diff options
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c | 2767 |
1 files changed, 2767 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c new file mode 100644 index 0000000..dc1a722 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c | |||
| @@ -0,0 +1,2767 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_D3D11 | ||
| 24 | |||
| 25 | #define COBJMACROS | ||
| 26 | #include "../../core/windows/SDL_windows.h" | ||
| 27 | #include "../../video/windows/SDL_windowswindow.h" | ||
| 28 | #include "../SDL_sysrender.h" | ||
| 29 | #include "../SDL_d3dmath.h" | ||
| 30 | #include "../../video/SDL_pixels_c.h" | ||
| 31 | |||
| 32 | #include <d3d11_1.h> | ||
| 33 | #include <dxgi1_4.h> | ||
| 34 | #include <dxgidebug.h> | ||
| 35 | |||
| 36 | #include "SDL_shaders_d3d11.h" | ||
| 37 | |||
| 38 | #if defined(_MSC_VER) && !defined(__clang__) | ||
| 39 | #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str | ||
| 40 | #else | ||
| 41 | #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str | ||
| 42 | #endif | ||
| 43 | |||
| 44 | #define SAFE_RELEASE(X) \ | ||
| 45 | if ((X)) { \ | ||
| 46 | IUnknown_Release(SDL_static_cast(IUnknown *, X)); \ | ||
| 47 | X = NULL; \ | ||
| 48 | } | ||
| 49 | |||
| 50 | /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when | ||
| 51 | !!! FIXME: textures are needed. */ | ||
| 52 | |||
| 53 | // Sampler types | ||
| 54 | typedef enum | ||
| 55 | { | ||
| 56 | D3D11_SAMPLER_NEAREST_CLAMP, | ||
| 57 | D3D11_SAMPLER_NEAREST_WRAP, | ||
| 58 | D3D11_SAMPLER_LINEAR_CLAMP, | ||
| 59 | D3D11_SAMPLER_LINEAR_WRAP, | ||
| 60 | D3D11_SAMPLER_COUNT | ||
| 61 | } D3D11_Sampler; | ||
| 62 | |||
| 63 | // Vertex shader, common values | ||
| 64 | typedef struct | ||
| 65 | { | ||
| 66 | Float4X4 model; | ||
| 67 | Float4X4 projectionAndView; | ||
| 68 | } D3D11_VertexShaderConstants; | ||
| 69 | |||
| 70 | // These should mirror the definitions in D3D11_PixelShader_Common.hlsli | ||
| 71 | //static const float TONEMAP_NONE = 0; | ||
| 72 | //static const float TONEMAP_LINEAR = 1; | ||
| 73 | static const float TONEMAP_CHROME = 2; | ||
| 74 | |||
| 75 | //static const float TEXTURETYPE_NONE = 0; | ||
| 76 | static const float TEXTURETYPE_RGB = 1; | ||
| 77 | static const float TEXTURETYPE_NV12 = 2; | ||
| 78 | static const float TEXTURETYPE_NV21 = 3; | ||
| 79 | static const float TEXTURETYPE_YUV = 4; | ||
| 80 | |||
| 81 | static const float INPUTTYPE_UNSPECIFIED = 0; | ||
| 82 | static const float INPUTTYPE_SRGB = 1; | ||
| 83 | static const float INPUTTYPE_SCRGB = 2; | ||
| 84 | static const float INPUTTYPE_HDR10 = 3; | ||
| 85 | |||
| 86 | typedef struct | ||
| 87 | { | ||
| 88 | float scRGB_output; | ||
| 89 | float texture_type; | ||
| 90 | float input_type; | ||
| 91 | float color_scale; | ||
| 92 | |||
| 93 | float tonemap_method; | ||
| 94 | float tonemap_factor1; | ||
| 95 | float tonemap_factor2; | ||
| 96 | float sdr_white_point; | ||
| 97 | |||
| 98 | float YCbCr_matrix[16]; | ||
| 99 | } D3D11_PixelShaderConstants; | ||
| 100 | |||
| 101 | typedef struct | ||
| 102 | { | ||
| 103 | ID3D11Buffer *constants; | ||
| 104 | D3D11_PixelShaderConstants shader_constants; | ||
| 105 | } D3D11_PixelShaderState; | ||
| 106 | |||
| 107 | // Per-vertex data | ||
| 108 | typedef struct | ||
| 109 | { | ||
| 110 | Float2 pos; | ||
| 111 | Float2 tex; | ||
| 112 | SDL_FColor color; | ||
| 113 | } D3D11_VertexPositionColor; | ||
| 114 | |||
| 115 | // Per-texture data | ||
| 116 | typedef struct | ||
| 117 | { | ||
| 118 | int w, h; | ||
| 119 | ID3D11Texture2D *mainTexture; | ||
| 120 | ID3D11ShaderResourceView *mainTextureResourceView; | ||
| 121 | ID3D11RenderTargetView *mainTextureRenderTargetView; | ||
| 122 | ID3D11Texture2D *stagingTexture; | ||
| 123 | int lockedTexturePositionX; | ||
| 124 | int lockedTexturePositionY; | ||
| 125 | D3D11_FILTER scaleMode; | ||
| 126 | D3D11_Shader shader; | ||
| 127 | const float *YCbCr_matrix; | ||
| 128 | #ifdef SDL_HAVE_YUV | ||
| 129 | // YV12 texture support | ||
| 130 | bool yuv; | ||
| 131 | ID3D11Texture2D *mainTextureU; | ||
| 132 | ID3D11ShaderResourceView *mainTextureResourceViewU; | ||
| 133 | ID3D11Texture2D *mainTextureV; | ||
| 134 | ID3D11ShaderResourceView *mainTextureResourceViewV; | ||
| 135 | |||
| 136 | // NV12 texture support | ||
| 137 | bool nv12; | ||
| 138 | ID3D11ShaderResourceView *mainTextureResourceViewNV; | ||
| 139 | |||
| 140 | Uint8 *pixels; | ||
| 141 | int pitch; | ||
| 142 | SDL_Rect locked_rect; | ||
| 143 | #endif | ||
| 144 | } D3D11_TextureData; | ||
| 145 | |||
| 146 | // Blend mode data | ||
| 147 | typedef struct | ||
| 148 | { | ||
| 149 | SDL_BlendMode blendMode; | ||
| 150 | ID3D11BlendState *blendState; | ||
| 151 | } D3D11_BlendMode; | ||
| 152 | |||
| 153 | // Private renderer data | ||
| 154 | typedef struct | ||
| 155 | { | ||
| 156 | SDL_SharedObject *hDXGIMod; | ||
| 157 | SDL_SharedObject *hD3D11Mod; | ||
| 158 | IDXGIFactory2 *dxgiFactory; | ||
| 159 | IDXGIAdapter *dxgiAdapter; | ||
| 160 | IDXGIDebug *dxgiDebug; | ||
| 161 | ID3D11Device1 *d3dDevice; | ||
| 162 | ID3D11DeviceContext1 *d3dContext; | ||
| 163 | IDXGISwapChain1 *swapChain; | ||
| 164 | DXGI_SWAP_EFFECT swapEffect; | ||
| 165 | UINT syncInterval; | ||
| 166 | UINT presentFlags; | ||
| 167 | ID3D11RenderTargetView *mainRenderTargetView; | ||
| 168 | ID3D11RenderTargetView *currentOffscreenRenderTargetView; | ||
| 169 | ID3D11InputLayout *inputLayout; | ||
| 170 | ID3D11Buffer *vertexBuffers[8]; | ||
| 171 | size_t vertexBufferSizes[8]; | ||
| 172 | ID3D11VertexShader *vertexShader; | ||
| 173 | ID3D11PixelShader *pixelShaders[NUM_SHADERS]; | ||
| 174 | int blendModesCount; | ||
| 175 | D3D11_BlendMode *blendModes; | ||
| 176 | ID3D11SamplerState *samplers[D3D11_SAMPLER_COUNT]; | ||
| 177 | D3D_FEATURE_LEVEL featureLevel; | ||
| 178 | bool pixelSizeChanged; | ||
| 179 | |||
| 180 | // Rasterizers | ||
| 181 | ID3D11RasterizerState *mainRasterizer; | ||
| 182 | ID3D11RasterizerState *clippedRasterizer; | ||
| 183 | |||
| 184 | // Vertex buffer constants | ||
| 185 | D3D11_VertexShaderConstants vertexShaderConstantsData; | ||
| 186 | ID3D11Buffer *vertexShaderConstants; | ||
| 187 | |||
| 188 | // Cached renderer properties | ||
| 189 | DXGI_MODE_ROTATION rotation; | ||
| 190 | ID3D11RenderTargetView *currentRenderTargetView; | ||
| 191 | ID3D11RasterizerState *currentRasterizerState; | ||
| 192 | ID3D11BlendState *currentBlendState; | ||
| 193 | D3D11_Shader currentShader; | ||
| 194 | D3D11_PixelShaderState currentShaderState[NUM_SHADERS]; | ||
| 195 | ID3D11ShaderResourceView *currentShaderResource; | ||
| 196 | ID3D11SamplerState *currentSampler; | ||
| 197 | bool cliprectDirty; | ||
| 198 | bool currentCliprectEnabled; | ||
| 199 | SDL_Rect currentCliprect; | ||
| 200 | SDL_Rect currentViewport; | ||
| 201 | int currentViewportRotation; | ||
| 202 | bool viewportDirty; | ||
| 203 | Float4X4 identity; | ||
| 204 | int currentVertexBuffer; | ||
| 205 | } D3D11_RenderData; | ||
| 206 | |||
| 207 | // Define D3D GUIDs here so we don't have to include uuid.lib. | ||
| 208 | |||
| 209 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA | ||
| 210 | #pragma GCC diagnostic push | ||
| 211 | #pragma GCC diagnostic ignored "-Wunused-const-variable" | ||
| 212 | #endif | ||
| 213 | |||
| 214 | static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; | ||
| 215 | static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; | ||
| 216 | static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; | ||
| 217 | static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; | ||
| 218 | static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; | ||
| 219 | static const GUID SDL_IID_IDXGISwapChain2 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; | ||
| 220 | static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; | ||
| 221 | static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; | ||
| 222 | static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; | ||
| 223 | |||
| 224 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA | ||
| 225 | #pragma GCC diagnostic pop | ||
| 226 | #endif | ||
| 227 | |||
| 228 | SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) | ||
| 229 | { | ||
| 230 | switch (dxgiFormat) { | ||
| 231 | case DXGI_FORMAT_B8G8R8A8_UNORM: | ||
| 232 | case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: | ||
| 233 | return SDL_PIXELFORMAT_ARGB8888; | ||
| 234 | case DXGI_FORMAT_R8G8B8A8_UNORM: | ||
| 235 | case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: | ||
| 236 | return SDL_PIXELFORMAT_ABGR8888; | ||
| 237 | case DXGI_FORMAT_B8G8R8X8_UNORM: | ||
| 238 | case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: | ||
| 239 | return SDL_PIXELFORMAT_XRGB8888; | ||
| 240 | case DXGI_FORMAT_R10G10B10A2_UNORM: | ||
| 241 | return SDL_PIXELFORMAT_ABGR2101010; | ||
| 242 | case DXGI_FORMAT_R16G16B16A16_FLOAT: | ||
| 243 | return SDL_PIXELFORMAT_RGBA64_FLOAT; | ||
| 244 | default: | ||
| 245 | return SDL_PIXELFORMAT_UNKNOWN; | ||
| 246 | } | ||
| 247 | } | ||
| 248 | |||
| 249 | static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) | ||
| 250 | { | ||
| 251 | switch (format) { | ||
| 252 | case SDL_PIXELFORMAT_RGBA64_FLOAT: | ||
| 253 | return DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 254 | case SDL_PIXELFORMAT_ABGR2101010: | ||
| 255 | return DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 256 | case SDL_PIXELFORMAT_ARGB8888: | ||
| 257 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 258 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; | ||
| 259 | } | ||
| 260 | return DXGI_FORMAT_B8G8R8A8_UNORM; | ||
| 261 | case SDL_PIXELFORMAT_ABGR8888: | ||
| 262 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 263 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; | ||
| 264 | } | ||
| 265 | return DXGI_FORMAT_R8G8B8A8_UNORM; | ||
| 266 | case SDL_PIXELFORMAT_XRGB8888: | ||
| 267 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 268 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; | ||
| 269 | } | ||
| 270 | return DXGI_FORMAT_B8G8R8X8_UNORM; | ||
| 271 | case SDL_PIXELFORMAT_YV12: | ||
| 272 | case SDL_PIXELFORMAT_IYUV: | ||
| 273 | return DXGI_FORMAT_R8_UNORM; | ||
| 274 | case SDL_PIXELFORMAT_NV12: | ||
| 275 | case SDL_PIXELFORMAT_NV21: | ||
| 276 | return DXGI_FORMAT_NV12; | ||
| 277 | case SDL_PIXELFORMAT_P010: | ||
| 278 | return DXGI_FORMAT_P010; | ||
| 279 | default: | ||
| 280 | return DXGI_FORMAT_UNKNOWN; | ||
| 281 | } | ||
| 282 | } | ||
| 283 | |||
| 284 | static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) | ||
| 285 | { | ||
| 286 | switch (format) { | ||
| 287 | case SDL_PIXELFORMAT_RGBA64_FLOAT: | ||
| 288 | return DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 289 | case SDL_PIXELFORMAT_ABGR2101010: | ||
| 290 | return DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 291 | case SDL_PIXELFORMAT_ARGB8888: | ||
| 292 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 293 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; | ||
| 294 | } | ||
| 295 | return DXGI_FORMAT_B8G8R8A8_UNORM; | ||
| 296 | case SDL_PIXELFORMAT_ABGR8888: | ||
| 297 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 298 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; | ||
| 299 | } | ||
| 300 | return DXGI_FORMAT_R8G8B8A8_UNORM; | ||
| 301 | case SDL_PIXELFORMAT_XRGB8888: | ||
| 302 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 303 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; | ||
| 304 | } | ||
| 305 | return DXGI_FORMAT_B8G8R8X8_UNORM; | ||
| 306 | case SDL_PIXELFORMAT_YV12: | ||
| 307 | case SDL_PIXELFORMAT_IYUV: | ||
| 308 | case SDL_PIXELFORMAT_NV12: // For the Y texture | ||
| 309 | case SDL_PIXELFORMAT_NV21: // For the Y texture | ||
| 310 | return DXGI_FORMAT_R8_UNORM; | ||
| 311 | case SDL_PIXELFORMAT_P010: // For the Y texture | ||
| 312 | return DXGI_FORMAT_R16_UNORM; | ||
| 313 | default: | ||
| 314 | return DXGI_FORMAT_UNKNOWN; | ||
| 315 | } | ||
| 316 | } | ||
| 317 | |||
| 318 | static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); | ||
| 319 | |||
| 320 | static void D3D11_ReleaseAll(SDL_Renderer *renderer) | ||
| 321 | { | ||
| 322 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 323 | |||
| 324 | // Release all textures | ||
| 325 | for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { | ||
| 326 | D3D11_DestroyTexture(renderer, texture); | ||
| 327 | } | ||
| 328 | |||
| 329 | // Release/reset everything else | ||
| 330 | if (data) { | ||
| 331 | int i; | ||
| 332 | |||
| 333 | // Make sure the swap chain is fully released | ||
| 334 | if (data->d3dContext) { | ||
| 335 | ID3D11DeviceContext_ClearState(data->d3dContext); | ||
| 336 | ID3D11DeviceContext_Flush(data->d3dContext); | ||
| 337 | } | ||
| 338 | |||
| 339 | SAFE_RELEASE(data->vertexShaderConstants); | ||
| 340 | SAFE_RELEASE(data->clippedRasterizer); | ||
| 341 | SAFE_RELEASE(data->mainRasterizer); | ||
| 342 | for (i = 0; i < SDL_arraysize(data->samplers); ++i) { | ||
| 343 | SAFE_RELEASE(data->samplers[i]); | ||
| 344 | } | ||
| 345 | |||
| 346 | if (data->blendModesCount > 0) { | ||
| 347 | for (i = 0; i < data->blendModesCount; ++i) { | ||
| 348 | SAFE_RELEASE(data->blendModes[i].blendState); | ||
| 349 | } | ||
| 350 | SDL_free(data->blendModes); | ||
| 351 | data->blendModes = NULL; | ||
| 352 | data->blendModesCount = 0; | ||
| 353 | } | ||
| 354 | for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { | ||
| 355 | SAFE_RELEASE(data->pixelShaders[i]); | ||
| 356 | } | ||
| 357 | for (i = 0; i < SDL_arraysize(data->currentShaderState); ++i) { | ||
| 358 | SAFE_RELEASE(data->currentShaderState[i].constants); | ||
| 359 | } | ||
| 360 | SAFE_RELEASE(data->vertexShader); | ||
| 361 | for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { | ||
| 362 | SAFE_RELEASE(data->vertexBuffers[i]); | ||
| 363 | } | ||
| 364 | SAFE_RELEASE(data->inputLayout); | ||
| 365 | SAFE_RELEASE(data->mainRenderTargetView); | ||
| 366 | SAFE_RELEASE(data->swapChain); | ||
| 367 | |||
| 368 | SAFE_RELEASE(data->d3dContext); | ||
| 369 | SAFE_RELEASE(data->d3dDevice); | ||
| 370 | SAFE_RELEASE(data->dxgiAdapter); | ||
| 371 | SAFE_RELEASE(data->dxgiFactory); | ||
| 372 | |||
| 373 | data->swapEffect = (DXGI_SWAP_EFFECT)0; | ||
