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@@ -49,7 +49,10 @@ extern "C" {
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#include <string>
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#include <string>
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#include <vector>
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#include <vector>
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-#include "SDL_render_d3d11_cpp.h"
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+#include <D3D11_1.h>
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+#include <DirectXMath.h>
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+#include <wrl/client.h>
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+
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using namespace DirectX;
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Microsoft::WRL;
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@@ -64,8 +67,70 @@ using namespace Windows::UI::Core;
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static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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-/* Direct3D 11.1 renderer implementation */
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+/* Vertex shader, common values */
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+struct SDL_VertexShaderConstants
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+{
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+ DirectX::XMFLOAT4X4 model;
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+ DirectX::XMFLOAT4X4 view;
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+ DirectX::XMFLOAT4X4 projection;
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+};
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+
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+/* Per-vertex data */
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+struct VertexPositionColor
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+{
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+ DirectX::XMFLOAT3 pos;
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+ DirectX::XMFLOAT2 tex;
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+ DirectX::XMFLOAT4 color;
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+};
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+
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+/* Per-texture data */
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+typedef struct
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+{
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+ Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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+ Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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+ SDL_PixelFormat * pixelFormat;
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+ Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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+ DirectX::XMINT2 lockedTexturePosition;
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+ D3D11_FILTER scaleMode;
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+} D3D11_TextureData;
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+
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+/* Private renderer data */
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+typedef struct
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+{
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+ Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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+ Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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+ Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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+ Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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+ Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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+ Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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+ Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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+ Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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+ Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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+ Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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+ D3D_FEATURE_LEVEL featureLevel;
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+
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+ // Vertex buffer constants:
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+ SDL_VertexShaderConstants vertexShaderConstantsData;
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+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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+
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+ // Cached renderer properties.
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+ DirectX::XMFLOAT2 windowSizeInDIPs;
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+ DirectX::XMFLOAT2 renderTargetSize;
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+ Windows::Graphics::Display::DisplayOrientations orientation;
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+
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+ // Transform used for display orientation.
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+ DirectX::XMFLOAT4X4 orientationTransform3D;
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+} D3D11_RenderData;
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+
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+/* Direct3D 11.1 renderer implementation */
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void D3D11_WindowEvent(SDL_Renderer * renderer,
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static void D3D11_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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const SDL_WindowEvent *event);
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