGB8888;
- case DXGI_FORMAT_B8G8R8X8_UNORM:
- return SDL_PIXELFORMAT_RGB888;
- default:
- return SDL_PIXELFORMAT_UNKNOWN;
- }
- }
- static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
- {
- switch (sdlFormat) {
- case SDL_PIXELFORMAT_ARGB8888:
- return DXGI_FORMAT_B8G8R8A8_UNORM;
- case SDL_PIXELFORMAT_RGB888:
- return DXGI_FORMAT_B8G8R8X8_UNORM;
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_NV12: /* For the Y texture */
- case SDL_PIXELFORMAT_NV21: /* For the Y texture */
- return DXGI_FORMAT_R8_UNORM;
- default:
- return DXGI_FORMAT_UNKNOWN;
- }
- }
- static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
- static void D3D11_ReleaseAll(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- SDL_Texture *texture = NULL;
- /* Release all textures */
- for (texture = renderer->textures; texture; texture = texture->next) {
- D3D11_DestroyTexture(renderer, texture);
- }
- /* Release/reset everything else */
- if (data) {
- int i;
- SAFE_RELEASE(data->dxgiFactory);
- SAFE_RELEASE(data->dxgiAdapter);
- SAFE_RELEASE(data->d3dDevice);
- SAFE_RELEASE(data->d3dContext);
- SAFE_RELEASE(data->swapChain);
- SAFE_RELEASE(data->mainRenderTargetView);
- SAFE_RELEASE(data->currentOffscreenRenderTargetView);
- SAFE_RELEASE(data->inputLayout);
- for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
- SAFE_RELEASE(data->vertexBuffers[i]);
- }
- SAFE_RELEASE(data->vertexShader);
- for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
- SAFE_RELEASE(data->pixelShaders[i]);
- }
- if (data->blendModesCount > 0) {
- for (i = 0; i < data->blendModesCount; ++i) {
- SAFE_RELEASE(data->blendModes[i].blendState);
- }
- SDL_free(data->blendModes);
- data->blendModesCount = 0;
- }
- SAFE_RELEASE(data->nearestPixelSampler);
- SAFE_RELEASE(data->linearSampler);
- SAFE_RELEASE(data->mainRasterizer);
- SAFE_RELEASE(data->clippedRasterizer);
- SAFE_RELEASE(data->vertexShaderConstants);
- data->swapEffect = (DXGI_SWAP_EFFECT)0;
- data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
- data->currentRenderTargetView = NULL;
- data->currentRasterizerState = NULL;
- data->currentBlendState = NULL;
- data->currentShader = NULL;
- data->currentShaderResource = NULL;
- data->currentSampler = NULL;
- /* Unload the D3D libraries. This should be done last, in order
- * to prevent IUnknown::Release() calls from crashing.
- */
- if (data->hD3D11Mod) {
- SDL_UnloadObject(data->hD3D11Mod);
- data->hD3D11Mod = NULL;
- }
- if (data->hDXGIMod) {
- SDL_UnloadObject(data->hDXGIMod);
- data->hDXGIMod = NULL;
- }
- }
- }
- static void D3D11_DestroyRenderer(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- D3D11_ReleaseAll(renderer);
- if (data) {
- SDL_free(data);
- }
- SDL_free(renderer);
- }
- static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor)
- {
- switch (factor) {
- case SDL_BLENDFACTOR_ZERO:
- return D3D11_BLEND_ZERO;
- case SDL_BLENDFACTOR_ONE:
- return D3D11_BLEND_ONE;
- case SDL_BLENDFACTOR_SRC_COLOR:
- return D3D11_BLEND_SRC_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
- return D3D11_BLEND_INV_SRC_COLOR;
- case SDL_BLENDFACTOR_SRC_ALPHA:
- return D3D11_BLEND_SRC_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
- return D3D11_BLEND_INV_SRC_ALPHA;
- case SDL_BLENDFACTOR_DST_COLOR:
- return D3D11_BLEND_DEST_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
- return D3D11_BLEND_INV_DEST_COLOR;
- case SDL_BLENDFACTOR_DST_ALPHA:
- return D3D11_BLEND_DEST_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
- return D3D11_BLEND_INV_DEST_ALPHA;
- default:
- return (D3D11_BLEND)0;
- }
- }
- static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
- {
- switch (operation) {
- case SDL_BLENDOPERATION_ADD:
- return D3D11_BLEND_OP_ADD;
- case SDL_BLENDOPERATION_SUBTRACT:
- return D3D11_BLEND_OP_SUBTRACT;
- case SDL_BLENDOPERATION_REV_SUBTRACT:
- return D3D11_BLEND_OP_REV_SUBTRACT;
- case SDL_BLENDOPERATION_MINIMUM:
- return D3D11_BLEND_OP_MIN;
- case SDL_BLENDOPERATION_MAXIMUM:
- return D3D11_BLEND_OP_MAX;
- default:
- return (D3D11_BLEND_OP)0;
- }
- }
- static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
- SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
- SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
- SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
- SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
- SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- ID3D11BlendState *blendState = NULL;
- D3D11_BlendMode *blendModes;
- HRESULT result = S_OK;
- D3D11_BLEND_DESC blendDesc;
- SDL_zero(blendDesc);
- blendDesc.AlphaToCoverageEnable = FALSE;
- blendDesc.IndependentBlendEnable = FALSE;
- blendDesc.RenderTarget[0].BlendEnable = TRUE;
- blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor);
- blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor);
- blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation);
- blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor);
- blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor);
- blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation);
- blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
- return NULL;
- }
- blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
- if (blendModes == NULL) {
- SAFE_RELEASE(blendState);
- SDL_OutOfMemory();
- return NULL;
- }
- blendModes[data->blendModesCount].blendMode = blendMode;
- blendModes[data->blendModesCount].blendState = blendState;
- data->blendModes = blendModes;
- ++data->blendModesCount;
- return blendState;
- }
- /* Create resources that depend on the device. */
- static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
- {
- typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
- PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
- ID3D11Device *d3dDevice = NULL;
- ID3D11DeviceContext *d3dContext = NULL;
- IDXGIDevice1 *dxgiDevice = NULL;
- HRESULT result = S_OK;
- UINT creationFlags;
- int i;
- /* This array defines the set of DirectX hardware feature levels this app will support.
- * Note the ordering should be preserved.
- * Don't forget to declare your application's minimum required feature level in its
- * description. All applications are assumed to support 9.1 unless otherwise stated.