| 374 | data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED; | ||
| 375 | data->currentOffscreenRenderTargetView = NULL; | ||
| 376 | data->currentRenderTargetView = NULL; | ||
| 377 | data->currentRasterizerState = NULL; | ||
| 378 | data->currentBlendState = NULL; | ||
| 379 | data->currentShader = SHADER_NONE; | ||
| 380 | SDL_zero(data->currentShaderState); | ||
| 381 | data->currentShaderResource = NULL; | ||
| 382 | data->currentSampler = NULL; | ||
| 383 | |||
| 384 | // Check for any leaks if in debug mode | ||
| 385 | if (data->dxgiDebug) { | ||
| 386 | DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); | ||
| 387 | IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); | ||
| 388 | SAFE_RELEASE(data->dxgiDebug); | ||
| 389 | } | ||
| 390 | |||
| 391 | /* Unload the D3D libraries. This should be done last, in order | ||
| 392 | * to prevent IUnknown::Release() calls from crashing. | ||
| 393 | */ | ||
| 394 | if (data->hD3D11Mod) { | ||
| 395 | SDL_UnloadObject(data->hD3D11Mod); | ||
| 396 | data->hD3D11Mod = NULL; | ||
| 397 | } | ||
| 398 | if (data->hDXGIMod) { | ||
| 399 | SDL_UnloadObject(data->hDXGIMod); | ||
| 400 | data->hDXGIMod = NULL; | ||
| 401 | } | ||
| 402 | } | ||
| 403 | } | ||
| 404 | |||
| 405 | static void D3D11_DestroyRenderer(SDL_Renderer *renderer) | ||
| 406 | { | ||
| 407 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 408 | if (data) { | ||
| 409 | D3D11_ReleaseAll(renderer); | ||
| 410 | SDL_free(data); | ||
| 411 | } | ||
| 412 | } | ||
| 413 | |||
| 414 | static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) | ||
| 415 | { | ||
| 416 | switch (factor) { | ||
| 417 | case SDL_BLENDFACTOR_ZERO: | ||
| 418 | return D3D11_BLEND_ZERO; | ||
| 419 | case SDL_BLENDFACTOR_ONE: | ||
| 420 | return D3D11_BLEND_ONE; | ||
| 421 | case SDL_BLENDFACTOR_SRC_COLOR: | ||
| 422 | return D3D11_BLEND_SRC_COLOR; | ||
| 423 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: | ||
| 424 | return D3D11_BLEND_INV_SRC_COLOR; | ||
| 425 | case SDL_BLENDFACTOR_SRC_ALPHA: | ||
| 426 | return D3D11_BLEND_SRC_ALPHA; | ||
| 427 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: | ||
| 428 | return D3D11_BLEND_INV_SRC_ALPHA; | ||
| 429 | case SDL_BLENDFACTOR_DST_COLOR: | ||
| 430 | return D3D11_BLEND_DEST_COLOR; | ||
| 431 | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: | ||
| 432 | return D3D11_BLEND_INV_DEST_COLOR; | ||
| 433 | case SDL_BLENDFACTOR_DST_ALPHA: | ||
| 434 | return D3D11_BLEND_DEST_ALPHA; | ||
| 435 | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: | ||
| 436 | return D3D11_BLEND_INV_DEST_ALPHA; | ||
| 437 | default: | ||
| 438 | return (D3D11_BLEND)0; | ||
| 439 | } | ||
| 440 | } | ||
| 441 | |||
| 442 | static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) | ||
| 443 | { | ||
| 444 | switch (operation) { | ||
| 445 | case SDL_BLENDOPERATION_ADD: | ||
| 446 | return D3D11_BLEND_OP_ADD; | ||
| 447 | case SDL_BLENDOPERATION_SUBTRACT: | ||
| 448 | return D3D11_BLEND_OP_SUBTRACT; | ||
| 449 | case SDL_BLENDOPERATION_REV_SUBTRACT: | ||
| 450 | return D3D11_BLEND_OP_REV_SUBTRACT; | ||
| 451 | case SDL_BLENDOPERATION_MINIMUM: | ||
| 452 | return D3D11_BLEND_OP_MIN; | ||
| 453 | case SDL_BLENDOPERATION_MAXIMUM: | ||
| 454 | return D3D11_BLEND_OP_MAX; | ||
| 455 | default: | ||
| 456 | return (D3D11_BLEND_OP)0; | ||
| 457 | } | ||
| 458 | } | ||
| 459 | |||
| 460 | static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode) | ||
| 461 | { | ||
| 462 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 463 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | ||
| 464 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | ||
| 465 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | ||
| 466 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | ||
| 467 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | ||
| 468 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | ||
| 469 | ID3D11BlendState *blendState = NULL; | ||
| 470 | D3D11_BlendMode *blendModes; | ||
| 471 | HRESULT result = S_OK; | ||
| 472 | |||
| 473 | D3D11_BLEND_DESC blendDesc; | ||
| 474 | SDL_zero(blendDesc); | ||
| 475 | blendDesc.AlphaToCoverageEnable = FALSE; | ||
| 476 | blendDesc.IndependentBlendEnable = FALSE; | ||
| 477 | blendDesc.RenderTarget[0].BlendEnable = TRUE; | ||
| 478 | blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); | ||
| 479 | blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); | ||
| 480 | blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); | ||
| 481 | blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); | ||
| 482 | blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); | ||
| 483 | blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); | ||
| 484 | blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; | ||
| 485 | result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState); | ||
| 486 | if (FAILED(result)) { | ||
| 487 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result); | ||
| 488 | return NULL; | ||
| 489 | } | ||
| 490 | |||
| 491 | blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes)); | ||
| 492 | if (!blendModes) { | ||
| 493 | SAFE_RELEASE(blendState); | ||
| 494 | return NULL; | ||
| 495 | } | ||
| 496 | blendModes[data->blendModesCount].blendMode = blendMode; | ||
| 497 | blendModes[data->blendModesCount].blendState = blendState; | ||
| 498 | data->blendModes = blendModes; | ||
| 499 | ++data->blendModesCount; | ||
| 500 | |||
| 501 | return blendState; | ||
| 502 | } | ||
| 503 | |||
| 504 | // Create resources that depend on the device. | ||
| 505 | static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer) | ||
| 506 | { | ||
| 507 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); | ||
| 508 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY2)(UINT flags, REFIID riid, void **ppFactory); | ||
| 509 | PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc = NULL; | ||
| 510 | PFN_CREATE_DXGI_FACTORY2 CreateDXGIFactory2Func = NULL; | ||
| 511 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 512 | PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; | ||
| 513 | ID3D11Device *d3dDevice = NULL; | ||
| 514 | ID3D11DeviceContext *d3dContext = NULL; | ||
| 515 | IDXGIDevice1 *dxgiDevice = NULL; | ||
| 516 | HRESULT result = S_OK; | ||
| 517 | UINT creationFlags = 0; | ||
| 518 | bool createDebug; | ||
| 519 | |||
| 520 | /* This array defines the set of DirectX hardware feature levels this app will support. | ||
| 521 | * Note the ordering should be preserved. | ||
| 522 | * Don't forget to declare your application's minimum required feature level in its | ||
| 523 | * description. All applications are assumed to support 9.1 unless otherwise stated. | ||
| 524 | */ | ||
| 525 | D3D_FEATURE_LEVEL featureLevels[] = { | ||
| 526 | D3D_FEATURE_LEVEL_11_1, | ||
| 527 | D3D_FEATURE_LEVEL_11_0, | ||
| 528 | D3D_FEATURE_LEVEL_10_1, | ||
| 529 | D3D_FEATURE_LEVEL_10_0, | ||
| 530 | D3D_FEATURE_LEVEL_9_3, | ||
| 531 | D3D_FEATURE_LEVEL_9_2, | ||
| 532 | D3D_FEATURE_LEVEL_9_1 | ||
| 533 | }; | ||
| 534 | |||
| 535 | D3D11_BUFFER_DESC constantBufferDesc; | ||
| 536 | D3D11_SAMPLER_DESC samplerDesc; | ||
| 537 | D3D11_RASTERIZER_DESC rasterDesc; | ||
| 538 | |||
| 539 | // See if we need debug interfaces | ||
| 540 | createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); | ||
| 541 | |||
| 542 | data->hDXGIMod = SDL_LoadObject("dxgi.dll"); | ||
| 543 | if (!data->hDXGIMod) { | ||
| 544 | result = E_FAIL; | ||
| 545 | goto done; | ||
| 546 | } | ||
| 547 | |||
| 548 | CreateDXGIFactory2Func = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); | ||
| 549 | if (!CreateDXGIFactory2Func) { | ||
| 550 | CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory"); | ||
| 551 | if (!CreateDXGIFactoryFunc) { | ||
| 552 | result = E_FAIL; | ||
| 553 | goto done; | ||
| 554 | } | ||
| 555 | } | ||
| 556 | |||
| 557 | data->hD3D11Mod = SDL_LoadObject("d3d11.dll"); | ||
| 558 | if (!data->hD3D11Mod) { | ||
| 559 | result = E_FAIL; | ||
| 560 | goto done; | ||
| 561 | } | ||
| 562 | |||
| 563 | D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice"); | ||
| 564 | if (!D3D11CreateDeviceFunc) { | ||
| 565 | result = E_FAIL; | ||
| 566 | goto done; | ||
| 567 | } | ||
| 568 | |||
| 569 | if (createDebug) { | ||
| 570 | #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ | ||
| 571 | IDXGIInfoQueue *dxgiInfoQueue = NULL; | ||
| 572 | PFN_CREATE_DXGI_FACTORY2 DXGIGetDebugInterfaceFunc; | ||
| 573 | |||
| 574 | // If the debug hint is set, also create the DXGI factory in debug mode | ||
| 575 | DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); | ||
| 576 | if (!DXGIGetDebugInterfaceFunc) { | ||
| 577 | result = E_FAIL; | ||
| 578 | goto done; | ||
| 579 | } | ||
| 580 | |||
| 581 | result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug); | ||
| 582 | if (FAILED(result)) { | ||
| 583 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); | ||
| 584 | goto done; | ||
| 585 | } | ||
| 586 | |||
| 587 | result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue); | ||
| 588 | if (FAILED(result)) { | ||
| 589 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); | ||
| 590 | goto done; | ||
| 591 | } | ||
| 592 | |||
| 593 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); | ||
| 594 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); | ||
| 595 | SAFE_RELEASE(dxgiInfoQueue); | ||
| 596 | #endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ | ||
| 597 | creationFlags = DXGI_CREATE_FACTORY_DEBUG; | ||
| 598 | } | ||
| 599 | |||
| 600 | if (CreateDXGIFactory2Func) { | ||
| 601 | result = CreateDXGIFactory2Func(creationFlags, &SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); | ||
| 602 | } else { | ||
| 603 | result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); | ||
| 604 | } | ||
| 605 | if (FAILED(result)) { | ||
| 606 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); | ||
| 607 | goto done; | ||
| 608 | } | ||
| 609 | |||
| 610 | // FIXME: Should we use the default adapter? | ||
| 611 | result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); | ||
| 612 | if (FAILED(result)) { | ||
| 613 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); | ||
| 614 | goto done; | ||
| 615 | } | ||
| 616 | |||
| 617 | /* This flag adds support for surfaces with a different color channel ordering | ||
| 618 | * than the API default. It is required for compatibility with Direct2D. | ||
| 619 | */ | ||
| 620 | creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; | ||
| 621 | |||
| 622 | // Make sure Direct3D's debugging feature gets used, if the app requests it. | ||
| 623 | if (createDebug) { | ||
| 624 | creationFlags |= D3D11_CREATE_DEVICE_DEBUG; | ||
| 625 | } | ||
| 626 | |||
| 627 | // Create a single-threaded device unless the app requests otherwise. | ||
| 628 | if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { | ||
| 629 | creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; | ||
| 630 | } | ||
| 631 | |||
| 632 | // Create the Direct3D 11 API device object and a corresponding context. | ||
| 633 | result = D3D11CreateDeviceFunc( | ||
| 634 | data->dxgiAdapter, | ||
| 635 | D3D_DRIVER_TYPE_UNKNOWN, | ||
| 636 | NULL, | ||
| 637 | creationFlags, // Set set debug and Direct2D compatibility flags. | ||
| 638 | featureLevels, // List of feature levels this app can support. | ||
| 639 | SDL_arraysize(featureLevels), | ||
| 640 | D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. | ||
| 641 | &d3dDevice, // Returns the Direct3D device created. | ||
| 642 | &data->featureLevel, // Returns feature level of device created. | ||
| 643 | &d3dContext // Returns the device immediate context. | ||
| 644 | ); | ||
| 645 | if (FAILED(result)) { | ||
| 646 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); | ||
| 647 | goto done; | ||
| 648 | } | ||
| 649 | |||
| 650 | result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice); | ||
| 651 | if (FAILED(result)) { | ||
| 652 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result); | ||
| 653 | goto done; | ||
| 654 | } | ||
| 655 | |||
| 656 | result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext); | ||
| 657 | if (FAILED(result)) { | ||
| 658 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result); | ||
| 659 | goto done; | ||
| 660 | } | ||
| 661 | |||
| 662 | result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice); | ||
| 663 | if (FAILED(result)) { | ||
| 664 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result); | ||
| 665 | goto done; | ||
| 666 | } | ||
| 667 | |||
| 668 | /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and | ||
| 669 | * ensures that the application will only render after each VSync, minimizing power consumption. | ||
| 670 | */ | ||
| 671 | result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1); | ||
| 672 | if (FAILED(result)) { | ||
| 673 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result); | ||
| 674 | goto done; | ||
| 675 | } | ||
| 676 | |||
| 677 | /* Make note of the maximum texture size | ||
| 678 | * Max texture sizes are documented on MSDN, at: | ||
| 679 | * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx | ||
| 680 | */ | ||
| 681 | switch (data->featureLevel) { | ||
| 682 | case D3D_FEATURE_LEVEL_11_1: | ||
| 683 | case D3D_FEATURE_LEVEL_11_0: | ||
| 684 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); | ||
| 685 | break; | ||
| 686 | |||
| 687 | case D3D_FEATURE_LEVEL_10_1: | ||
| 688 | case D3D_FEATURE_LEVEL_10_0: | ||
| 689 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 8192); | ||
| 690 | break; | ||
| 691 | |||
| 692 | case D3D_FEATURE_LEVEL_9_3: | ||
| 693 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 4096); | ||
| 694 | break; | ||
| 695 | |||
| 696 | case D3D_FEATURE_LEVEL_9_2: | ||
| 697 | case D3D_FEATURE_LEVEL_9_1: | ||
| 698 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 2048); | ||
| 699 | break; | ||
| 700 | |||
| 701 | default: | ||
| 702 | SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel); | ||
| 703 | result = E_FAIL; | ||
| 704 | goto done; | ||
| 705 | } | ||
| 706 | |||
| 707 | if (!D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout)) { | ||
| 708 | goto done; | ||
| 709 | } | ||
| 710 | |||
| 711 | // Setup space to hold vertex shader constants: | ||
| 712 | SDL_zero(constantBufferDesc); | ||