- */
- D3D_FEATURE_LEVEL featureLevels[] = {
- D3D_FEATURE_LEVEL_11_1,
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1
- };
- D3D11_BUFFER_DESC constantBufferDesc;
- D3D11_SAMPLER_DESC samplerDesc;
- D3D11_RASTERIZER_DESC rasterDesc;
- #ifdef __WINRT__
- CreateDXGIFactoryFunc = CreateDXGIFactory1;
- D3D11CreateDeviceFunc = D3D11CreateDevice;
- #else
- data->hDXGIMod = SDL_LoadObject("dxgi.dll");
- if (!data->hDXGIMod) {
- result = E_FAIL;
- goto done;
- }
- CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
- if (CreateDXGIFactoryFunc == NULL) {
- result = E_FAIL;
- goto done;
- }
- data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
- if (!data->hD3D11Mod) {
- result = E_FAIL;
- goto done;
- }
- D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
- if (!D3D11CreateDeviceFunc) {
- result = E_FAIL;
- goto done;
- }
- #endif /* __WINRT__ */
- result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
- goto done;
- }
- /* FIXME: Should we use the default adapter? */
- result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
- goto done;
- }
- /* This flag adds support for surfaces with a different color channel ordering
- * than the API default. It is required for compatibility with Direct2D.
- */
- creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
- /* Make sure Direct3D's debugging feature gets used, if the app requests it. */
- if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
- creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
- }
- /* Create a single-threaded device unless the app requests otherwise. */
- if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
- creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED;
- }
- /* Create the Direct3D 11 API device object and a corresponding context. */
- result = D3D11CreateDeviceFunc(
- data->dxgiAdapter,
- D3D_DRIVER_TYPE_UNKNOWN,
- NULL,
- creationFlags, /* Set set debug and Direct2D compatibility flags. */
- featureLevels, /* List of feature levels this app can support. */
- SDL_arraysize(featureLevels),
- D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
- &d3dDevice, /* Returns the Direct3D device created. */
- &data->featureLevel, /* Returns feature level of device created. */
- &d3dContext /* Returns the device immediate context. */
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
- goto done;
- }
- result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
- goto done;
- }
- result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
- goto done;
- }
- result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
- goto done;
- }
- /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
- * ensures that the application will only render after each VSync, minimizing power consumption.
- */
- result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
- goto done;
- }
- /* Make note of the maximum texture size
- * Max texture sizes are documented on MSDN, at:
- * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
- */
- switch (data->featureLevel) {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
- break;
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
- break;
- case D3D_FEATURE_LEVEL_9_3:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
- break;
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
- break;
- default:
- SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
- result = E_FAIL;
- goto done;
- }
- if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
- goto done;
- }
- for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
- if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
- goto done;
- }
- }
- /* Setup space to hold vertex shader constants: */
- SDL_zero(constantBufferDesc);
- constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
- constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- result = ID3D11Device_CreateBuffer(data->d3dDevice,
- &constantBufferDesc,
- NULL,
- &data->vertexShaderConstants);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
- goto done;
- }
- /* Create samplers to use when drawing textures: */
- SDL_zero(samplerDesc);
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.MipLODBias = 0.0f;
- samplerDesc.MaxAnisotropy = 1;
- samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- samplerDesc.MinLOD = 0.0f;
- samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
- result = ID3D11Device_CreateSamplerState(data->d3dDevice,
- &samplerDesc,
- &data->nearestPixelSampler);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
- goto done;
- }
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- result = ID3D11Device_CreateSamplerState(data->d3dDevice,
- &samplerDesc,
- &data->linearSampler);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
- goto done;
- }
- /* Setup Direct3D rasterizer states */
- SDL_zero(rasterDesc);
- rasterDesc.AntialiasedLineEnable = FALSE;
- rasterDesc.CullMode = D3D11_CULL_NONE;
- rasterDesc.DepthBias = 0;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = TRUE;
- rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.FrontCounterClockwise = FALSE;
- rasterDesc.MultisampleEnable = FALSE;
- rasterDesc.ScissorEnable = FALSE;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
- goto done;
- }
- rasterDesc.ScissorEnable = TRUE;
- result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
- goto done;
- }
- /* Create blending states: */
- if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
- !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
- !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD) ||
- !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MUL)) {
- /* D3D11_CreateBlendMode will set the SDL error, if it fails */
- goto done;
- }
- /* Setup render state that doesn't change */
- ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
- ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
- ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
- done:
- SAFE_RELEASE(d3dDevice);
- SAFE_RELEASE(d3dContext);
- SAFE_RELEASE(dxgiDevice);
- return result;
- }
- #if defined(__WIN32__) || defined(__WINGDK__)
- static DXGI_MODE_ROTATION D3D11_GetCurrentRotation()
- {
- /* FIXME */
- return DXGI_MODE_ROTATION_IDENTITY;
- }
- #endif /* defined(__WIN32__) || defined(__WINGDK__) */
- static BOOL D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
- {
- switch (rotation) {
- case DXGI_MODE_ROTATION_ROTATE90:
- case DXGI_MODE_ROTATION_ROTATE270:
- return TRUE;
- default:
- return FALSE;
- }
- }
- static int D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- if (data->currentOffscreenRenderTargetView) {
- return DXGI_MODE_ROTATION_IDENTITY;
- } else {
- return data->rotation;
- }
- }
- static int D3D11_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D11_RECT *outRect, BOOL includeViewportOffset)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
- const SDL_Rect *viewport = &data->currentViewport;
- switch (rotation) {
- case DXGI_MODE_ROTATION_IDENTITY:
- outRect->left = sdlRect->x;
- outRect->right = (LONG)sdlRect->x + sdlRect->w;
- outRect->top = sdlRect->y;
- outRect->bottom = (LONG)sdlRect->y + sdlRect->h;
- if (includeViewportOffset) {
- outRect->left += viewport->x;
- outRect->right += viewport->x;
- outRect->top += viewport->y;
- outRect->bottom += viewport->y;
- }
- break;
- case DXGI_MODE_ROTATION_ROTATE270:
- outRect->left = sdlRect->y;
- outRect->right = (LONG)sdlRect->y + sdlRect->h;
- outRect->top = viewport->w - sdlRect->x - sdlRect->w;
- outRect->bottom = viewport->w - sdlRect->x;
- break;
- case DXGI_MODE_ROTATION_ROTATE180:
- outRect->left = viewport->w - sdlRect->x - sdlRect->w;
- outRect->right = viewport->w - sdlRect->x;
- outRect->top = viewport->h - sdlRect->y - sdlRect->h;
- outRect->bottom = viewport->h - sdlRect->y;
- break;
- case DXGI_MODE_ROTATION_ROTATE90:
- outRect->left = viewport->h - sdlRect->y - sdlRect->h;
- outRect->right = viewport->h - sdlRect->y;
- outRect->top = sdlRect->x;
- outRect->bottom = (LONG)sdlRect->x + sdlRect->h;
- break;
- default:
- return SDL_SetError("The physical display is in an unknown or unsupported rotation");
- }
- return 0;
- }
- static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- #ifdef __WINRT__
- IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
- const BOOL usingXAML = (coreWindow == NULL);
- #else
- IUnknown *coreWindow = NULL;
- const BOOL usingXAML = FALSE;
- #endif
- HRESULT result = S_OK;
- /* Create a swap chain using the same adapter as the existing Direct3D device. */
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
- SDL_zero(swapChainDesc);
- swapChainDesc.Width = w;
- swapChainDesc.Height = h;
- swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
- /* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
- #else
- if (usingXAML) {
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
- } else {
- if (WIN_IsWindows8OrGreater()) {
- swapChainDesc.Scaling = DXGI_SCALING_NONE;
- } else {
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
- }
- }
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
- #endif
- swapChainDesc.Flags = 0;
- if (coreWindow) {
- result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- coreWindow,
- &swapChainDesc,
- NULL, /* Allow on all displays. */
- &data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
- goto done;
- }
- } else if (usingXAML) {
- result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- &swapChainDesc,
- NULL,
- &data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
- goto done;
- }
- #if WINAPI_FAMILY == WINAPI_FAMILY_APP
- result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *)data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
- goto done;
- }
- #else
- SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
- result = E_FAIL;
- goto done;
- #endif
- } else {
- #if defined(__WIN32__) || defined(__WINGDK__)
- SDL_SysWMinfo windowinfo;
- SDL_VERSION(&windowinfo.version);
- SDL_GetWindowWMInfo(renderer->window, &windowinfo);
- result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- windowinfo.info.win.window,
- &swapChainDesc,
- NULL,
- NULL, /* Allow on all displays. */
- &data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
- goto done;
- }
- IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
- #else
- SDL_SetError(__FUNCTION__ ", Unable to find something to attach a swap chain to");
- goto done;
- #endif /* defined(__WIN32__) || defined(__WINGDK__) / else */
- }
- data->swapEffect = swapChainDesc.SwapEffect;
- done:
- SAFE_RELEASE(coreWindow);
- return result;
- }
- static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
- SAFE_RELEASE(data->mainRenderTargetView);
- }
- static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer);
- HRESULT
- D3D11_HandleDeviceLost(SDL_Renderer *renderer)
- {
- HRESULT result = S_OK;
- D3D11_ReleaseAll(renderer);
- result = D3D11_CreateDeviceResources(renderer);
- if (FAILED(result)) {
- /* D3D11_CreateDeviceResources will set the SDL error */
- return result;
- }
- result = D3D11_UpdateForWindowSizeChange(renderer);
- if (FAILED(result)) {
- /* D3D11_UpdateForWindowSizeChange will set the SDL error */
- return result;
- }
- /* Let the application know that the device has been reset */
- {
- SDL_Event event;
- event.type = SDL_RENDER_DEVICE_RESET;
- SDL_PushEvent(&event);
- }
- return S_OK;
- }
- /* Initialize all resources that change when the window's size changes. */
- static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- ID3D11Texture2D *backBuffer = NULL;
- HRESULT result = S_OK;
- int w, h;
- /* Release the previous render target view */
- D3D11_ReleaseMainRenderTargetView(renderer);
- /* The width and height of the swap chain must be based on the display's
- * non-rotated size.
- */
- #if defined(__WINRT__)
- SDL_GetWindowSize(renderer->window, &w, &h);
- #else
- SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
- #endif
- data->rotation = D3D11_GetCurrentRotation();
- /* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
- if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
- int tmp = w;
- w = h;
- h = tmp;
- }
- if (data->swapChain) {
- /* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
- #if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
- /* If the swap chain already exists, resize it. */
- result = IDXGISwapChain_ResizeBuffers(data->swapChain,
- 0,
- w, h,
- DXGI_FORMAT_UNKNOWN,
- 0);
- if (result == DXGI_ERROR_DEVICE_REMOVED) {
- /* If the device was removed for any reason, a new device and swap chain will need to be created. */
- D3D11_HandleDeviceLost(renderer);
- /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
- * and correctly set up the new device.
- */
- goto done;
- } else if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
- goto done;
- }
- #endif
- } else {
- result = D3D11_CreateSwapChain(renderer, w, h);
- if (FAILED(result) || data->swapChain == NULL) {
- goto done;
- }
- }
- #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- /* Set the proper rotation for the swap chain.
- *
- * To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
- * on Windows Phone 8.0, nor is it supported there.
- *
- * IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
- * however I've yet to find a way to make it work. It might have something to
- * do with IDXGISwapChain::ResizeBuffers appearing to not being available on
- * Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
- * The call doesn't appear to be entirely necessary though, and is a performance-related
- * call, at least according to the following page on MSDN:
- * http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
- * -- David L.
- *
- * TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
- */
- if (WIN_IsWindows8OrGreater()) {
- if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
- result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
- goto done;
- }
- }
- }
- #endif
- result = IDXGISwapChain_GetBuffer(data->swapChain,
- 0,
- &SDL_IID_ID3D11Texture2D,
- (void **)&backBuffer);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
- goto done;
- }
- /* Create a render target view of the swap chain back buffer. */
- result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
- (ID3D11Resource *)backBuffer,
- NULL,
- &data->mainRenderTargetView);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
- goto done;
- }
- /* Set the swap chain target immediately, so that a target is always set
- * even before we get to SetDrawState. Without this it's possible to hit
- * null references in places like ReadPixels!