| 713 | constantBufferDesc.ByteWidth = sizeof(D3D11_VertexShaderConstants); | ||
| 714 | constantBufferDesc.Usage = D3D11_USAGE_DEFAULT; | ||
| 715 | constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | ||
| 716 | result = ID3D11Device_CreateBuffer(data->d3dDevice, | ||
| 717 | &constantBufferDesc, | ||
| 718 | NULL, | ||
| 719 | &data->vertexShaderConstants); | ||
| 720 | if (FAILED(result)) { | ||
| 721 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result); | ||
| 722 | goto done; | ||
| 723 | } | ||
| 724 | |||
| 725 | // Create samplers to use when drawing textures: | ||
| 726 | static struct | ||
| 727 | { | ||
| 728 | D3D11_FILTER filter; | ||
| 729 | D3D11_TEXTURE_ADDRESS_MODE address; | ||
| 730 | } samplerParams[] = { | ||
| 731 | { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP }, | ||
| 732 | { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP }, | ||
| 733 | { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP }, | ||
| 734 | { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP }, | ||
| 735 | }; | ||
| 736 | SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D11_SAMPLER_COUNT); | ||
| 737 | SDL_zero(samplerDesc); | ||
| 738 | samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; | ||
| 739 | samplerDesc.MipLODBias = 0.0f; | ||
| 740 | samplerDesc.MaxAnisotropy = 1; | ||
| 741 | samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; | ||
| 742 | samplerDesc.MinLOD = 0.0f; | ||
| 743 | samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; | ||
| 744 | for (int i = 0; i < SDL_arraysize(samplerParams); ++i) { | ||
| 745 | samplerDesc.Filter = samplerParams[i].filter; | ||
| 746 | samplerDesc.AddressU = samplerParams[i].address; | ||
| 747 | samplerDesc.AddressV = samplerParams[i].address; | ||
| 748 | result = ID3D11Device_CreateSamplerState(data->d3dDevice, | ||
| 749 | &samplerDesc, | ||
| 750 | &data->samplers[i]); | ||
| 751 | if (FAILED(result)) { | ||
| 752 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result); | ||
| 753 | goto done; | ||
| 754 | } | ||
| 755 | } | ||
| 756 | |||
| 757 | // Setup Direct3D rasterizer states | ||
| 758 | SDL_zero(rasterDesc); | ||
| 759 | rasterDesc.AntialiasedLineEnable = FALSE; | ||
| 760 | rasterDesc.CullMode = D3D11_CULL_NONE; | ||
| 761 | rasterDesc.DepthBias = 0; | ||
| 762 | rasterDesc.DepthBiasClamp = 0.0f; | ||
| 763 | rasterDesc.DepthClipEnable = TRUE; | ||
| 764 | rasterDesc.FillMode = D3D11_FILL_SOLID; | ||
| 765 | rasterDesc.FrontCounterClockwise = FALSE; | ||
| 766 | rasterDesc.MultisampleEnable = FALSE; | ||
| 767 | rasterDesc.ScissorEnable = FALSE; | ||
| 768 | rasterDesc.SlopeScaledDepthBias = 0.0f; | ||
| 769 | result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer); | ||
| 770 | if (FAILED(result)) { | ||
| 771 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result); | ||
| 772 | goto done; | ||
| 773 | } | ||
| 774 | |||
| 775 | rasterDesc.ScissorEnable = TRUE; | ||
| 776 | result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); | ||
| 777 | if (FAILED(result)) { | ||
| 778 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result); | ||
| 779 | goto done; | ||
| 780 | } | ||
| 781 | |||
| 782 | // Create blending states: | ||
| 783 | if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND)) { | ||
| 784 | // D3D11_CreateBlendState will set the SDL error, if it fails | ||
| 785 | goto done; | ||
| 786 | } | ||
| 787 | |||
| 788 | // Setup render state that doesn't change | ||
| 789 | ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout); | ||
| 790 | ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0); | ||
| 791 | ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants); | ||
| 792 | |||
| 793 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice); | ||
| 794 | |||
| 795 | done: | ||
| 796 | SAFE_RELEASE(d3dDevice); | ||
| 797 | SAFE_RELEASE(d3dContext); | ||
| 798 | SAFE_RELEASE(dxgiDevice); | ||
| 799 | return result; | ||
| 800 | } | ||
| 801 | |||
| 802 | static DXGI_MODE_ROTATION D3D11_GetCurrentRotation(void) | ||
| 803 | { | ||
| 804 | // FIXME | ||
| 805 | return DXGI_MODE_ROTATION_IDENTITY; | ||
| 806 | } | ||
| 807 | |||
| 808 | static BOOL D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) | ||
| 809 | { | ||
| 810 | switch (rotation) { | ||
| 811 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 812 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 813 | return TRUE; | ||
| 814 | default: | ||
| 815 | return FALSE; | ||
| 816 | } | ||
| 817 | } | ||
| 818 | |||
| 819 | static int D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) | ||
| 820 | { | ||
| 821 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 822 | if (data->currentOffscreenRenderTargetView) { | ||
| 823 | return DXGI_MODE_ROTATION_IDENTITY; | ||
| 824 | } else { | ||
| 825 | return data->rotation; | ||
| 826 | } | ||
| 827 | } | ||
| 828 | |||
| 829 | static bool D3D11_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D11_RECT *outRect, BOOL includeViewportOffset) | ||
| 830 | { | ||
| 831 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 832 | const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); | ||
| 833 | const SDL_Rect *viewport = &data->currentViewport; | ||
| 834 | |||
| 835 | switch (rotation) { | ||
| 836 | case DXGI_MODE_ROTATION_IDENTITY: | ||
| 837 | outRect->left = sdlRect->x; | ||
| 838 | outRect->right = (LONG)sdlRect->x + sdlRect->w; | ||
| 839 | outRect->top = sdlRect->y; | ||
| 840 | outRect->bottom = (LONG)sdlRect->y + sdlRect->h; | ||
| 841 | if (includeViewportOffset) { | ||
| 842 | outRect->left += viewport->x; | ||
| 843 | outRect->right += viewport->x; | ||
| 844 | outRect->top += viewport->y; | ||
| 845 | outRect->bottom += viewport->y; | ||
| 846 | } | ||
| 847 | break; | ||
| 848 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 849 | outRect->left = sdlRect->y; | ||
| 850 | outRect->right = (LONG)sdlRect->y + sdlRect->h; | ||
| 851 | outRect->top = viewport->w - sdlRect->x - sdlRect->w; | ||
| 852 | outRect->bottom = viewport->w - sdlRect->x; | ||
| 853 | break; | ||
| 854 | case DXGI_MODE_ROTATION_ROTATE180: | ||
| 855 | outRect->left = viewport->w - sdlRect->x - sdlRect->w; | ||
| 856 | outRect->right = viewport->w - sdlRect->x; | ||
| 857 | outRect->top = viewport->h - sdlRect->y - sdlRect->h; | ||
| 858 | outRect->bottom = viewport->h - sdlRect->y; | ||
| 859 | break; | ||
| 860 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 861 | outRect->left = viewport->h - sdlRect->y - sdlRect->h; | ||
| 862 | outRect->right = viewport->h - sdlRect->y; | ||
| 863 | outRect->top = sdlRect->x; | ||
| 864 | outRect->bottom = (LONG)sdlRect->x + sdlRect->h; | ||
| 865 | break; | ||
| 866 | default: | ||
| 867 | return SDL_SetError("The physical display is in an unknown or unsupported rotation"); | ||
| 868 | } | ||
| 869 | return true; | ||
| 870 | } | ||
| 871 | |||
| 872 | static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h) | ||
| 873 | { | ||
| 874 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 875 | IUnknown *coreWindow = NULL; | ||
| 876 | IDXGISwapChain3 *swapChain3 = NULL; | ||
| 877 | HRESULT result = S_OK; | ||
| 878 | |||
| 879 | // Create a swap chain using the same adapter as the existing Direct3D device. | ||
| 880 | DXGI_SWAP_CHAIN_DESC1 swapChainDesc; | ||
| 881 | SDL_zero(swapChainDesc); | ||
| 882 | swapChainDesc.Width = w; | ||
| 883 | swapChainDesc.Height = h; | ||
| 884 | switch (renderer->output_colorspace) { | ||
| 885 | case SDL_COLORSPACE_SRGB_LINEAR: | ||
| 886 | swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; | ||
| 887 | break; | ||
| 888 | case SDL_COLORSPACE_HDR10: | ||
| 889 | swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; | ||
| 890 | break; | ||
| 891 | default: | ||
| 892 | swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. | ||
| 893 | break; | ||
| 894 | } | ||
| 895 | swapChainDesc.Stereo = FALSE; | ||
| 896 | swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. | ||
| 897 | swapChainDesc.SampleDesc.Quality = 0; | ||
| 898 | swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||
| 899 | swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. | ||
| 900 | if (WIN_IsWindows8OrGreater()) { | ||
| 901 | swapChainDesc.Scaling = DXGI_SCALING_NONE; | ||
| 902 | } else { | ||
| 903 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; | ||
| 904 | } | ||
| 905 | if (SDL_GetWindowFlags(renderer->window) & SDL_WINDOW_TRANSPARENT) { | ||
| 906 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; | ||
| 907 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | ||
| 908 | } else { | ||
| 909 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. | ||
| 910 | } | ||
| 911 | swapChainDesc.Flags = 0; | ||
| 912 | |||
| 913 | if (coreWindow) { | ||
| 914 | result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory, | ||
| 915 | (IUnknown *)data->d3dDevice, | ||
| 916 | coreWindow, | ||
| 917 | &swapChainDesc, | ||
| 918 | NULL, // Allow on all displays. | ||
| 919 | &data->swapChain); | ||
| 920 | if (FAILED(result)) { | ||
| 921 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result); | ||
| 922 | goto done; | ||
| 923 | } | ||
| 924 | } else { | ||
| 925 | #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) | ||
| 926 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); | ||
| 927 | if (!hwnd) { | ||
| 928 | SDL_SetError("Couldn't get window handle"); | ||
| 929 | result = E_FAIL; | ||
| 930 | goto done; | ||
| 931 | } | ||
| 932 | |||
| 933 | result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, | ||
| 934 | (IUnknown *)data->d3dDevice, | ||
| 935 | hwnd, | ||
| 936 | &swapChainDesc, | ||
| 937 | NULL, | ||
| 938 | NULL, // Allow on all displays. | ||
| 939 | &data->swapChain); | ||
| 940 | if (FAILED(result)) { | ||
| 941 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); | ||
| 942 | goto done; | ||
| 943 | } | ||
| 944 | |||
| 945 | IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); | ||
| 946 | #else | ||
| 947 | SDL_SetError(__FUNCTION__ ", Unable to find something to attach a swap chain to"); | ||
| 948 | goto done; | ||
| 949 | #endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) / else | ||
| 950 | } | ||
| 951 | data->swapEffect = swapChainDesc.SwapEffect; | ||
| 952 | |||
| 953 | if (SUCCEEDED(IDXGISwapChain1_QueryInterface(data->swapChain, &SDL_IID_IDXGISwapChain2, (void **)&swapChain3))) { | ||
| 954 | UINT colorspace_support = 0; | ||
| 955 | DXGI_COLOR_SPACE_TYPE colorspace; | ||
| 956 | switch (renderer->output_colorspace) { | ||
| 957 | case SDL_COLORSPACE_SRGB_LINEAR: | ||
| 958 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; | ||
| 959 | break; | ||
| 960 | case SDL_COLORSPACE_HDR10: | ||
| 961 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; | ||
| 962 | break; | ||
| 963 | default: | ||
| 964 | // sRGB | ||
| 965 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; | ||
| 966 | break; | ||
| 967 | } | ||
| 968 | if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(swapChain3, colorspace, &colorspace_support)) && | ||
| 969 | (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { | ||
| 970 | result = IDXGISwapChain3_SetColorSpace1(swapChain3, colorspace); | ||
| 971 | if (FAILED(result)) { | ||
| 972 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); | ||
| 973 | goto done; | ||
| 974 | } | ||
| 975 | } else if (colorspace != DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709) { | ||
| 976 | // Not the default, we're not going to be able to present in this colorspace | ||
| 977 | SDL_SetError("Unsupported output colorspace"); | ||
| 978 | result = DXGI_ERROR_UNSUPPORTED; | ||
| 979 | } | ||
| 980 | } | ||
| 981 | |||
| 982 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER, data->swapChain); | ||
| 983 | |||
| 984 | done: | ||
| 985 | SAFE_RELEASE(swapChain3); | ||
| 986 | SAFE_RELEASE(coreWindow); | ||
| 987 | return result; | ||
| 988 | } | ||
| 989 | |||
| 990 | static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer) | ||
| 991 | { | ||
| 992 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 993 | ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL); | ||
| 994 | SAFE_RELEASE(data->mainRenderTargetView); | ||
| 995 | } | ||
| 996 | |||
| 997 | // Initialize all resources that change when the window's size changes. | ||
| 998 | static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer) | ||
| 999 | { | ||
| 1000 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 1001 | ID3D11Texture2D *backBuffer = NULL; | ||
| 1002 | HRESULT result = S_OK; | ||
| 1003 | int w, h; | ||
| 1004 | |||
| 1005 | // Release the previous render target view | ||
| 1006 | D3D11_ReleaseMainRenderTargetView(renderer); | ||
| 1007 | |||
| 1008 | /* The width and height of the swap chain must be based on the display's | ||
| 1009 | * non-rotated size. | ||
| 1010 | */ | ||
| 1011 | SDL_GetWindowSizeInPixels(renderer->window, &w, &h); | ||
| 1012 | data->rotation = D3D11_GetCurrentRotation(); | ||
| 1013 | // SDL_Log("%s: windowSize={%d,%d}, orientation=%d", __FUNCTION__, w, h, (int)data->rotation); | ||
| 1014 | if (D3D11_IsDisplayRotated90Degrees(data->rotation)) { | ||
| 1015 | int tmp = w; | ||
| 1016 | w = h; | ||
| 1017 | h = tmp; | ||
| 1018 | } | ||
| 1019 | |||
| 1020 | if (data->swapChain) { | ||
| 1021 | // If the swap chain already exists, resize it. | ||
| 1022 | result = IDXGISwapChain_ResizeBuffers(data->swapChain, | ||
| 1023 | 0, | ||
| 1024 | w, h, | ||
| 1025 | DXGI_FORMAT_UNKNOWN, | ||
| 1026 | 0); | ||
| 1027 | if (FAILED(result)) { | ||
| 1028 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); | ||
| 1029 | goto done; | ||
| 1030 | } | ||
| 1031 | } else { | ||
| 1032 | result = D3D11_CreateSwapChain(renderer, w, h); | ||
| 1033 | if (FAILED(result) || !data->swapChain) { | ||
| 1034 | goto done; | ||
| 1035 | } | ||
| 1036 | } | ||
| 1037 | |||
| 1038 | // Set the proper rotation for the swap chain. | ||
| 1039 | if (WIN_IsWindows8OrGreater()) { | ||
| 1040 | if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { | ||
| 1041 | result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); | ||
| 1042 | if (FAILED(result)) { | ||
| 1043 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result); | ||
| 1044 | goto done; | ||
| 1045 | } | ||
| 1046 | } | ||
| 1047 | } | ||