- */
- ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext,
- 1,
- &data->mainRenderTargetView,
- NULL);
- data->viewportDirty = SDL_TRUE;
- done:
- SAFE_RELEASE(backBuffer);
- return result;
- }
- /* This method is called when the window's size changes. */
- static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer)
- {
- return D3D11_CreateWindowSizeDependentResources(renderer);
- }
- void D3D11_Trim(SDL_Renderer *renderer)
- {
- #ifdef __WINRT__
- #if NTDDI_VERSION > NTDDI_WIN8
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- HRESULT result = S_OK;
- IDXGIDevice3 *dxgiDevice = NULL;
- result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
- if (FAILED(result)) {
- // WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
- return;
- }
- IDXGIDevice3_Trim(dxgiDevice);
- SAFE_RELEASE(dxgiDevice);
- #endif
- #endif
- }
- static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
- {
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
- D3D11_UpdateForWindowSizeChange(renderer);
- }
- }
- #if !defined(__WINRT__)
- static int D3D11_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
- {
- SDL_GetWindowSizeInPixels(renderer->window, w, h);
- return 0;
- }
- #endif
- static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
- {
- SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
- SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
- SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
- SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
- SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
- SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
- !GetBlendEquation(colorOperation) ||
- !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
- !GetBlendEquation(alphaOperation)) {
- return SDL_FALSE;
- }
- return SDL_TRUE;
- }
- static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData;
- HRESULT result;
- DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
- D3D11_TEXTURE2D_DESC textureDesc;
- D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
- if (textureFormat == DXGI_FORMAT_UNKNOWN) {
- return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
- __FUNCTION__, texture->format);
- }
- textureData = (D3D11_TextureData *)SDL_calloc(1, sizeof(*textureData));
- if (textureData == NULL) {
- SDL_OutOfMemory();
- return -1;
- }
- textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- texture->driverdata = textureData;
- SDL_zero(textureDesc);
- textureDesc.Width = texture->w;
- textureDesc.Height = texture->h;
- textureDesc.MipLevels = 1;
- textureDesc.ArraySize = 1;
- textureDesc.Format = textureFormat;
- textureDesc.SampleDesc.Count = 1;
- textureDesc.SampleDesc.Quality = 0;
- textureDesc.MiscFlags = 0;
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- textureDesc.Usage = D3D11_USAGE_DYNAMIC;
- textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- } else {
- textureDesc.Usage = D3D11_USAGE_DEFAULT;
- textureDesc.CPUAccessFlags = 0;
- }
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- } else {
- textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- }
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTexture);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- }
- #if SDL_HAVE_YUV
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- textureData->yuv = SDL_TRUE;
- textureDesc.Width = (textureDesc.Width + 1) / 2;
- textureDesc.Height = (textureDesc.Height + 1) / 2;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTextureU);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- }
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTextureV);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- }
- }
- if (texture->format == SDL_PIXELFORMAT_NV12 ||
- texture->format == SDL_PIXELFORMAT_NV21) {
- D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
- textureData->nv12 = SDL_TRUE;
- nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
- nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
- nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &nvTextureDesc,
- NULL,
- &textureData->mainTextureNV);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- }
- }
- #endif /* SDL_HAVE_YUV */
- SDL_zero(resourceViewDesc);
- resourceViewDesc.Format = textureDesc.Format;
- resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- resourceViewDesc.Texture2D.MostDetailedMip = 0;
- resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTexture,
- &resourceViewDesc,
- &textureData->mainTextureResourceView);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv) {
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTextureU,
- &resourceViewDesc,
- &textureData->mainTextureResourceViewU);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- }
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTextureV,
- &resourceViewDesc,
- &textureData->mainTextureResourceViewV);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- }
- }
- if (textureData->nv12) {
- D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
- nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTextureNV,
- &nvResourceViewDesc,
- &textureData->mainTextureResourceViewNV);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- }
- }
- #endif /* SDL_HAVE_YUV */
- if (texture->access & SDL_TEXTUREACCESS_TARGET) {
- D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
- SDL_zero(renderTargetViewDesc);
- renderTargetViewDesc.Format = textureDesc.Format;
- renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- renderTargetViewDesc.Texture2D.MipSlice = 0;
- result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTexture,
- &renderTargetViewDesc,
- &textureData->mainTextureRenderTargetView);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
- }
- }
- return 0;
- }
- static void D3D11_DestroyTexture(SDL_Renderer *renderer,
- SDL_Texture *texture)
- {
- D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
- if (data == NULL) {
- return;
- }
- SAFE_RELEASE(data->mainTexture);
- SAFE_RELEASE(data->mainTextureResourceView);
- SAFE_RELEASE(data->mainTextureRenderTargetView);
- SAFE_RELEASE(data->stagingTexture);
- #if SDL_HAVE_YUV
- SAFE_RELEASE(data->mainTextureU);
- SAFE_RELEASE(data->mainTextureResourceViewU);
- SAFE_RELEASE(data->mainTextureV);
- SAFE_RELEASE(data->mainTextureResourceViewV);
- SAFE_RELEASE(data->mainTextureNV);
- SAFE_RELEASE(data->mainTextureResourceViewNV);
- SDL_free(data->pixels);
- #endif
- SDL_free(data);
- texture->driverdata = NULL;
- }
- static int D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch)
- {
- ID3D11Texture2D *stagingTexture;
- const Uint8 *src;
- Uint8 *dst;
- int row;
- UINT length;
- HRESULT result;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
- /* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
- ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
- stagingTextureDesc.Width = w;
- stagingTextureDesc.Height = h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &stagingTexture);
- if (FAILED(result)) {
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- }
- /* Get a write-only pointer to data in the staging texture: */
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- D3D11_MAP_WRITE,
- 0,
- &textureMemory);
- if (FAILED(result)) {
- SAFE_RELEASE(stagingTexture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- }
- src = (const Uint8 *)pixels;
- dst = textureMemory.pData;
- length = w * bpp;
- if (length == pitch && length == textureMemory.RowPitch) {
- SDL_memcpy(dst, src, (size_t)length * h);
- } else {
- if (length > (UINT)pitch) {
- length = pitch;
- }
- if (length > textureMemory.RowPitch) {
- length = textureMemory.RowPitch;
- }
- for (row = 0; row < h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += textureMemory.RowPitch;
- }
- }
- /* Commit the pixel buffer's changes back to the staging texture: */
- ID3D11DeviceContext_Unmap(rendererData->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0);
- /* Copy the staging texture's contents back to the texture: */
- ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
- (ID3D11Resource *)texture,
- 0,
- x,
- y,
- 0,
- (ID3D11Resource *)stagingTexture,
- 0,
- NULL);
- SAFE_RELEASE(stagingTexture);
- return 0;
- }
- static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, const void *srcPixels,
- int srcPitch)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return SDL_SetError("Texture is not currently available");
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
- return -1;
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv) {
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
- if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
- return -1;
- }
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
- if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
- return -1;
- }
- }
- if (textureData->nv12) {
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2 * ((srcPitch + 1) / 2)) < 0) {
- return -1;
- }
- }
- #endif /* SDL_HAVE_YUV */
- return 0;
- }
- #if SDL_HAVE_YUV
- static int D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return SDL_SetError("Texture is not currently available");
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
- return -1;
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
- return -1;
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
- return -1;
- }
- return 0;
- }
- static int D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *UVplane, int UVpitch)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return SDL_SetError("Texture is not currently available");
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
- return -1;
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch) < 0) {
- return -1;
- }
- return 0;
- }
- #endif
- static int D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, void **pixels, int *pitch)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- HRESULT result = S_OK;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
- if (textureData == NULL) {
- return SDL_SetError("Texture is not currently available");
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv || textureData->nv12) {
- /* It's more efficient to upload directly... */
- if (!textureData->pixels) {
- textureData->pitch = texture->w;
- textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
- if (!textureData->pixels) {
- return SDL_OutOfMemory();
- }
- }
- textureData->locked_rect = *rect;
- *pixels =
- (void *)(textureData->pixels + rect->y * textureData->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = textureData->pitch;
- return 0;
- }
- #endif
- if (textureData->stagingTexture) {
- return SDL_SetError("texture is already locked");
- }
- /* Create a 'staging' texture, which will be used to write to a portion
- * of the main texture. This is necessary, as Direct3D 11.1 does not
- * have the ability to write a CPU-bound pixel buffer to a rectangular
- * subrect of a texture. Direct3D 11.1 can, however, write a pixel
- * buffer to an entire texture, hence the use of a staging texture.
- *
- * TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
- */
- ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
- stagingTextureDesc.Width = rect->w;
- stagingTextureDesc.Height = rect->h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &textureData->stagingTexture);
- if (FAILED(result)) {
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- }
- /* Get a write-only pointer to data in the staging texture: */
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)textureData->stagingTexture,
- 0,
- D3D11_MAP_WRITE,
- 0,
- &textureMemory);
- if (FAILED(result)) {
- SAFE_RELEASE(textureData->stagingTexture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- }
- /* Make note of where the staging texture will be written to
- * (on a call to SDL_UnlockTexture):
- */
- textureData->lockedTexturePositionX = rect->x;
- textureData->lockedTexturePositionY = rect->y;
- /* Make sure the caller has information on the texture's pixel buffer,
- * then return:
- */
- *pixels = textureMemory.pData;
- *pitch = textureMemory.RowPitch;
- return 0;
- }
- static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return;
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv || textureData->nv12) {
- const SDL_Rect *rect = &textureData->locked_rect;
- void *pixels =
- (void *)(textureData->pixels + rect->y * textureData->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
- return;
- }
- #endif
- /* Commit the pixel buffer's changes back to the staging texture: */
- ID3D11DeviceContext_Unmap(rendererData->d3dContext,
- (ID3D11Resource *)textureData->stagingTexture,
- 0);
- /* Copy the staging texture's contents back to the main texture: */
- ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
- (ID3D11Resource *)textureData->mainTexture,
- 0,
- textureData->lockedTexturePositionX,
- textureData->lockedTexturePositionY,
- 0,
- (ID3D11Resource *)textureData->stagingTexture,
- 0,
- NULL);
- SAFE_RELEASE(textureData->stagingTexture);
- }
- static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
- {
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- if (textureData == NULL) {
- return;
- }
- textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- }
- static int D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = NULL;
- if (texture == NULL) {
- rendererData->currentOffscreenRenderTargetView = NULL;
- return 0;
- }
- textureData = (D3D11_TextureData *)texture->driverdata;
- if (!textureData->mainTextureRenderTargetView) {
- return SDL_SetError("specified texture is not a render target");
- }
- rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
- return 0;
- }
- static int D3D11_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
- {
- return 0; /* nothing to do in this backend. */
- }
- static int D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
- {
- VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
- int i;
- SDL_Color color;
- color.r = cmd->data.draw.r;
- color.g = cmd->data.draw.g;
- color.b = cmd->data.draw.b;
- color.a = cmd->data.draw.a;
- if (verts == NULL) {
- return -1;
- }
- cmd->data.draw.count = count;
- for (i = 0; i < count; i++) {
- verts->pos.x = points[i].x + 0.5f;
- verts->pos.y = points[i].y + 0.5f;
- verts->tex.x = 0.0f;
- verts->tex.y = 0.0f;
- verts->color = color;
- verts++;
- }
- return 0;
- }
- static int D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
- const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
- int num_vertices, const void *indices, int num_indices, int size_indices,
- float scale_x, float scale_y)
- {
- int i;
- int count = indices ? num_indices : num_vertices;
- VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
- if (verts == NULL) {
- return -1;
- }
- cmd->data.draw.count = count;
- size_indices = indices ? size_indices : 0;
- for (i = 0; i < count; i++) {
- int j;
- float *xy_;
- if (size_indices == 4) {
- j = ((const Uint32 *)indices)[i];
- } else if (size_indices == 2) {
- j = ((const Uint16 *)indices)[i];
- } else if (size_indices == 1) {
- j = ((const Uint8 *)indices)[i];
- } else {
- j = i;
- }
- xy_ = (float *)((char *)xy + j * xy_stride);
- verts->pos.x = xy_[0] * scale_x;
- verts->pos.y = xy_[1] * scale_y;
- verts->color = *(SDL_Color *)((char *)color + j * color_stride);
- if (texture) {
- float *uv_ = (float *)((char *)uv + j * uv_stride);
- verts->tex.x = uv_[0];
- verts->tex.y = uv_[1];
- } else {
- verts->tex.x = 0.0f;
- verts->tex.y = 0.0f;
- }
- verts += 1;
- }
- return 0;
- }
- static int D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
- const void *vertexData, size_t dataSizeInBytes)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- HRESULT result = S_OK;
- const int vbidx = rendererData->currentVertexBuffer;
- const UINT stride = sizeof(VertexPositionColor);
- const UINT offset = 0;
- if (dataSizeInBytes == 0) {
- return 0; /* nothing to do. */
- }
- if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)rendererData->vertexBuffers[vbidx],
- 0,
- D3D11_MAP_WRITE_DISCARD,
- 0,
- &mappedResource);
- if (FAILED(result)) {
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
- }
- SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
- ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
- } else {
- D3D11_BUFFER_DESC vertexBufferDesc;
- D3D11_SUBRESOURCE_DATA vertexBufferData;
- SAFE_RELEASE(rendererData->vertexBuffers[vbidx]);
- SDL_zero(vertexBufferDesc);
- vertexBufferDesc.ByteWidth = (UINT)dataSizeInBytes;
- vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- SDL_zero(vertexBufferData);
- vertexBufferData.pSysMem = vertexData;
- vertexBufferData.SysMemPitch = 0;
- vertexBufferData.SysMemSlicePitch = 0;
- result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
- &vertexBufferDesc,
- &vertexBufferData,
- &rendererData->vertexBuffers[vbidx]);
- if (FAILED(result)) {
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
- }
- rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes;
- }
- ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
- 0,
- 1,
- &rendererData->vertexBuffers[vbidx],
- &stride,
- &offset);
- rendererData->currentVertexBuffer++;
- if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) {
- rendererData->currentVertexBuffer = 0;
- }
- return 0;
- }
- static int D3D11_UpdateViewport(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- const SDL_Rect *viewport = &data->currentViewport;
- Float4X4 projection;
- Float4X4 view;
- SDL_FRect orientationAlignedViewport;
- BOOL swapDimensions;
- D3D11_VIEWPORT d3dviewport;
- const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
- if (viewport->w == 0 || viewport->h == 0) {
- /* If the viewport is empty, assume that it is because
- * SDL_CreateRenderer is calling it, and will call it again later
- * with a non-empty viewport.