| 1048 | |||
| 1049 | result = IDXGISwapChain_GetBuffer(data->swapChain, | ||
| 1050 | 0, | ||
| 1051 | &SDL_IID_ID3D11Texture2D, | ||
| 1052 | (void **)&backBuffer); | ||
| 1053 | if (FAILED(result)) { | ||
| 1054 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result); | ||
| 1055 | goto done; | ||
| 1056 | } | ||
| 1057 | |||
| 1058 | // Create a render target view of the swap chain back buffer. | ||
| 1059 | result = ID3D11Device_CreateRenderTargetView(data->d3dDevice, | ||
| 1060 | (ID3D11Resource *)backBuffer, | ||
| 1061 | NULL, | ||
| 1062 | &data->mainRenderTargetView); | ||
| 1063 | if (FAILED(result)) { | ||
| 1064 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result); | ||
| 1065 | goto done; | ||
| 1066 | } | ||
| 1067 | |||
| 1068 | /* Set the swap chain target immediately, so that a target is always set | ||
| 1069 | * even before we get to SetDrawState. Without this it's possible to hit | ||
| 1070 | * null references in places like ReadPixels! | ||
| 1071 | */ | ||
| 1072 | ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, | ||
| 1073 | 1, | ||
| 1074 | &data->mainRenderTargetView, | ||
| 1075 | NULL); | ||
| 1076 | |||
| 1077 | data->viewportDirty = true; | ||
| 1078 | |||
| 1079 | done: | ||
| 1080 | SAFE_RELEASE(backBuffer); | ||
| 1081 | return result; | ||
| 1082 | } | ||
| 1083 | |||
| 1084 | static bool D3D11_HandleDeviceLost(SDL_Renderer *renderer) | ||
| 1085 | { | ||
| 1086 | bool recovered = false; | ||
| 1087 | |||
| 1088 | D3D11_ReleaseAll(renderer); | ||
| 1089 | |||
| 1090 | if (SUCCEEDED(D3D11_CreateDeviceResources(renderer)) && | ||
| 1091 | SUCCEEDED(D3D11_CreateWindowSizeDependentResources(renderer))) { | ||
| 1092 | recovered = true; | ||
| 1093 | } else { | ||
| 1094 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s", SDL_GetError()); | ||
| 1095 | D3D11_ReleaseAll(renderer); | ||
| 1096 | } | ||
| 1097 | |||
| 1098 | // Let the application know that the device has been reset or lost | ||
| 1099 | SDL_Event event; | ||
| 1100 | SDL_zero(event); | ||
| 1101 | event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; | ||
| 1102 | event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); | ||
| 1103 | SDL_PushEvent(&event); | ||
| 1104 | |||
| 1105 | return recovered; | ||
| 1106 | } | ||
| 1107 | |||
| 1108 | // This method is called when the window's size changes. | ||
| 1109 | static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer) | ||
| 1110 | { | ||
| 1111 | return D3D11_CreateWindowSizeDependentResources(renderer); | ||
| 1112 | } | ||
| 1113 | |||
| 1114 | static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) | ||
| 1115 | { | ||
| 1116 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 1117 | |||
| 1118 | if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { | ||
| 1119 | data->pixelSizeChanged = true; | ||
| 1120 | } | ||
| 1121 | } | ||
| 1122 | |||
| 1123 | static bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) | ||
| 1124 | { | ||
| 1125 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | ||
| 1126 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | ||
| 1127 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | ||
| 1128 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | ||
| 1129 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | ||
| 1130 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | ||
| 1131 | |||
| 1132 | if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || | ||
| 1133 | !GetBlendEquation(colorOperation) || | ||
| 1134 | !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || | ||
| 1135 | !GetBlendEquation(alphaOperation)) { | ||
| 1136 | return false; | ||
| 1137 | } | ||
| 1138 | return true; | ||
| 1139 | } | ||
| 1140 | |||
| 1141 | static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture) | ||
| 1142 | { | ||
| 1143 | IUnknown *unknown = SDL_GetPointerProperty(props, name, NULL); | ||
| 1144 | if (unknown) { | ||
| 1145 | HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture); | ||
| 1146 | if (FAILED(result)) { | ||
| 1147 | return WIN_SetErrorFromHRESULT(name, result); | ||
| 1148 | } | ||
| 1149 | } | ||
| 1150 | return true; | ||
| 1151 | } | ||
| 1152 | |||
| 1153 | static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) | ||
| 1154 | { | ||
| 1155 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1156 | D3D11_TextureData *textureData; | ||
| 1157 | HRESULT result; | ||
| 1158 | DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); | ||
| 1159 | D3D11_TEXTURE2D_DESC textureDesc; | ||
| 1160 | D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; | ||
| 1161 | |||
| 1162 | if (!rendererData->d3dDevice) { | ||
| 1163 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 1164 | } | ||
| 1165 | |||
| 1166 | if (textureFormat == DXGI_FORMAT_UNKNOWN) { | ||
| 1167 | return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", | ||
| 1168 | __FUNCTION__, texture->format); | ||
| 1169 | } | ||
| 1170 | |||
| 1171 | textureData = (D3D11_TextureData *)SDL_calloc(1, sizeof(*textureData)); | ||
| 1172 | if (!textureData) { | ||
| 1173 | return false; | ||
| 1174 | } | ||
| 1175 | textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; | ||
| 1176 | |||
| 1177 | texture->internal = textureData; | ||
| 1178 | |||
| 1179 | SDL_zero(textureDesc); | ||
| 1180 | textureDesc.Width = texture->w; | ||
| 1181 | textureDesc.Height = texture->h; | ||
| 1182 | textureDesc.MipLevels = 1; | ||
| 1183 | textureDesc.ArraySize = 1; | ||
| 1184 | textureDesc.Format = textureFormat; | ||
| 1185 | textureDesc.SampleDesc.Count = 1; | ||
| 1186 | textureDesc.SampleDesc.Quality = 0; | ||
| 1187 | textureDesc.MiscFlags = 0; | ||
| 1188 | |||
| 1189 | // NV12 textures must have even width and height | ||
| 1190 | if (texture->format == SDL_PIXELFORMAT_NV12 || | ||
| 1191 | texture->format == SDL_PIXELFORMAT_NV21 || | ||
| 1192 | texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1193 | textureDesc.Width = (textureDesc.Width + 1) & ~1; | ||
| 1194 | textureDesc.Height = (textureDesc.Height + 1) & ~1; | ||
| 1195 | } | ||
| 1196 | textureData->w = (int)textureDesc.Width; | ||
| 1197 | textureData->h = (int)textureDesc.Height; | ||
| 1198 | if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { | ||
| 1199 | textureData->shader = SHADER_RGB; | ||
| 1200 | } else { | ||
| 1201 | textureData->shader = SHADER_ADVANCED; | ||
| 1202 | } | ||
| 1203 | |||
| 1204 | if (texture->access == SDL_TEXTUREACCESS_STREAMING) { | ||
| 1205 | textureDesc.Usage = D3D11_USAGE_DYNAMIC; | ||
| 1206 | textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
| 1207 | } else { | ||
| 1208 | textureDesc.Usage = D3D11_USAGE_DEFAULT; | ||
| 1209 | textureDesc.CPUAccessFlags = 0; | ||
| 1210 | } | ||
| 1211 | |||
| 1212 | if (texture->access == SDL_TEXTUREACCESS_TARGET) { | ||
| 1213 | textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; | ||
| 1214 | } else { | ||
| 1215 | textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; | ||
| 1216 | } | ||
| 1217 | |||
| 1218 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER, &textureData->mainTexture)) { | ||
| 1219 | return false; | ||
| 1220 | } | ||
| 1221 | if (!textureData->mainTexture) { | ||
| 1222 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1223 | &textureDesc, | ||
| 1224 | NULL, | ||
| 1225 | &textureData->mainTexture); | ||
| 1226 | if (FAILED(result)) { | ||
| 1227 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); | ||
| 1228 | } | ||
| 1229 | } | ||
| 1230 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture); | ||
| 1231 | #ifdef SDL_HAVE_YUV | ||
| 1232 | if (texture->format == SDL_PIXELFORMAT_YV12 || | ||
| 1233 | texture->format == SDL_PIXELFORMAT_IYUV) { | ||
| 1234 | textureData->yuv = true; | ||
| 1235 | |||
| 1236 | textureDesc.Width = (textureDesc.Width + 1) / 2; | ||
| 1237 | textureDesc.Height = (textureDesc.Height + 1) / 2; | ||
| 1238 | |||
| 1239 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER, &textureData->mainTextureU)) { | ||
| 1240 | return false; | ||
| 1241 | } | ||
| 1242 | if (!textureData->mainTextureU) { | ||
| 1243 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1244 | &textureDesc, | ||
| 1245 | NULL, | ||
| 1246 | &textureData->mainTextureU); | ||
| 1247 | if (FAILED(result)) { | ||
| 1248 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); | ||
| 1249 | } | ||
| 1250 | } | ||
| 1251 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU); | ||
| 1252 | |||
| 1253 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER, &textureData->mainTextureV)) { | ||
| 1254 | return false; | ||
| 1255 | } | ||
| 1256 | if (!textureData->mainTextureV) { | ||
| 1257 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1258 | &textureDesc, | ||
| 1259 | NULL, | ||
| 1260 | &textureData->mainTextureV); | ||
| 1261 | if (FAILED(result)) { | ||
| 1262 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); | ||
| 1263 | } | ||
| 1264 | } | ||
| 1265 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV); | ||
| 1266 | |||
| 1267 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); | ||
| 1268 | if (!textureData->YCbCr_matrix) { | ||
| 1269 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1270 | } | ||
| 1271 | } | ||
| 1272 | if (texture->format == SDL_PIXELFORMAT_NV12 || | ||
| 1273 | texture->format == SDL_PIXELFORMAT_NV21 || | ||
| 1274 | texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1275 | int bits_per_pixel; | ||
| 1276 | |||
| 1277 | textureData->nv12 = true; | ||
| 1278 | |||
| 1279 | switch (texture->format) { | ||
| 1280 | case SDL_PIXELFORMAT_P010: | ||
| 1281 | bits_per_pixel = 10; | ||
| 1282 | break; | ||
| 1283 | default: | ||
| 1284 | bits_per_pixel = 8; | ||
| 1285 | break; | ||
| 1286 | } | ||
| 1287 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); | ||
| 1288 | if (!textureData->YCbCr_matrix) { | ||
| 1289 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1290 | } | ||
| 1291 | } | ||
| 1292 | #endif // SDL_HAVE_YUV | ||
| 1293 | SDL_zero(resourceViewDesc); | ||
| 1294 | resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); | ||
| 1295 | resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; | ||
| 1296 | resourceViewDesc.Texture2D.MostDetailedMip = 0; | ||
| 1297 | resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; | ||
| 1298 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1299 | (ID3D11Resource *)textureData->mainTexture, | ||
| 1300 | &resourceViewDesc, | ||
| 1301 | &textureData->mainTextureResourceView); | ||
| 1302 | if (FAILED(result)) { | ||
| 1303 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); | ||
| 1304 | } | ||
| 1305 | #ifdef SDL_HAVE_YUV | ||
| 1306 | if (textureData->yuv) { | ||
| 1307 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1308 | (ID3D11Resource *)textureData->mainTextureU, | ||
| 1309 | &resourceViewDesc, | ||
| 1310 | &textureData->mainTextureResourceViewU); | ||
| 1311 | if (FAILED(result)) { | ||
| 1312 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); | ||
| 1313 | } | ||
| 1314 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1315 | (ID3D11Resource *)textureData->mainTextureV, | ||
| 1316 | &resourceViewDesc, | ||
| 1317 | &textureData->mainTextureResourceViewV); | ||
| 1318 | if (FAILED(result)) { | ||
| 1319 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); | ||
| 1320 | } | ||
| 1321 | } | ||
| 1322 | |||
| 1323 | if (textureData->nv12) { | ||
| 1324 | D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; | ||
| 1325 | |||
| 1326 | if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { | ||
| 1327 | nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; | ||
| 1328 | } else if (texture->format == SDL_PIXELFORMAT_P010) { | ||
| 1329 | nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; | ||
| 1330 | } | ||
| 1331 | |||
| 1332 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, | ||
| 1333 | (ID3D11Resource *)textureData->mainTexture, | ||
| 1334 | &nvResourceViewDesc, | ||
| 1335 | &textureData->mainTextureResourceViewNV); | ||
| 1336 | if (FAILED(result)) { | ||
| 1337 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); | ||
| 1338 | } | ||
| 1339 | } | ||
| 1340 | #endif // SDL_HAVE_YUV | ||
| 1341 | |||
| 1342 | if (texture->access & SDL_TEXTUREACCESS_TARGET) { | ||
| 1343 | D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; | ||
| 1344 | SDL_zero(renderTargetViewDesc); | ||
| 1345 | renderTargetViewDesc.Format = textureDesc.Format; | ||
| 1346 | renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; | ||
| 1347 | renderTargetViewDesc.Texture2D.MipSlice = 0; | ||
| 1348 | |||
| 1349 | result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, | ||
| 1350 | (ID3D11Resource *)textureData->mainTexture, | ||
| 1351 | &renderTargetViewDesc, | ||
| 1352 | &textureData->mainTextureRenderTargetView); | ||
| 1353 | if (FAILED(result)) { | ||
| 1354 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result); | ||
| 1355 | } | ||
| 1356 | } | ||
| 1357 | |||
| 1358 | return true; | ||
| 1359 | } | ||
| 1360 | |||
| 1361 | static void D3D11_DestroyTexture(SDL_Renderer *renderer, | ||
| 1362 | SDL_Texture *texture) | ||
| 1363 | { | ||
| 1364 | D3D11_TextureData *data = (D3D11_TextureData *)texture->internal; | ||
| 1365 | |||
| 1366 | if (!data) { | ||
| 1367 | return; | ||
| 1368 | } | ||
| 1369 | |||
| 1370 | SAFE_RELEASE(data->mainTexture); | ||
| 1371 | SAFE_RELEASE(data->mainTextureResourceView); | ||
| 1372 | SAFE_RELEASE(data->mainTextureRenderTargetView); | ||
| 1373 | SAFE_RELEASE(data->stagingTexture); | ||
| 1374 | #ifdef SDL_HAVE_YUV | ||
| 1375 | SAFE_RELEASE(data->mainTextureU); | ||
| 1376 | SAFE_RELEASE(data->mainTextureResourceViewU); | ||
| 1377 | SAFE_RELEASE(data->mainTextureV); | ||
| 1378 | SAFE_RELEASE(data->mainTextureResourceViewV); | ||
| 1379 | SAFE_RELEASE(data->mainTextureResourceViewNV); | ||
| 1380 | SDL_free(data->pixels); | ||
| 1381 | #endif | ||
| 1382 | SDL_free(data); | ||
| 1383 | texture->internal = NULL; | ||
| 1384 | } | ||
| 1385 | |||
| 1386 | static bool D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch) | ||
| 1387 | { | ||
| 1388 | ID3D11Texture2D *stagingTexture; | ||
| 1389 | const Uint8 *src; | ||
| 1390 | Uint8 *dst; | ||
| 1391 | int row; | ||
| 1392 | UINT length; | ||
| 1393 | HRESULT result; | ||
| 1394 | D3D11_TEXTURE2D_DESC stagingTextureDesc; | ||
| 1395 | D3D11_MAPPED_SUBRESOURCE textureMemory; | ||
| 1396 | |||
| 1397 | // Create a 'staging' texture, which will be used to write to a portion of the main texture. | ||
| 1398 | ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc); | ||
| 1399 | stagingTextureDesc.Width = w; | ||
| 1400 | stagingTextureDesc.Height = h; | ||
| 1401 | stagingTextureDesc.BindFlags = 0; | ||
| 1402 | stagingTextureDesc.MiscFlags = 0; | ||
| 1403 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
| 1404 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; | ||
| 1405 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || | ||
| 1406 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1407 | stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; | ||
| 1408 | stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; | ||
| 1409 | } | ||
| 1410 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1411 | &stagingTextureDesc, | ||
| 1412 | NULL, | ||
| 1413 | &stagingTexture); | ||
| 1414 | if (FAILED(result)) { | ||
| 1415 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); | ||
| 1416 | } | ||
| 1417 | |||
| 1418 | // Get a write-only pointer to data in the staging texture: | ||
| 1419 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, | ||
| 1420 | (ID3D11Resource *)stagingTexture, | ||
| 1421 | 0, | ||
| 1422 | D3D11_MAP_WRITE, | ||
| 1423 | 0, | ||
| 1424 | &textureMemory); | ||
| 1425 | if (FAILED(result)) { | ||
| 1426 | SAFE_RELEASE(stagingTexture); | ||
| 1427 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); | ||
| 1428 | } | ||
| 1429 | |||
| 1430 | src = (const Uint8 *)pixels; | ||
| 1431 | dst = (Uint8 *)textureMemory.pData; | ||
| 1432 | length = w * bpp; | ||
| 1433 | if (length == (UINT)pitch && length == textureMemory.RowPitch) { | ||
| 1434 | SDL_memcpy(dst, src, (size_t)length * h); | ||
| 1435 | } else { | ||
| 1436 | if (length > (UINT)pitch) { | ||
| 1437 | length = pitch; | ||
| 1438 | } | ||
| 1439 | if (length > textureMemory.RowPitch) { | ||
| 1440 | length = textureMemory.RowPitch; | ||
| 1441 | } | ||
| 1442 | for (row = 0; row < h; ++row) { | ||
| 1443 | SDL_memcpy(dst, src, length); | ||
| 1444 | src += pitch; | ||
| 1445 | dst += textureMemory.RowPitch; | ||
| 1446 | } | ||
| 1447 | } | ||
| 1448 | |||
| 1449 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || | ||
| 1450 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1451 | // Copy the UV plane as well | ||
| 1452 | h = (h + 1) / 2; | ||
| 1453 | if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1454 | length = (length + 3) & ~3; | ||
| 1455 | pitch = (pitch + 3) & ~3; | ||
| 1456 | } else { | ||
| 1457 | length = (length + 1) & ~1; | ||
| 1458 | pitch = (pitch + 1) & ~1; | ||
| 1459 | } | ||
| 1460 | dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; | ||
| 1461 | for (row = 0; row < h; ++row) { | ||
| 1462 | SDL_memcpy(dst, src, length); | ||
| 1463 | src += pitch; | ||
| 1464 | dst += textureMemory.RowPitch; | ||
| 1465 | } | ||
| 1466 | } | ||
| 1467 | |||
| 1468 | // Commit the pixel buffer's changes back to the staging texture: | ||
| 1469 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, | ||
| 1470 | (ID3D11Resource *)stagingTexture, | ||
| 1471 | 0); | ||
| 1472 | |||
| 1473 | // Copy the staging texture's contents back to the texture: | ||
| 1474 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, | ||
| 1475 | (ID3D11Resource *)texture, | ||
| 1476 | 0, | ||
| 1477 | x, | ||
| 1478 | y, | ||
| 1479 | 0, | ||
| 1480 | (ID3D11Resource *)stagingTexture, | ||
| 1481 | 0, | ||
| 1482 | NULL); | ||
| 1483 | |||
| 1484 | SAFE_RELEASE(stagingTexture); | ||
| 1485 | |||
| 1486 | return true; | ||
| 1487 | } | ||
| 1488 | |||
| 1489 | #ifdef SDL_HAVE_YUV | ||
| 1490 | static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1491 | const SDL_Rect *rect, | ||
| 1492 | const Uint8 *Yplane, int Ypitch, | ||
| 1493 | const Uint8 *UVplane, int UVpitch); | ||
| 1494 | |||
| 1495 | static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1496 | const SDL_Rect *rect, | ||
| 1497 | const Uint8 *Yplane, int Ypitch, | ||
| 1498 | const Uint8 *Uplane, int Upitch, | ||
| 1499 | const Uint8 *Vplane, int Vpitch); | ||
| 1500 | #endif | ||
| 1501 | |||
| 1502 | static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1503 | const SDL_Rect *rect, const void *srcPixels, | ||
| 1504 | int srcPitch) | ||
| 1505 | { | ||
| 1506 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1507 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1508 | |||
| 1509 | if (!textureData) { | ||
| 1510 | return SDL_SetError("Texture is not currently available"); | ||
| 1511 | } | ||
| 1512 | |||
| 1513 | #ifdef SDL_HAVE_YUV | ||
| 1514 | if (textureData->nv12) { | ||
| 1515 | const Uint8 *Yplane = (const Uint8 *)srcPixels; | ||
| 1516 | const Uint8 *UVplane = Yplane + rect->h * srcPitch; | ||
| 1517 | |||
| 1518 | return D3D11_UpdateTextureNV(renderer, texture, rect, Yplane, srcPitch, UVplane, srcPitch); | ||
| 1519 | |||
| 1520 | } else if (textureData->yuv) { | ||
| 1521 | int Ypitch = srcPitch; | ||
| 1522 | int UVpitch = ((Ypitch + 1) / 2); | ||
| 1523 | const Uint8 *Yplane = (const Uint8 *)srcPixels; | ||
| 1524 | const Uint8 *Uplane = Yplane + rect->h * Ypitch; | ||
| 1525 | const Uint8 *Vplane = Uplane + ((rect->h + 1) / 2) * UVpitch; | ||
| 1526 | |||
| 1527 | if (texture->format == SDL_PIXELFORMAT_YV12) { | ||
| 1528 | return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Vplane, UVpitch, Uplane, UVpitch); | ||
| 1529 | } else { | ||
| 1530 | return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, UVpitch, Vplane, UVpitch); | ||
| 1531 | } | ||
| 1532 | } | ||
| 1533 | #endif | ||
| 1534 | |||
| 1535 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch)) { | ||
| 1536 | return false; | ||
| 1537 | } | ||
| 1538 | return true; | ||
| 1539 | } | ||
| 1540 | |||
| 1541 | #ifdef SDL_HAVE_YUV | ||
| 1542 | static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1543 | const SDL_Rect *rect, | ||
| 1544 | const Uint8 *Yplane, int Ypitch, | ||
| 1545 | const Uint8 *Uplane, int Upitch, | ||
| 1546 | const Uint8 *Vplane, int Vpitch) | ||
| 1547 | { | ||
| 1548 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1549 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1550 | |||
| 1551 | if (!textureData) { | ||
| 1552 | return SDL_SetError("Texture is not currently available"); | ||
| 1553 | } | ||
| 1554 | |||
| 1555 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { | ||
| 1556 | return false; | ||
| 1557 | } | ||
| 1558 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { | ||
| 1559 | return false; | ||
| 1560 | } | ||
| 1561 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { | ||
| 1562 | return false; | ||
| 1563 | } | ||
| 1564 | return true; | ||
| 1565 | } | ||
| 1566 | |||
| 1567 | static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1568 | const SDL_Rect *rect, | ||
| 1569 | const Uint8 *Yplane, int Ypitch, | ||
| 1570 | const Uint8 *UVplane, int UVpitch) | ||
| 1571 | { | ||
| 1572 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1573 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1574 | ID3D11Texture2D *stagingTexture; | ||
| 1575 | const Uint8 *src; | ||
| 1576 | Uint8 *dst; | ||
| 1577 | int w, h, row; | ||
| 1578 | UINT length; | ||
| 1579 | HRESULT result; | ||
| 1580 | D3D11_TEXTURE2D_DESC stagingTextureDesc; | ||
| 1581 | D3D11_MAPPED_SUBRESOURCE textureMemory; | ||
| 1582 | |||
| 1583 | if (!textureData) { | ||
| 1584 | return SDL_SetError("Texture is not currently available"); | ||
| 1585 | } | ||
| 1586 | |||
| 1587 | w = rect->w; | ||
| 1588 | h = rect->h; | ||
| 1589 | |||
| 1590 | // Create a 'staging' texture, which will be used to write to a portion of the main texture. | ||
| 1591 | ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); | ||
| 1592 | stagingTextureDesc.Width = w; | ||
| 1593 | stagingTextureDesc.Height = h; | ||
| 1594 | stagingTextureDesc.BindFlags = 0; | ||
| 1595 | stagingTextureDesc.MiscFlags = 0; | ||
| 1596 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
| 1597 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; | ||
| 1598 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || | ||
| 1599 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1600 | stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; | ||
| 1601 | stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; | ||
| 1602 | } | ||
| 1603 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1604 | &stagingTextureDesc, | ||
| 1605 | NULL, | ||
| 1606 | &stagingTexture); | ||
| 1607 | if (FAILED(result)) { | ||
| 1608 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); | ||
| 1609 | } | ||
| 1610 | |||
| 1611 | // Get a write-only pointer to data in the staging texture: | ||
| 1612 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, | ||
| 1613 | (ID3D11Resource *)stagingTexture, | ||
| 1614 | 0, | ||
| 1615 | D3D11_MAP_WRITE, | ||
| 1616 | 0, | ||
| 1617 | &textureMemory); | ||
| 1618 | if (FAILED(result)) { | ||
| 1619 | SAFE_RELEASE(stagingTexture); | ||
| 1620 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); | ||
| 1621 | } | ||
| 1622 | |||
| 1623 | src = Yplane; | ||
| 1624 | dst = (Uint8 *)textureMemory.pData; | ||
| 1625 | length = w; | ||
| 1626 | if (length == (UINT)Ypitch && length == textureMemory.RowPitch) { | ||
| 1627 | SDL_memcpy(dst, src, (size_t)length * h); | ||
| 1628 | } else { | ||
| 1629 | if (length > (UINT)Ypitch) { | ||
| 1630 | length = Ypitch; | ||
| 1631 | } | ||
| 1632 | if (length > textureMemory.RowPitch) { | ||
| 1633 | length = textureMemory.RowPitch; | ||
| 1634 | } | ||
| 1635 | for (row = 0; row < h; ++row) { | ||
| 1636 | SDL_memcpy(dst, src, length); | ||
| 1637 | src += Ypitch; | ||
| 1638 | dst += textureMemory.RowPitch; | ||
| 1639 | } | ||
| 1640 | } | ||
| 1641 | |||
| 1642 | src = UVplane; | ||
| 1643 | length = w; | ||
| 1644 | h = (h + 1) / 2; | ||
| 1645 | if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { | ||
| 1646 | length = (length + 3) & ~3; | ||
| 1647 | UVpitch = (UVpitch + 3) & ~3; | ||
| 1648 | } else { | ||
| 1649 | length = (length + 1) & ~1; | ||
| 1650 | UVpitch = (UVpitch + 1) & ~1; | ||
| 1651 | } | ||
| 1652 | dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; | ||
| 1653 | for (row = 0; row < h; ++row) { | ||
| 1654 | SDL_memcpy(dst, src, length); | ||
| 1655 | src += UVpitch; | ||
| 1656 | dst += textureMemory.RowPitch; | ||
| 1657 | } | ||
| 1658 | |||
| 1659 | // Commit the pixel buffer's changes back to the staging texture: | ||
| 1660 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, | ||
| 1661 | (ID3D11Resource *)stagingTexture, | ||
| 1662 | 0); | ||
| 1663 | |||
| 1664 | // Copy the staging texture's contents back to the texture: | ||
| 1665 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, | ||
| 1666 | (ID3D11Resource *)textureData->mainTexture, | ||
| 1667 | 0, | ||
| 1668 | rect->x, | ||
| 1669 | rect->y, | ||
| 1670 | 0, | ||
| 1671 | (ID3D11Resource *)stagingTexture, | ||
| 1672 | 0, | ||
| 1673 | NULL); | ||
| 1674 | |||
| 1675 | SAFE_RELEASE(stagingTexture); | ||
| 1676 | |||
| 1677 | return true; | ||
| 1678 | } | ||
| 1679 | #endif | ||
| 1680 | |||
| 1681 | static bool D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1682 | const SDL_Rect *rect, void **pixels, int *pitch) | ||
| 1683 | { | ||
| 1684 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1685 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1686 | HRESULT result = S_OK; | ||
| 1687 | D3D11_TEXTURE2D_DESC stagingTextureDesc; | ||
| 1688 | D3D11_MAPPED_SUBRESOURCE textureMemory; | ||
| 1689 | |||
| 1690 | if (!textureData) { | ||
| 1691 | return SDL_SetError("Texture is not currently available"); | ||
| 1692 | } | ||
| 1693 | #ifdef SDL_HAVE_YUV | ||
| 1694 | if (textureData->yuv || textureData->nv12) { | ||
| 1695 | // It's more efficient to upload directly... | ||
| 1696 | if (!textureData->pixels) { | ||
| 1697 | textureData->pitch = texture->w; | ||
| 1698 | textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); | ||
| 1699 | if (!textureData->pixels) { | ||
| 1700 | return false; | ||
| 1701 | } | ||
| 1702 | } | ||
| 1703 | textureData->locked_rect = *rect; | ||
| 1704 | *pixels = | ||
| 1705 | (void *)(textureData->pixels + rect->y * textureData->pitch + | ||
| 1706 | rect->x * SDL_BYTESPERPIXEL(texture->format)); | ||
| 1707 | *pitch = textureData->pitch; | ||
| 1708 | return true; | ||
| 1709 | } | ||
| 1710 | #endif | ||
| 1711 | if (textureData->stagingTexture) { | ||
| 1712 | return SDL_SetError("texture is already locked"); | ||
| 1713 | } | ||
| 1714 | |||
| 1715 | /* Create a 'staging' texture, which will be used to write to a portion | ||
| 1716 | * of the main texture. This is necessary, as Direct3D 11.1 does not | ||
| 1717 | * have the ability to write a CPU-bound pixel buffer to a rectangular | ||
| 1718 | * subrect of a texture. Direct3D 11.1 can, however, write a pixel | ||
| 1719 | * buffer to an entire texture, hence the use of a staging texture. | ||
| 1720 | */ | ||
| 1721 | ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); | ||
| 1722 | stagingTextureDesc.Width = rect->w; | ||
| 1723 | stagingTextureDesc.Height = rect->h; | ||
| 1724 | stagingTextureDesc.BindFlags = 0; | ||
| 1725 | stagingTextureDesc.MiscFlags = 0; | ||
| 1726 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
| 1727 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; | ||
| 1728 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, | ||
| 1729 | &stagingTextureDesc, | ||
| 1730 | NULL, | ||
| 1731 | &textureData->stagingTexture); | ||
| 1732 | if (FAILED(result)) { | ||
| 1733 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); | ||
| 1734 | } | ||
| 1735 | |||
| 1736 | // Get a write-only pointer to data in the staging texture: | ||
| 1737 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, | ||
| 1738 | (ID3D11Resource *)textureData->stagingTexture, | ||
| 1739 | 0, | ||
| 1740 | D3D11_MAP_WRITE, | ||
| 1741 | 0, | ||
| 1742 | &textureMemory); | ||
| 1743 | if (FAILED(result)) { | ||
| 1744 | SAFE_RELEASE(textureData->stagingTexture); | ||
| 1745 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); | ||
| 1746 | } | ||
| 1747 | |||
| 1748 | /* Make note of where the staging texture will be written to | ||