- */
- /* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
- return -1;
- }
- /* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
- * Keep in mind here that the Y-axis will be been inverted (from Direct3D's
- * default coordinate system) so rotations will be done in the opposite
- * direction of the DXGI_MODE_ROTATION enumeration.
- */
- switch (rotation) {
- case DXGI_MODE_ROTATION_IDENTITY:
- projection = MatrixIdentity();
- break;
- case DXGI_MODE_ROTATION_ROTATE270:
- projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
- break;
- case DXGI_MODE_ROTATION_ROTATE180:
- projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
- break;
- case DXGI_MODE_ROTATION_ROTATE90:
- projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
- break;
- default:
- return SDL_SetError("An unknown DisplayOrientation is being used");
- }
- /* Update the view matrix */
- SDL_zero(view);
- view.m[0][0] = 2.0f / viewport->w;
- view.m[1][1] = -2.0f / viewport->h;
- view.m[2][2] = 1.0f;
- view.m[3][0] = -1.0f;
- view.m[3][1] = 1.0f;
- view.m[3][3] = 1.0f;
- /* Combine the projection + view matrix together now, as both only get
- * set here (as of this writing, on Dec 26, 2013). When done, store it
- * for eventual transfer to the GPU.
- */
- data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
- view,
- projection);
- /* Update the Direct3D viewport, which seems to be aligned to the
- * swap buffer's coordinate space, which is always in either
- * a landscape mode, for all Windows 8/RT devices, or a portrait mode,
- * for Windows Phone devices.
- */
- swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
- if (swapDimensions) {
- orientationAlignedViewport.x = (float)viewport->y;
- orientationAlignedViewport.y = (float)viewport->x;
- orientationAlignedViewport.w = (float)viewport->h;
- orientationAlignedViewport.h = (float)viewport->w;
- } else {
- orientationAlignedViewport.x = (float)viewport->x;
- orientationAlignedViewport.y = (float)viewport->y;
- orientationAlignedViewport.w = (float)viewport->w;
- orientationAlignedViewport.h = (float)viewport->h;
- }
- /* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
- d3dviewport.TopLeftX = orientationAlignedViewport.x;
- d3dviewport.TopLeftY = orientationAlignedViewport.y;
- d3dviewport.Width = orientationAlignedViewport.w;
- d3dviewport.Height = orientationAlignedViewport.h;
- d3dviewport.MinDepth = 0.0f;
- d3dviewport.MaxDepth = 1.0f;
- /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */
- ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport);
- data->viewportDirty = SDL_FALSE;
- return 0;
- }
- static ID3D11RenderTargetView *D3D11_GetCurrentRenderTargetView(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- if (data->currentOffscreenRenderTargetView) {
- return data->currentOffscreenRenderTargetView;
- } else {
- return data->mainRenderTargetView;
- }
- }
- static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader *shader,
- const int numShaderResources, ID3D11ShaderResourceView **shaderResources,
- ID3D11SamplerState *sampler, const Float4X4 *matrix)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
- ID3D11RasterizerState *rasterizerState;
- ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
- ID3D11ShaderResourceView *shaderResource;
- const SDL_BlendMode blendMode = cmd->data.draw.blend;
- ID3D11BlendState *blendState = NULL;
- SDL_bool updateSubresource = SDL_FALSE;
- if (renderTargetView != rendererData->currentRenderTargetView) {
- ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
- 1,
- &renderTargetView,
- NULL);
- rendererData->currentRenderTargetView = renderTargetView;
- }
- if (rendererData->viewportDirty) {
- if (D3D11_UpdateViewport(renderer) == 0) {
- /* vertexShaderConstantsData.projectionAndView has changed */
- updateSubresource = SDL_TRUE;
- }
- }
- if (rendererData->cliprectDirty) {
- if (!rendererData->currentCliprectEnabled) {
- ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL);
- } else {
- D3D11_RECT scissorRect;
- if (D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
- /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
- return -1;
- }
- ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect);
- }
- rendererData->cliprectDirty = SDL_FALSE;
- }
- if (!rendererData->currentCliprectEnabled) {
- rasterizerState = rendererData->mainRasterizer;
- } else {
- rasterizerState = rendererData->clippedRasterizer;
- }
- if (rasterizerState != rendererData->currentRasterizerState) {
- ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
- rendererData->currentRasterizerState = rasterizerState;
- }
- if (blendMode != SDL_BLENDMODE_NONE) {
- int i;
- for (i = 0; i < rendererData->blendModesCount; ++i) {
- if (blendMode == rendererData->blendModes[i].blendMode) {
- blendState = rendererData->blendModes[i].blendState;
- break;
- }
- }
- if (blendState == NULL) {
- blendState = D3D11_CreateBlendState(renderer, blendMode);
- if (blendState == NULL) {
- return -1;
- }
- }
- }
- if (blendState != rendererData->currentBlendState) {
- ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
- rendererData->currentBlendState = blendState;
- }
- if (shader != rendererData->currentShader) {
- ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
- rendererData->currentShader = shader;
- }
- if (numShaderResources > 0) {
- shaderResource = shaderResources[0];
- } else {
- shaderResource = NULL;
- }
- if (shaderResource != rendererData->currentShaderResource) {
- ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
- rendererData->currentShaderResource = shaderResource;
- }
- if (sampler != rendererData->currentSampler) {
- ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
- rendererData->currentSampler = sampler;
- }
- if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
- SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix);
- ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
- (ID3D11Resource *)rendererData->vertexShaderConstants,
- 0,
- NULL,
- &rendererData->vertexShaderConstantsData,
- 0,
- 0);
- }
- return 0;
- }
- static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix)
- {
- SDL_Texture *texture = cmd->data.draw.texture;
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
- ID3D11SamplerState *textureSampler;
- switch (textureData->scaleMode) {
- case D3D11_FILTER_MIN_MAG_MIP_POINT:
- textureSampler = rendererData->nearestPixelSampler;
- break;
- case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
- textureSampler = rendererData->linearSampler;
- break;
- default:
- return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
- }
- #if SDL_HAVE_YUV
- if (textureData->yuv) {
- ID3D11ShaderResourceView *shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewU,
- textureData->mainTextureResourceViewV
- };
- D3D11_Shader shader;
- switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
- case SDL_YUV_CONVERSION_JPEG:
- shader = SHADER_YUV_JPEG;
- break;
- case SDL_YUV_CONVERSION_BT601:
- shader = SHADER_YUV_BT601;
- break;
- case SDL_YUV_CONVERSION_BT709:
- shader = SHADER_YUV_BT709;
- break;
- default:
- return SDL_SetError("Unsupported YUV conversion mode");
- }
- return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
- SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
- } else if (textureData->nv12) {
- ID3D11ShaderResourceView *shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewNV,
- };
- D3D11_Shader shader;
- switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
- case SDL_YUV_CONVERSION_JPEG:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
- break;
- case SDL_YUV_CONVERSION_BT601:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
- break;
- case SDL_YUV_CONVERSION_BT709:
- shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
- break;
- default:
- return SDL_SetError("Unsupported YUV conversion mode");
- }
- return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
- SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
- }
- #endif /* SDL_HAVE_YUV */
- return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB],
- 1, &textureData->mainTextureResourceView, textureSampler, matrix);
- }
- static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
- ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart);
- }
- static int D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
- {
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
- if (rendererData->currentViewportRotation != viewportRotation) {
- rendererData->currentViewportRotation = viewportRotation;
- rendererData->viewportDirty = SDL_TRUE;
- }
- if (D3D11_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
- return -1;
- }
- while (cmd) {
- switch (cmd->command) {
- case SDL_RENDERCMD_SETDRAWCOLOR:
- {
- break; /* this isn't currently used in this render backend. */
- }
- case SDL_RENDERCMD_SETVIEWPORT:
- {
- SDL_Rect *viewport = &rendererData->currentViewport;
- if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
- SDL_copyp(viewport, &cmd->data.viewport.rect);
- rendererData->viewportDirty = SDL_TRUE;
- }
- break;
- }
- case SDL_RENDERCMD_SETCLIPRECT:
- {
- const SDL_Rect *rect = &cmd->data.cliprect.rect;
- if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
- rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
- rendererData->cliprectDirty = SDL_TRUE;
- }
- if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) {
- SDL_copyp(&rendererData->currentCliprect, rect);
- rendererData->cliprectDirty = SDL_TRUE;
- }
- break;
- }
- case SDL_RENDERCMD_CLEAR:
- {
- const float colorRGBA[] = {
- (cmd->data.color.r / 255.0f),
- (cmd->data.color.g / 255.0f),
- (cmd->data.color.b / 255.0f),
- (cmd->data.color.a / 255.0f)
- };
- ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
- break;
- }
- case SDL_RENDERCMD_DRAW_POINTS:
- {
- const size_t count = cmd->data.draw.count;
- const size_t first = cmd->data.draw.first;
- const size_t start = first / sizeof(VertexPositionColor);
- D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
- D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
- break;
- }
- case SDL_RENDERCMD_DRAW_LINES:
- {
- const size_t count = cmd->data.draw.count;
- const size_t first = cmd->data.draw.first;
- const size_t start = first / sizeof(VertexPositionColor);
- const VertexPositionColor *verts = (VertexPositionColor *)(((Uint8 *)vertices) + first);
- D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
- D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
- if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
- D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
- }
- break;
- }
- case SDL_RENDERCMD_FILL_RECTS: /* unused */
- break;
- case SDL_RENDERCMD_COPY: /* unused */
- break;
- case SDL_RENDERCMD_COPY_EX: /* unused */
- break;
- case SDL_RENDERCMD_GEOMETRY:
- {
- SDL_Texture *texture = cmd->data.draw.texture;
- const size_t count = cmd->data.draw.count;
- const size_t first = cmd->data.draw.first;
- const size_t start = first / sizeof(VertexPositionColor);
- if (texture) {
- D3D11_SetCopyState(renderer, cmd, NULL);
- } else {
- D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
- }
- D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
- break;
- }
- case SDL_RENDERCMD_NO_OP:
- break;
- }
- cmd = cmd->next;
- }
- return 0;
- }
- static int D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
- Uint32 format, void *pixels, int pitch)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- ID3D11RenderTargetView *renderTargetView = NULL;
- ID3D11Texture2D *backBuffer = NULL;
- ID3D11Texture2D *stagingTexture = NULL;
- HRESULT result;
- int status = -1;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_RECT srcRect = { 0, 0, 0, 0 };
- D3D11_BOX srcBox;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
- renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
- if (renderTargetView == NULL) {
- SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
- goto done;
- }
- ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer);
- if (backBuffer == NULL) {
- SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__);
- goto done;
- }
- /* Create a staging texture to copy the screen's data to: */
- ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
- stagingTextureDesc.Width = rect->w;
- stagingTextureDesc.Height = rect->h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(data->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &stagingTexture);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- goto done;
- }
- /* Copy the desired portion of the back buffer to the staging texture: */
- if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
- /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
- goto done;
- }
- srcBox.left = srcRect.left;
- srcBox.right = srcRect.right;
- srcBox.top = srcRect.top;
- srcBox.bottom = srcRect.bottom;
- srcBox.front = 0;
- srcBox.back = 1;
- ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- 0, 0, 0,
- (ID3D11Resource *)backBuffer,
- 0,
- &srcBox);
- /* Map the staging texture's data to CPU-accessible memory: */
- result = ID3D11DeviceContext_Map(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- D3D11_MAP_READ,
- 0,
- &textureMemory);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- goto done;
- }
- /* Copy the data into the desired buffer, converting pixels to the
- * desired format at the same time:
- */
- status = SDL_ConvertPixels(
- rect->w, rect->h,
- D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
- textureMemory.pData,
- textureMemory.RowPitch,
- format,
- pixels,
- pitch);
- /* Unmap the texture: */
- ID3D11DeviceContext_Unmap(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0);
- done:
- SAFE_RELEASE(backBuffer);
- SAFE_RELEASE(stagingTexture);
- return status;
- }
- static int D3D11_RenderPresent(SDL_Renderer *renderer)
- {
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- UINT syncInterval;
- UINT presentFlags;
- HRESULT result;
- DXGI_PRESENT_PARAMETERS parameters;
- SDL_zero(parameters);
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- syncInterval = 1;
- presentFlags = 0;
- result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
- #else
- if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
- syncInterval = 1;
- presentFlags = 0;
- } else {
- syncInterval = 0;
- presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
- }
- /* The application may optionally specify "dirty" or "scroll"
- * rects to improve efficiency in certain scenarios.