| 1749 | * (on a call to SDL_UnlockTexture): | ||
| 1750 | */ | ||
| 1751 | textureData->lockedTexturePositionX = rect->x; | ||
| 1752 | textureData->lockedTexturePositionY = rect->y; | ||
| 1753 | |||
| 1754 | /* Make sure the caller has information on the texture's pixel buffer, | ||
| 1755 | * then return: | ||
| 1756 | */ | ||
| 1757 | *pixels = textureMemory.pData; | ||
| 1758 | *pitch = textureMemory.RowPitch; | ||
| 1759 | return true; | ||
| 1760 | } | ||
| 1761 | |||
| 1762 | static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 1763 | { | ||
| 1764 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1765 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1766 | |||
| 1767 | if (!textureData) { | ||
| 1768 | return; | ||
| 1769 | } | ||
| 1770 | #ifdef SDL_HAVE_YUV | ||
| 1771 | if (textureData->yuv || textureData->nv12) { | ||
| 1772 | const SDL_Rect *rect = &textureData->locked_rect; | ||
| 1773 | void *pixels = | ||
| 1774 | (void *)(textureData->pixels + rect->y * textureData->pitch + | ||
| 1775 | rect->x * SDL_BYTESPERPIXEL(texture->format)); | ||
| 1776 | D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); | ||
| 1777 | return; | ||
| 1778 | } | ||
| 1779 | #endif | ||
| 1780 | // Commit the pixel buffer's changes back to the staging texture: | ||
| 1781 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, | ||
| 1782 | (ID3D11Resource *)textureData->stagingTexture, | ||
| 1783 | 0); | ||
| 1784 | |||
| 1785 | // Copy the staging texture's contents back to the main texture: | ||
| 1786 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, | ||
| 1787 | (ID3D11Resource *)textureData->mainTexture, | ||
| 1788 | 0, | ||
| 1789 | textureData->lockedTexturePositionX, | ||
| 1790 | textureData->lockedTexturePositionY, | ||
| 1791 | 0, | ||
| 1792 | (ID3D11Resource *)textureData->stagingTexture, | ||
| 1793 | 0, | ||
| 1794 | NULL); | ||
| 1795 | |||
| 1796 | SAFE_RELEASE(textureData->stagingTexture); | ||
| 1797 | } | ||
| 1798 | |||
| 1799 | static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) | ||
| 1800 | { | ||
| 1801 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 1802 | |||
| 1803 | if (!textureData) { | ||
| 1804 | return; | ||
| 1805 | } | ||
| 1806 | |||
| 1807 | textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; | ||
| 1808 | } | ||
| 1809 | |||
| 1810 | static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 1811 | { | ||
| 1812 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1813 | D3D11_TextureData *textureData = NULL; | ||
| 1814 | |||
| 1815 | if (!texture) { | ||
| 1816 | rendererData->currentOffscreenRenderTargetView = NULL; | ||
| 1817 | return true; | ||
| 1818 | } | ||
| 1819 | |||
| 1820 | textureData = (D3D11_TextureData *)texture->internal; | ||
| 1821 | |||
| 1822 | if (!textureData->mainTextureRenderTargetView) { | ||
| 1823 | return SDL_SetError("specified texture is not a render target"); | ||
| 1824 | } | ||
| 1825 | |||
| 1826 | rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView; | ||
| 1827 | |||
| 1828 | return true; | ||
| 1829 | } | ||
| 1830 | |||
| 1831 | static bool D3D11_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) | ||
| 1832 | { | ||
| 1833 | return true; // nothing to do in this backend. | ||
| 1834 | } | ||
| 1835 | |||
| 1836 | static bool D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | ||
| 1837 | { | ||
| 1838 | D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); | ||
| 1839 | int i; | ||
| 1840 | SDL_FColor color = cmd->data.draw.color; | ||
| 1841 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 1842 | |||
| 1843 | if (!verts) { | ||
| 1844 | return false; | ||
| 1845 | } | ||
| 1846 | |||
| 1847 | cmd->data.draw.count = count; | ||
| 1848 | |||
| 1849 | if (convert_color) { | ||
| 1850 | SDL_ConvertToLinear(&color); | ||
| 1851 | } | ||
| 1852 | |||
| 1853 | for (i = 0; i < count; i++) { | ||
| 1854 | verts->pos.x = points[i].x + 0.5f; | ||
| 1855 | verts->pos.y = points[i].y + 0.5f; | ||
| 1856 | verts->tex.x = 0.0f; | ||
| 1857 | verts->tex.y = 0.0f; | ||
| 1858 | verts->color = color; | ||
| 1859 | verts++; | ||
| 1860 | } | ||
| 1861 | |||
| 1862 | return true; | ||
| 1863 | } | ||
| 1864 | |||
| 1865 | static bool D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, | ||
| 1866 | const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, | ||
| 1867 | int num_vertices, const void *indices, int num_indices, int size_indices, | ||
| 1868 | float scale_x, float scale_y) | ||
| 1869 | { | ||
| 1870 | int i; | ||
| 1871 | int count = indices ? num_indices : num_vertices; | ||
| 1872 | D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); | ||
| 1873 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 1874 | D3D11_TextureData *textureData = texture ? (D3D11_TextureData *)texture->internal : NULL; | ||
| 1875 | float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; | ||
| 1876 | float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; | ||
| 1877 | |||
| 1878 | if (!verts) { | ||
| 1879 | return false; | ||
| 1880 | } | ||
| 1881 | |||
| 1882 | cmd->data.draw.count = count; | ||
| 1883 | size_indices = indices ? size_indices : 0; | ||
| 1884 | |||
| 1885 | for (i = 0; i < count; i++) { | ||
| 1886 | int j; | ||
| 1887 | float *xy_; | ||
| 1888 | if (size_indices == 4) { | ||
| 1889 | j = ((const Uint32 *)indices)[i]; | ||
| 1890 | } else if (size_indices == 2) { | ||
| 1891 | j = ((const Uint16 *)indices)[i]; | ||
| 1892 | } else if (size_indices == 1) { | ||
| 1893 | j = ((const Uint8 *)indices)[i]; | ||
| 1894 | } else { | ||
| 1895 | j = i; | ||
| 1896 | } | ||
| 1897 | |||
| 1898 | xy_ = (float *)((char *)xy + j * xy_stride); | ||
| 1899 | |||
| 1900 | verts->pos.x = xy_[0] * scale_x; | ||
| 1901 | verts->pos.y = xy_[1] * scale_y; | ||
| 1902 | verts->color = *(SDL_FColor *)((char *)color + j * color_stride); | ||
| 1903 | if (convert_color) { | ||
| 1904 | SDL_ConvertToLinear(&verts->color); | ||
| 1905 | } | ||
| 1906 | |||
| 1907 | if (texture) { | ||
| 1908 | float *uv_ = (float *)((char *)uv + j * uv_stride); | ||
| 1909 | verts->tex.x = uv_[0] * u_scale; | ||
| 1910 | verts->tex.y = uv_[1] * v_scale; | ||
| 1911 | } else { | ||
| 1912 | verts->tex.x = 0.0f; | ||
| 1913 | verts->tex.y = 0.0f; | ||
| 1914 | } | ||
| 1915 | |||
| 1916 | verts += 1; | ||
| 1917 | } | ||
| 1918 | return true; | ||
| 1919 | } | ||
| 1920 | |||
| 1921 | static bool D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, | ||
| 1922 | const void *vertexData, size_t dataSizeInBytes) | ||
| 1923 | { | ||
| 1924 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 1925 | HRESULT result = S_OK; | ||
| 1926 | const int vbidx = rendererData->currentVertexBuffer; | ||
| 1927 | const UINT stride = sizeof(D3D11_VertexPositionColor); | ||
| 1928 | const UINT offset = 0; | ||
| 1929 | |||
| 1930 | if (dataSizeInBytes == 0) { | ||
| 1931 | return true; // nothing to do. | ||
| 1932 | } | ||
| 1933 | |||
| 1934 | if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) { | ||
| 1935 | D3D11_MAPPED_SUBRESOURCE mappedResource; | ||
| 1936 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, | ||
| 1937 | (ID3D11Resource *)rendererData->vertexBuffers[vbidx], | ||
| 1938 | 0, | ||
| 1939 | D3D11_MAP_WRITE_DISCARD, | ||
| 1940 | 0, | ||
| 1941 | &mappedResource); | ||
| 1942 | if (FAILED(result)) { | ||
| 1943 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result); | ||
| 1944 | } | ||
| 1945 | SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); | ||
| 1946 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0); | ||
| 1947 | } else { | ||
| 1948 | D3D11_BUFFER_DESC vertexBufferDesc; | ||
| 1949 | D3D11_SUBRESOURCE_DATA vertexBufferData; | ||
| 1950 | |||
| 1951 | SAFE_RELEASE(rendererData->vertexBuffers[vbidx]); | ||
| 1952 | |||
| 1953 | SDL_zero(vertexBufferDesc); | ||
| 1954 | vertexBufferDesc.ByteWidth = (UINT)dataSizeInBytes; | ||
| 1955 | vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; | ||
| 1956 | vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | ||
| 1957 | vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||
| 1958 | |||
| 1959 | SDL_zero(vertexBufferData); | ||
| 1960 | vertexBufferData.pSysMem = vertexData; | ||
| 1961 | vertexBufferData.SysMemPitch = 0; | ||
| 1962 | vertexBufferData.SysMemSlicePitch = 0; | ||
| 1963 | |||
| 1964 | result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, | ||
| 1965 | &vertexBufferDesc, | ||
| 1966 | &vertexBufferData, | ||
| 1967 | &rendererData->vertexBuffers[vbidx]); | ||
| 1968 | if (FAILED(result)) { | ||
| 1969 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result); | ||
| 1970 | } | ||
| 1971 | |||
| 1972 | rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes; | ||
| 1973 | } | ||
| 1974 | |||
| 1975 | ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext, | ||
| 1976 | 0, | ||
| 1977 | 1, | ||
| 1978 | &rendererData->vertexBuffers[vbidx], | ||
| 1979 | &stride, | ||
| 1980 | &offset); | ||
| 1981 | |||
| 1982 | rendererData->currentVertexBuffer++; | ||
| 1983 | if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) { | ||
| 1984 | rendererData->currentVertexBuffer = 0; | ||
| 1985 | } | ||
| 1986 | |||
| 1987 | return true; | ||
| 1988 | } | ||
| 1989 | |||
| 1990 | static bool D3D11_UpdateViewport(SDL_Renderer *renderer) | ||
| 1991 | { | ||
| 1992 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 1993 | const SDL_Rect *viewport = &data->currentViewport; | ||
| 1994 | Float4X4 projection; | ||
| 1995 | Float4X4 view; | ||
| 1996 | SDL_FRect orientationAlignedViewport; | ||
| 1997 | BOOL swapDimensions; | ||
| 1998 | D3D11_VIEWPORT d3dviewport; | ||
| 1999 | const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); | ||
| 2000 | |||
| 2001 | if (viewport->w == 0 || viewport->h == 0) { | ||
| 2002 | /* If the viewport is empty, assume that it is because | ||
| 2003 | * SDL_CreateRenderer is calling it, and will call it again later | ||
| 2004 | * with a non-empty viewport. | ||
| 2005 | */ | ||
| 2006 | // SDL_Log("%s, no viewport was set!", __FUNCTION__); | ||
| 2007 | return false; | ||
| 2008 | } | ||
| 2009 | |||
| 2010 | /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. | ||
| 2011 | * Keep in mind here that the Y-axis will be been inverted (from Direct3D's | ||
| 2012 | * default coordinate system) so rotations will be done in the opposite | ||
| 2013 | * direction of the DXGI_MODE_ROTATION enumeration. | ||
| 2014 | */ | ||
| 2015 | switch (rotation) { | ||
| 2016 | case DXGI_MODE_ROTATION_IDENTITY: | ||
| 2017 | projection = MatrixIdentity(); | ||
| 2018 | break; | ||
| 2019 | case DXGI_MODE_ROTATION_ROTATE270: | ||
| 2020 | projection = MatrixRotationZ(SDL_PI_F * 0.5f); | ||
| 2021 | break; | ||
| 2022 | case DXGI_MODE_ROTATION_ROTATE180: | ||
| 2023 | projection = MatrixRotationZ(SDL_PI_F); | ||
| 2024 | break; | ||
| 2025 | case DXGI_MODE_ROTATION_ROTATE90: | ||
| 2026 | projection = MatrixRotationZ(-SDL_PI_F * 0.5f); | ||
| 2027 | break; | ||
| 2028 | default: | ||
| 2029 | return SDL_SetError("An unknown DisplayOrientation is being used"); | ||
| 2030 | } | ||
| 2031 | |||
| 2032 | // Update the view matrix | ||
| 2033 | SDL_zero(view); | ||
| 2034 | view.m[0][0] = 2.0f / viewport->w; | ||
| 2035 | view.m[1][1] = -2.0f / viewport->h; | ||
| 2036 | view.m[2][2] = 1.0f; | ||
| 2037 | view.m[3][0] = -1.0f; | ||
| 2038 | view.m[3][1] = 1.0f; | ||
| 2039 | view.m[3][3] = 1.0f; | ||
| 2040 | |||
| 2041 | /* Combine the projection + view matrix together now, as both only get | ||
| 2042 | * set here (as of this writing, on Dec 26, 2013). When done, store it | ||
| 2043 | * for eventual transfer to the GPU. | ||
| 2044 | */ | ||
| 2045 | data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( | ||
| 2046 | view, | ||
| 2047 | projection); | ||
| 2048 | |||
| 2049 | /* Update the Direct3D viewport, which seems to be aligned to the | ||
| 2050 | * swap buffer's coordinate space, which is always in either | ||
| 2051 | * a landscape mode, for all Windows 8/RT devices, or a portrait mode, | ||
| 2052 | * for Windows Phone devices. | ||
| 2053 | */ | ||
| 2054 | swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); | ||
| 2055 | if (swapDimensions) { | ||
| 2056 | orientationAlignedViewport.x = (float)viewport->y; | ||
| 2057 | orientationAlignedViewport.y = (float)viewport->x; | ||
| 2058 | orientationAlignedViewport.w = (float)viewport->h; | ||
| 2059 | orientationAlignedViewport.h = (float)viewport->w; | ||
| 2060 | } else { | ||
| 2061 | orientationAlignedViewport.x = (float)viewport->x; | ||
| 2062 | orientationAlignedViewport.y = (float)viewport->y; | ||
| 2063 | orientationAlignedViewport.w = (float)viewport->w; | ||
| 2064 | orientationAlignedViewport.h = (float)viewport->h; | ||
| 2065 | } | ||
| 2066 | |||
| 2067 | d3dviewport.TopLeftX = orientationAlignedViewport.x; | ||
| 2068 | d3dviewport.TopLeftY = orientationAlignedViewport.y; | ||
| 2069 | d3dviewport.Width = orientationAlignedViewport.w; | ||
| 2070 | d3dviewport.Height = orientationAlignedViewport.h; | ||
| 2071 | d3dviewport.MinDepth = 0.0f; | ||
| 2072 | d3dviewport.MaxDepth = 1.0f; | ||
| 2073 | // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); | ||
| 2074 | ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport); | ||
| 2075 | |||
| 2076 | data->viewportDirty = false; | ||
| 2077 | |||
| 2078 | return true; | ||
| 2079 | } | ||
| 2080 | |||
| 2081 | static ID3D11RenderTargetView *D3D11_GetCurrentRenderTargetView(SDL_Renderer *renderer) | ||
| 2082 | { | ||
| 2083 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 2084 | if (data->currentOffscreenRenderTargetView) { | ||
| 2085 | return data->currentOffscreenRenderTargetView; | ||
| 2086 | } else { | ||
| 2087 | return data->mainRenderTargetView; | ||
| 2088 | } | ||
| 2089 | } | ||
| 2090 | |||
| 2091 | static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D11_PixelShaderConstants *constants) | ||
| 2092 | { | ||
| 2093 | float output_headroom; | ||
| 2094 | |||
| 2095 | SDL_zerop(constants); | ||
| 2096 | |||
| 2097 | constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); | ||
| 2098 | constants->color_scale = cmd->data.draw.color_scale; | ||
| 2099 | |||
| 2100 | if (texture) { | ||
| 2101 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 2102 | |||
| 2103 | switch (texture->format) { | ||
| 2104 | case SDL_PIXELFORMAT_YV12: | ||
| 2105 | case SDL_PIXELFORMAT_IYUV: | ||
| 2106 | constants->texture_type = TEXTURETYPE_YUV; | ||
| 2107 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2108 | break; | ||
| 2109 | case SDL_PIXELFORMAT_NV12: | ||
| 2110 | constants->texture_type = TEXTURETYPE_NV12; | ||
| 2111 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2112 | break; | ||
| 2113 | case SDL_PIXELFORMAT_NV21: | ||
| 2114 | constants->texture_type = TEXTURETYPE_NV21; | ||
| 2115 | constants->input_type = INPUTTYPE_SRGB; | ||
| 2116 | break; | ||
| 2117 | case SDL_PIXELFORMAT_P010: | ||
| 2118 | constants->texture_type = TEXTURETYPE_NV12; | ||
| 2119 | constants->input_type = INPUTTYPE_HDR10; | ||
| 2120 | break; | ||
| 2121 | default: | ||
| 2122 | constants->texture_type = TEXTURETYPE_RGB; | ||
| 2123 | if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { | ||
| 2124 | constants->input_type = INPUTTYPE_SCRGB; | ||
| 2125 | } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { | ||
| 2126 | constants->input_type = INPUTTYPE_HDR10; | ||
| 2127 | } else { | ||
| 2128 | // The sampler will convert from sRGB to linear on load if working in linear colorspace | ||
| 2129 | constants->input_type = INPUTTYPE_UNSPECIFIED; | ||
| 2130 | } | ||
| 2131 | break; | ||
| 2132 | } | ||
| 2133 | |||
| 2134 | constants->sdr_white_point = texture->SDR_white_point; | ||
| 2135 | |||
| 2136 | if (renderer->target) { | ||
| 2137 | output_headroom = renderer->target->HDR_headroom; | ||
| 2138 | } else { | ||
| 2139 | output_headroom = renderer->HDR_headroom; | ||
| 2140 | } | ||
| 2141 | |||
| 2142 | if (texture->HDR_headroom > output_headroom) { | ||
| 2143 | constants->tonemap_method = TONEMAP_CHROME; | ||
| 2144 | constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); | ||
| 2145 | constants->tonemap_factor2 = (1.0f / output_headroom); | ||
| 2146 | } | ||
| 2147 | |||
| 2148 | if (textureData->YCbCr_matrix) { | ||
| 2149 | SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); | ||
| 2150 | } | ||
| 2151 | } | ||
| 2152 | } | ||
| 2153 | |||
| 2154 | static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, | ||
| 2155 | D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants, | ||
| 2156 | const int numShaderResources, ID3D11ShaderResourceView **shaderResources, | ||
| 2157 | ID3D11SamplerState *sampler, const Float4X4 *matrix) | ||
| 2158 | |||
| 2159 | { | ||
| 2160 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 2161 | const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; | ||
| 2162 | ID3D11RasterizerState *rasterizerState; | ||
| 2163 | ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); | ||
| 2164 | ID3D11ShaderResourceView *shaderResource; | ||
| 2165 | const SDL_BlendMode blendMode = cmd->data.draw.blend; | ||
| 2166 | ID3D11BlendState *blendState = NULL; | ||
| 2167 | bool updateSubresource = false; | ||
| 2168 | D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader]; | ||
| 2169 | D3D11_PixelShaderConstants solid_constants; | ||
| 2170 | |||
| 2171 | if (numShaderResources > 0) { | ||
| 2172 | shaderResource = shaderResources[0]; | ||
| 2173 | } else { | ||
| 2174 | shaderResource = NULL; | ||
| 2175 | } | ||
| 2176 | |||
| 2177 | // Make sure the render target isn't bound to a shader | ||
| 2178 | if (shaderResource != rendererData->currentShaderResource) { | ||
| 2179 | ID3D11ShaderResourceView *pNullResource = NULL; | ||
| 2180 | ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); | ||
| 2181 | rendererData->currentShaderResource = NULL; | ||
| 2182 | } | ||
| 2183 | |||
| 2184 | if (renderTargetView != rendererData->currentRenderTargetView) { | ||
| 2185 | ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, | ||
| 2186 | 1, | ||
| 2187 | &renderTargetView, | ||
| 2188 | NULL); | ||
| 2189 | rendererData->currentRenderTargetView = renderTargetView; | ||
| 2190 | } | ||
| 2191 | |||
| 2192 | if (rendererData->viewportDirty) { | ||
| 2193 | if (D3D11_UpdateViewport(renderer)) { | ||
| 2194 | // vertexShaderConstantsData.projectionAndView has changed | ||
| 2195 | updateSubresource = true; | ||
| 2196 | } | ||
| 2197 | } | ||
| 2198 | |||
| 2199 | if (rendererData->cliprectDirty) { | ||
| 2200 | if (!rendererData->currentCliprectEnabled) { | ||
| 2201 | ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL); | ||
| 2202 | } else { | ||
| 2203 | D3D11_RECT scissorRect; | ||
| 2204 | if (!D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { | ||
| 2205 | // D3D11_GetViewportAlignedD3DRect will have set the SDL error | ||
| 2206 | return false; | ||
| 2207 | } | ||
| 2208 | ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect); | ||
| 2209 | } | ||
| 2210 | rendererData->cliprectDirty = false; | ||
| 2211 | } | ||
| 2212 | |||
| 2213 | if (!rendererData->currentCliprectEnabled) { | ||
| 2214 | rasterizerState = rendererData->mainRasterizer; | ||
| 2215 | } else { | ||
| 2216 | rasterizerState = rendererData->clippedRasterizer; | ||
| 2217 | } | ||
| 2218 | if (rasterizerState != rendererData->currentRasterizerState) { | ||
| 2219 | ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState); | ||
| 2220 | rendererData->currentRasterizerState = rasterizerState; | ||
| 2221 | } | ||
| 2222 | |||
| 2223 | if (blendMode != SDL_BLENDMODE_NONE) { | ||
| 2224 | int i; | ||
| 2225 | for (i = 0; i < rendererData->blendModesCount; ++i) { | ||
| 2226 | if (blendMode == rendererData->blendModes[i].blendMode) { | ||
| 2227 | blendState = rendererData->blendModes[i].blendState; | ||
| 2228 | break; | ||
| 2229 | } | ||
| 2230 | } | ||
| 2231 | if (!blendState) { | ||
| 2232 | blendState = D3D11_CreateBlendState(renderer, blendMode); | ||
| 2233 | if (!blendState) { | ||
| 2234 | return false; | ||
| 2235 | } | ||
| 2236 | } | ||
| 2237 | } | ||
| 2238 | if (blendState != rendererData->currentBlendState) { | ||
| 2239 | ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF); | ||
| 2240 | rendererData->currentBlendState = blendState; | ||
| 2241 | } | ||
| 2242 | |||
| 2243 | if (!shader_constants) { | ||
| 2244 | D3D11_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); | ||
| 2245 | shader_constants = &solid_constants; | ||
| 2246 | } | ||
| 2247 | |||
| 2248 | if (!shader_state->constants || | ||
| 2249 | SDL_memcmp(shader_constants, &shader_state->shader_constants, sizeof(*shader_constants)) != 0) { | ||
| 2250 | SAFE_RELEASE(shader_state->constants); | ||
| 2251 | |||
| 2252 | D3D11_BUFFER_DESC desc; | ||
| 2253 | SDL_zero(desc); | ||
| 2254 | desc.Usage = D3D11_USAGE_DEFAULT; | ||
| 2255 | desc.ByteWidth = sizeof(*shader_constants); | ||
| 2256 | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | ||
| 2257 | |||
| 2258 | D3D11_SUBRESOURCE_DATA data; | ||
| 2259 | SDL_zero(data); | ||
| 2260 | data.pSysMem = shader_constants; | ||
| 2261 | |||
| 2262 | HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &shader_state->constants); | ||
| 2263 | if (FAILED(result)) { | ||
| 2264 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]"), result); | ||
| 2265 | return false; | ||
| 2266 | } | ||
| 2267 | SDL_memcpy(&shader_state->shader_constants, shader_constants, sizeof(*shader_constants)); | ||
| 2268 | |||
| 2269 | // Force the shader parameters to be re-set | ||
| 2270 | rendererData->currentShader = SHADER_NONE; | ||
| 2271 | } | ||
| 2272 | if (shader != rendererData->currentShader) { | ||
| 2273 | if (!rendererData->pixelShaders[shader]) { | ||
| 2274 | if (!D3D11_CreatePixelShader(rendererData->d3dDevice, shader, &rendererData->pixelShaders[shader])) { | ||
| 2275 | return false; | ||
| 2276 | } | ||
| 2277 | } | ||
| 2278 | ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, rendererData->pixelShaders[shader], NULL, 0); | ||
| 2279 | if (shader_state->constants) { | ||
| 2280 | ID3D11DeviceContext_PSSetConstantBuffers(rendererData->d3dContext, 0, 1, &shader_state->constants); | ||
| 2281 | } | ||
| 2282 | rendererData->currentShader = shader; | ||
| 2283 | } | ||
| 2284 | if (shaderResource != rendererData->currentShaderResource) { | ||
| 2285 | ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); | ||
| 2286 | rendererData->currentShaderResource = shaderResource; | ||
| 2287 | } | ||
| 2288 | if (sampler != rendererData->currentSampler) { | ||
| 2289 | ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler); | ||
| 2290 | rendererData->currentSampler = sampler; | ||
| 2291 | } | ||
| 2292 | |||
| 2293 | if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { | ||
| 2294 | SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix); | ||
| 2295 | ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext, | ||
| 2296 | (ID3D11Resource *)rendererData->vertexShaderConstants, | ||
| 2297 | 0, | ||
| 2298 | NULL, | ||
| 2299 | &rendererData->vertexShaderConstantsData, | ||
| 2300 | 0, | ||
| 2301 | 0); | ||
| 2302 | } | ||
| 2303 | |||
| 2304 | return true; | ||
| 2305 | } | ||
| 2306 | |||
| 2307 | static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) | ||
| 2308 | { | ||
| 2309 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 2310 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 2311 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; | ||
| 2312 | ID3D11SamplerState *textureSampler; | ||
| 2313 | D3D11_PixelShaderConstants constants; | ||
| 2314 | |||
| 2315 | if (!textureData) { | ||
| 2316 | return SDL_SetError("Texture is not currently available"); | ||
| 2317 | } | ||
| 2318 | |||
| 2319 | D3D11_SetupShaderConstants(renderer, cmd, texture, &constants); | ||
| 2320 | |||
| 2321 | switch (textureData->scaleMode) { | ||
| 2322 | case D3D11_FILTER_MIN_MAG_MIP_POINT: | ||
| 2323 | switch (cmd->data.draw.texture_address_mode) { | ||
| 2324 | case SDL_TEXTURE_ADDRESS_CLAMP: | ||
| 2325 | textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP]; | ||
| 2326 | break; | ||
| 2327 | case SDL_TEXTURE_ADDRESS_WRAP: | ||
| 2328 | textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_WRAP]; | ||
| 2329 | break; | ||
| 2330 | default: | ||
| 2331 | return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); | ||
| 2332 | } | ||
| 2333 | break; | ||
| 2334 | case D3D11_FILTER_MIN_MAG_MIP_LINEAR: | ||
| 2335 | switch (cmd->data.draw.texture_address_mode) { | ||
| 2336 | case SDL_TEXTURE_ADDRESS_CLAMP: | ||
| 2337 | textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP]; | ||
| 2338 | break; | ||
| 2339 | case SDL_TEXTURE_ADDRESS_WRAP: | ||
| 2340 | textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_WRAP]; | ||
| 2341 | break; | ||
| 2342 | default: | ||
| 2343 | return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); | ||
| 2344 | } | ||
| 2345 | break; | ||
| 2346 | default: | ||
| 2347 | return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode); | ||
| 2348 | } | ||
| 2349 | #ifdef SDL_HAVE_YUV | ||
| 2350 | if (textureData->yuv) { | ||
| 2351 | ID3D11ShaderResourceView *shaderResources[3]; | ||
| 2352 | |||
| 2353 | shaderResources[0] = textureData->mainTextureResourceView; | ||
| 2354 | shaderResources[1] = textureData->mainTextureResourceViewU; | ||
| 2355 | shaderResources[2] = textureData->mainTextureResourceViewV; | ||
| 2356 | |||
| 2357 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, | ||
| 2358 | SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); | ||
| 2359 | |||
| 2360 | } else if (textureData->nv12) { | ||
| 2361 | ID3D11ShaderResourceView *shaderResources[2]; | ||
| 2362 | |||
| 2363 | shaderResources[0] = textureData->mainTextureResourceView; | ||
| 2364 | shaderResources[1] = textureData->mainTextureResourceViewNV; | ||
| 2365 | |||
| 2366 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, | ||
| 2367 | SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); | ||
| 2368 | } | ||
| 2369 | #endif // SDL_HAVE_YUV | ||
| 2370 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, | ||
| 2371 | 1, &textureData->mainTextureResourceView, textureSampler, matrix); | ||
| 2372 | } | ||
| 2373 | |||
| 2374 | static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) | ||
| 2375 | { | ||
| 2376 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 2377 | ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology); | ||
| 2378 | ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart); | ||
| 2379 | } | ||
| 2380 | |||
| 2381 | static void D3D11_InvalidateCachedState(SDL_Renderer *renderer) | ||
| 2382 | { | ||
| 2383 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 2384 | data->currentRenderTargetView = NULL; | ||
| 2385 | data->currentRasterizerState = NULL; | ||
| 2386 | data->currentBlendState = NULL; | ||
| 2387 | data->currentShader = SHADER_NONE; | ||
| 2388 | data->currentShaderResource = NULL; | ||
| 2389 | data->currentSampler = NULL; | ||
| 2390 | data->cliprectDirty = true; | ||
| 2391 | data->viewportDirty = true; | ||
| 2392 | } | ||
| 2393 | |||
| 2394 | static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) | ||
| 2395 | { | ||
| 2396 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; | ||
| 2397 | const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer); | ||
| 2398 | |||
| 2399 | if (!rendererData->d3dDevice) { | ||
| 2400 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 2401 | } | ||
| 2402 | |||
| 2403 | if (rendererData->pixelSizeChanged) { | ||
| 2404 | D3D11_UpdateForWindowSizeChange(renderer); | ||
| 2405 | rendererData->pixelSizeChanged = false; | ||
| 2406 | } | ||
| 2407 | |||
| 2408 | if (rendererData->currentViewportRotation != viewportRotation) { | ||
| 2409 | rendererData->currentViewportRotation = viewportRotation; | ||
| 2410 | rendererData->viewportDirty = true; | ||
| 2411 | } | ||
| 2412 | |||
| 2413 | if (!D3D11_UpdateVertexBuffer(renderer, vertices, vertsize)) { | ||
| 2414 | return false; | ||
| 2415 | } | ||
| 2416 | |||
| 2417 | while (cmd) { | ||
| 2418 | switch (cmd->command) { | ||
| 2419 | case SDL_RENDERCMD_SETDRAWCOLOR: | ||
| 2420 | { | ||
| 2421 | break; // this isn't currently used in this render backend. | ||
| 2422 | } | ||
| 2423 | |||
| 2424 | case SDL_RENDERCMD_SETVIEWPORT: | ||
| 2425 | { | ||
| 2426 | SDL_Rect *viewport = &rendererData->currentViewport; | ||
| 2427 | if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { | ||
| 2428 | SDL_copyp(viewport, &cmd->data.viewport.rect); | ||