- * This option is not available on Windows Phone 8, to note.
- */
- result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, ¶meters);
- #endif
- /* Discard the contents of the render target.
- * This is a valid operation only when the existing contents will be entirely
- * overwritten. If dirty or scroll rects are used, this call should be removed.
- */
- ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View *)data->mainRenderTargetView);
- /* When the present flips, it unbinds the current view, so bind it again on the next draw call */
- data->currentRenderTargetView = NULL;
- if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
- /* If the device was removed either by a disconnect or a driver upgrade, we
- * must recreate all device resources.
- *
- * TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
- */
- if (result == DXGI_ERROR_DEVICE_REMOVED) {
- D3D11_HandleDeviceLost(renderer);
- } else if (result == DXGI_ERROR_INVALID_CALL) {
- /* We probably went through a fullscreen <-> windowed transition */
- D3D11_CreateWindowSizeDependentResources(renderer);
- } else {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
- }
- return -1;
- }
- return 0;
- }
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- /* no-op. */
- #else
- static int D3D11_SetVSync(SDL_Renderer *renderer, const int vsync)
- {
- if (vsync) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- } else {
- renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
- }
- return 0;
- }
- #endif
- SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
- {
- SDL_Renderer *renderer;
- D3D11_RenderData *data;
- renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
- if (renderer == NULL) {
- SDL_OutOfMemory();
- return NULL;
- }
- data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data));
- if (data == NULL) {
- SDL_free(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
- data->identity = MatrixIdentity();
- renderer->WindowEvent = D3D11_WindowEvent;
- #if !defined(__WINRT__)
- renderer->GetOutputSize = D3D11_GetOutputSize;
- #endif
- renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
- renderer->CreateTexture = D3D11_CreateTexture;
- renderer->UpdateTexture = D3D11_UpdateTexture;
- #if SDL_HAVE_YUV
- renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
- renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
- #endif
- renderer->LockTexture = D3D11_LockTexture;
- renderer->UnlockTexture = D3D11_UnlockTexture;
- renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
- renderer->SetRenderTarget = D3D11_SetRenderTarget;
- renderer->QueueSetViewport = D3D11_QueueSetViewport;
- renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
- renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
- renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
- renderer->QueueGeometry = D3D11_QueueGeometry;
- renderer->RunCommandQueue = D3D11_RunCommandQueue;
- renderer->RenderReadPixels = D3D11_RenderReadPixels;
- renderer->RenderPresent = D3D11_RenderPresent;
- renderer->DestroyTexture = D3D11_DestroyTexture;
- renderer->DestroyRenderer = D3D11_DestroyRenderer;
- renderer->info = D3D11_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- /* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
- * Failure to use it seems to either result in:
- *
- * - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
- * off (framerate doesn't get capped), but nothing appears on-screen
- *
- * - with the D3D11 debug runtime turned ON, vsync gets automatically
- * turned back on, and the following gets output to the debug console:
- *
- * DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
- */
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- #else
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
- renderer->SetVSync = D3D11_SetVSync;
- #endif
- /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
- * order to give init functions access to the underlying window handle:
- */
- renderer->window = window;
- /* Initialize Direct3D resources */
- if (FAILED(D3D11_CreateDeviceResources(renderer))) {
- D3D11_DestroyRenderer(renderer);
- return NULL;
- }
- if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
- D3D11_DestroyRenderer(renderer);
- return NULL;
- }
- return renderer;
- }
- SDL_RenderDriver D3D11_RenderDriver = {
- D3D11_CreateRenderer,
- {
- "direct3d11",
- (
- SDL_RENDERER_ACCELERATED |
- SDL_RENDERER_PRESENTVSYNC |
- SDL_RENDERER_TARGETTEXTURE), /* flags. see SDL_RendererFlags */
- 6, /* num_texture_formats */
- { /* texture_formats */
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_RGB888,
- SDL_PIXELFORMAT_YV12,
- SDL_PIXELFORMAT_IYUV,
- SDL_PIXELFORMAT_NV12,
- SDL_PIXELFORMAT_NV21 },
- 0, /* max_texture_width: will be filled in later */
- 0 /* max_texture_height: will be filled in later */
- }
- };
- #endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
- #if defined(__WIN32__) || defined(__WINGDK__)
- /* This function needs to always exist on Windows, for the Dynamic API. */
- ID3D11Device *SDL_RenderGetD3D11Device(SDL_Renderer *renderer)
- {
- ID3D11Device *device = NULL;
- #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- /* Make sure that this is a D3D renderer */
- if (renderer->DestroyRenderer != D3D11_DestroyRenderer) {
- SDL_SetError("Renderer is not a D3D11 renderer");
- return NULL;
- }
- device = (ID3D11Device *)data->d3dDevice;
- if (device) {
- ID3D11Device_AddRef(device);
- }
- #endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
- return device;
- }
- #endif /* defined(__WIN32__) || defined(__WINGDK__) */
- /* vi: set ts=4 sw=4 expandtab: */
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