| 2429 | rendererData->viewportDirty = true; | ||
| 2430 | rendererData->cliprectDirty = true; | ||
| 2431 | } | ||
| 2432 | break; | ||
| 2433 | } | ||
| 2434 | |||
| 2435 | case SDL_RENDERCMD_SETCLIPRECT: | ||
| 2436 | { | ||
| 2437 | const SDL_Rect *rect = &cmd->data.cliprect.rect; | ||
| 2438 | if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { | ||
| 2439 | rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; | ||
| 2440 | rendererData->cliprectDirty = true; | ||
| 2441 | } | ||
| 2442 | if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { | ||
| 2443 | SDL_copyp(&rendererData->currentCliprect, rect); | ||
| 2444 | rendererData->cliprectDirty = true; | ||
| 2445 | } | ||
| 2446 | break; | ||
| 2447 | } | ||
| 2448 | |||
| 2449 | case SDL_RENDERCMD_CLEAR: | ||
| 2450 | { | ||
| 2451 | bool convert_color = SDL_RenderingLinearSpace(renderer); | ||
| 2452 | SDL_FColor color = cmd->data.color.color; | ||
| 2453 | if (convert_color) { | ||
| 2454 | SDL_ConvertToLinear(&color); | ||
| 2455 | } | ||
| 2456 | color.r *= cmd->data.color.color_scale; | ||
| 2457 | color.g *= cmd->data.color.color_scale; | ||
| 2458 | color.b *= cmd->data.color.color_scale; | ||
| 2459 | ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), &color.r); | ||
| 2460 | break; | ||
| 2461 | } | ||
| 2462 | |||
| 2463 | case SDL_RENDERCMD_DRAW_POINTS: | ||
| 2464 | { | ||
| 2465 | const size_t count = cmd->data.draw.count; | ||
| 2466 | const size_t first = cmd->data.draw.first; | ||
| 2467 | const size_t start = first / sizeof(D3D11_VertexPositionColor); | ||
| 2468 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); | ||
| 2469 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); | ||
| 2470 | break; | ||
| 2471 | } | ||
| 2472 | |||
| 2473 | case SDL_RENDERCMD_DRAW_LINES: | ||
| 2474 | { | ||
| 2475 | const size_t count = cmd->data.draw.count; | ||
| 2476 | const size_t first = cmd->data.draw.first; | ||
| 2477 | const size_t start = first / sizeof(D3D11_VertexPositionColor); | ||
| 2478 | const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first); | ||
| 2479 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); | ||
| 2480 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); | ||
| 2481 | if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { | ||
| 2482 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); | ||
| 2483 | } | ||
| 2484 | break; | ||
| 2485 | } | ||
| 2486 | |||
| 2487 | case SDL_RENDERCMD_FILL_RECTS: // unused | ||
| 2488 | break; | ||
| 2489 | |||
| 2490 | case SDL_RENDERCMD_COPY: // unused | ||
| 2491 | break; | ||
| 2492 | |||
| 2493 | case SDL_RENDERCMD_COPY_EX: // unused | ||
| 2494 | break; | ||
| 2495 | |||
| 2496 | case SDL_RENDERCMD_GEOMETRY: | ||
| 2497 | { | ||
| 2498 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 2499 | const size_t count = cmd->data.draw.count; | ||
| 2500 | const size_t first = cmd->data.draw.first; | ||
| 2501 | const size_t start = first / sizeof(D3D11_VertexPositionColor); | ||
| 2502 | |||
| 2503 | if (texture) { | ||
| 2504 | D3D11_SetCopyState(renderer, cmd, NULL); | ||
| 2505 | } else { | ||
| 2506 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); | ||
| 2507 | } | ||
| 2508 | |||
| 2509 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); | ||
| 2510 | break; | ||
| 2511 | } | ||
| 2512 | |||
| 2513 | case SDL_RENDERCMD_NO_OP: | ||
| 2514 | break; | ||
| 2515 | } | ||
| 2516 | |||
| 2517 | cmd = cmd->next; | ||
| 2518 | } | ||
| 2519 | |||
| 2520 | return true; | ||
| 2521 | } | ||
| 2522 | |||
| 2523 | static SDL_Surface *D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) | ||
| 2524 | { | ||
| 2525 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 2526 | ID3D11RenderTargetView *renderTargetView = NULL; | ||
| 2527 | ID3D11Texture2D *backBuffer = NULL; | ||
| 2528 | ID3D11Texture2D *stagingTexture = NULL; | ||
| 2529 | HRESULT result; | ||
| 2530 | D3D11_TEXTURE2D_DESC stagingTextureDesc; | ||
| 2531 | D3D11_RECT srcRect = { 0, 0, 0, 0 }; | ||
| 2532 | D3D11_BOX srcBox; | ||
| 2533 | D3D11_MAPPED_SUBRESOURCE textureMemory; | ||
| 2534 | SDL_Surface *output = NULL; | ||
| 2535 | |||
| 2536 | renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); | ||
| 2537 | if (!renderTargetView) { | ||
| 2538 | SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__); | ||
| 2539 | goto done; | ||
| 2540 | } | ||
| 2541 | |||
| 2542 | ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer); | ||
| 2543 | if (!backBuffer) { | ||
| 2544 | SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__); | ||
| 2545 | goto done; | ||
| 2546 | } | ||
| 2547 | |||
| 2548 | // Create a staging texture to copy the screen's data to: | ||
| 2549 | ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc); | ||
| 2550 | stagingTextureDesc.Width = rect->w; | ||
| 2551 | stagingTextureDesc.Height = rect->h; | ||
| 2552 | stagingTextureDesc.BindFlags = 0; | ||
| 2553 | stagingTextureDesc.MiscFlags = 0; | ||
| 2554 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; | ||
| 2555 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; | ||
| 2556 | result = ID3D11Device_CreateTexture2D(data->d3dDevice, | ||
| 2557 | &stagingTextureDesc, | ||
| 2558 | NULL, | ||
| 2559 | &stagingTexture); | ||
| 2560 | if (FAILED(result)) { | ||
| 2561 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); | ||
| 2562 | goto done; | ||
| 2563 | } | ||
| 2564 | |||
| 2565 | // Copy the desired portion of the back buffer to the staging texture: | ||
| 2566 | if (!D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { | ||
| 2567 | // D3D11_GetViewportAlignedD3DRect will have set the SDL error | ||
| 2568 | goto done; | ||
| 2569 | } | ||
| 2570 | |||
| 2571 | srcBox.left = srcRect.left; | ||
| 2572 | srcBox.right = srcRect.right; | ||
| 2573 | srcBox.top = srcRect.top; | ||
| 2574 | srcBox.bottom = srcRect.bottom; | ||
| 2575 | srcBox.front = 0; | ||
| 2576 | srcBox.back = 1; | ||
| 2577 | ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext, | ||
| 2578 | (ID3D11Resource *)stagingTexture, | ||
| 2579 | 0, | ||
| 2580 | 0, 0, 0, | ||
| 2581 | (ID3D11Resource *)backBuffer, | ||
| 2582 | 0, | ||
| 2583 | &srcBox); | ||
| 2584 | |||
| 2585 | // Map the staging texture's data to CPU-accessible memory: | ||
| 2586 | result = ID3D11DeviceContext_Map(data->d3dContext, | ||
| 2587 | (ID3D11Resource *)stagingTexture, | ||
| 2588 | 0, | ||
| 2589 | D3D11_MAP_READ, | ||
| 2590 | 0, | ||
| 2591 | &textureMemory); | ||
| 2592 | if (FAILED(result)) { | ||
| 2593 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); | ||
| 2594 | goto done; | ||
| 2595 | } | ||
| 2596 | |||
| 2597 | output = SDL_DuplicatePixels( | ||
| 2598 | rect->w, rect->h, | ||
| 2599 | D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format), | ||
| 2600 | renderer->target ? renderer->target->colorspace : renderer->output_colorspace, | ||
| 2601 | textureMemory.pData, | ||
| 2602 | textureMemory.RowPitch); | ||
| 2603 | |||
| 2604 | // Unmap the texture: | ||
| 2605 | ID3D11DeviceContext_Unmap(data->d3dContext, | ||
| 2606 | (ID3D11Resource *)stagingTexture, | ||
| 2607 | 0); | ||
| 2608 | |||
| 2609 | done: | ||
| 2610 | SAFE_RELEASE(backBuffer); | ||
| 2611 | SAFE_RELEASE(stagingTexture); | ||
| 2612 | return output; | ||
| 2613 | } | ||
| 2614 | |||
| 2615 | static bool D3D11_RenderPresent(SDL_Renderer *renderer) | ||
| 2616 | { | ||
| 2617 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 2618 | HRESULT result; | ||
| 2619 | DXGI_PRESENT_PARAMETERS parameters; | ||
| 2620 | |||
| 2621 | if (!data->d3dDevice) { | ||
| 2622 | return SDL_SetError("Device lost and couldn't be recovered"); | ||
| 2623 | } | ||
| 2624 | |||
| 2625 | SDL_zero(parameters); | ||
| 2626 | |||
| 2627 | /* The application may optionally specify "dirty" or "scroll" | ||
| 2628 | * rects to improve efficiency in certain scenarios. | ||
| 2629 | */ | ||
| 2630 | result = IDXGISwapChain1_Present1(data->swapChain, data->syncInterval, data->presentFlags, ¶meters); | ||
| 2631 | |||
| 2632 | /* Discard the contents of the render target. | ||
| 2633 | * This is a valid operation only when the existing contents will be entirely | ||
| 2634 | * overwritten. If dirty or scroll rects are used, this call should be removed. | ||
| 2635 | */ | ||
| 2636 | ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View *)data->mainRenderTargetView); | ||
| 2637 | |||
| 2638 | // When the present flips, it unbinds the current view, so bind it again on the next draw call | ||
| 2639 | data->currentRenderTargetView = NULL; | ||
| 2640 | |||
| 2641 | if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { | ||
| 2642 | /* If the device was removed either by a disconnect or a driver upgrade, we | ||
| 2643 | * must recreate all device resources. | ||
| 2644 | */ | ||
| 2645 | if (result == DXGI_ERROR_DEVICE_REMOVED) { | ||
| 2646 | if (D3D11_HandleDeviceLost(renderer)) { | ||
| 2647 | SDL_SetError("Present failed, device lost"); | ||
| 2648 | } else { | ||
| 2649 | // Recovering from device lost failed, error is already set | ||
| 2650 | } | ||
| 2651 | } else if (result == DXGI_ERROR_INVALID_CALL) { | ||
| 2652 | // We probably went through a fullscreen <-> windowed transition | ||
| 2653 | D3D11_CreateWindowSizeDependentResources(renderer); | ||
| 2654 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); | ||
| 2655 | } else { | ||
| 2656 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); | ||
| 2657 | } | ||
| 2658 | return false; | ||
| 2659 | } | ||
| 2660 | return true; | ||
| 2661 | } | ||
| 2662 | |||
| 2663 | static bool D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) | ||
| 2664 | { | ||
| 2665 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; | ||
| 2666 | |||
| 2667 | if (vsync < 0) { | ||
| 2668 | return SDL_Unsupported(); | ||
| 2669 | } | ||
| 2670 | |||
| 2671 | if (vsync > 0) { | ||
| 2672 | data->syncInterval = vsync; | ||
| 2673 | data->presentFlags = 0; | ||
| 2674 | } else { | ||
| 2675 | data->syncInterval = 0; | ||
| 2676 | data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; | ||
| 2677 | } | ||
| 2678 | return true; | ||
| 2679 | } | ||
| 2680 | |||
| 2681 | static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) | ||
| 2682 | { | ||
| 2683 | D3D11_RenderData *data; | ||
| 2684 | |||
| 2685 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); | ||
| 2686 | if (!hwnd) { | ||
| 2687 | return SDL_SetError("Couldn't get window handle"); | ||
| 2688 | } | ||
| 2689 | |||
| 2690 | SDL_SetupRendererColorspace(renderer, create_props); | ||
| 2691 | |||
| 2692 | if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && | ||
| 2693 | renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR | ||
| 2694 | /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { | ||
| 2695 | return SDL_SetError("Unsupported output colorspace"); | ||
| 2696 | } | ||
| 2697 | |||
| 2698 | data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); | ||
| 2699 | if (!data) { | ||
| 2700 | return false; | ||
| 2701 | } | ||
| 2702 | |||
| 2703 | data->identity = MatrixIdentity(); | ||
| 2704 | |||
| 2705 | renderer->WindowEvent = D3D11_WindowEvent; | ||
| 2706 | renderer->SupportsBlendMode = D3D11_SupportsBlendMode; | ||
| 2707 | renderer->CreateTexture = D3D11_CreateTexture; | ||
| 2708 | renderer->UpdateTexture = D3D11_UpdateTexture; | ||
| 2709 | #ifdef SDL_HAVE_YUV | ||
| 2710 | renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; | ||
| 2711 | renderer->UpdateTextureNV = D3D11_UpdateTextureNV; | ||
| 2712 | #endif | ||
| 2713 | renderer->LockTexture = D3D11_LockTexture; | ||
| 2714 | renderer->UnlockTexture = D3D11_UnlockTexture; | ||
| 2715 | renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode; | ||
| 2716 | renderer->SetRenderTarget = D3D11_SetRenderTarget; | ||
| 2717 | renderer->QueueSetViewport = D3D11_QueueNoOp; | ||
| 2718 | renderer->QueueSetDrawColor = D3D11_QueueNoOp; | ||
| 2719 | renderer->QueueDrawPoints = D3D11_QueueDrawPoints; | ||
| 2720 | renderer->QueueDrawLines = D3D11_QueueDrawPoints; // lines and points queue vertices the same way. | ||
| 2721 | renderer->QueueGeometry = D3D11_QueueGeometry; | ||
| 2722 | renderer->InvalidateCachedState = D3D11_InvalidateCachedState; | ||
| 2723 | renderer->RunCommandQueue = D3D11_RunCommandQueue; | ||
| 2724 | renderer->RenderReadPixels = D3D11_RenderReadPixels; | ||
| 2725 | renderer->RenderPresent = D3D11_RenderPresent; | ||
| 2726 | renderer->DestroyTexture = D3D11_DestroyTexture; | ||
| 2727 | renderer->DestroyRenderer = D3D11_DestroyRenderer; | ||
| 2728 | renderer->SetVSync = D3D11_SetVSync; | ||
| 2729 | renderer->internal = data; | ||
| 2730 | D3D11_InvalidateCachedState(renderer); | ||
| 2731 | |||
| 2732 | renderer->name = D3D11_RenderDriver.name; | ||
| 2733 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); | ||
| 2734 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); | ||
| 2735 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); | ||
| 2736 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); | ||
| 2737 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); | ||
| 2738 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); | ||
| 2739 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); | ||
| 2740 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); | ||
| 2741 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); | ||
| 2742 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); | ||
| 2743 | |||
| 2744 | data->syncInterval = 0; | ||
| 2745 | data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; | ||
| 2746 | |||
| 2747 | /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in | ||
| 2748 | * order to give init functions access to the underlying window handle: | ||
| 2749 | */ | ||
| 2750 | renderer->window = window; | ||
| 2751 | |||
| 2752 | // Initialize Direct3D resources | ||
| 2753 | if (FAILED(D3D11_CreateDeviceResources(renderer))) { | ||
| 2754 | return false; | ||
| 2755 | } | ||
| 2756 | if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { | ||
| 2757 | return false; | ||
| 2758 | } | ||
| 2759 | |||
| 2760 | return true; | ||
| 2761 | } | ||
| 2762 | |||
| 2763 | SDL_RenderDriver D3D11_RenderDriver = { | ||
| 2764 | D3D11_CreateRenderer, "direct3d11" | ||
| 2765 | }; | ||
| 2766 | |||
| 2767 | #endif // SDL_VIDEO_RENDER_D3D11 | ||
