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@@ -64,7 +64,7 @@ typedef struct
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} D3D12_VertexShaderConstants;
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// These should mirror the definitions in D3D12_PixelShader_Common.hlsli
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-//static const float TONEMAP_NONE = 0;
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+static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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@@ -120,7 +120,6 @@ typedef struct
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DXGI_FORMAT mainTextureFormat;
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ID3D12Resource *stagingBuffer;
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D3D12_RESOURCE_STATES stagingResourceState;
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- D3D12_Shader shader;
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const float *YCbCr_matrix;
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#ifdef SDL_HAVE_YUV
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// YV12 texture support
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@@ -1572,11 +1571,6 @@ static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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textureData->w = (int)textureDesc.Width;
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textureData->h = (int)textureDesc.Height;
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- if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
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- textureData->shader = SHADER_RGB;
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- } else {
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- textureData->shader = SHADER_ADVANCED;
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- }
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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@@ -2562,7 +2556,22 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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}
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}
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-static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants,
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+static D3D12_Shader SelectShader(const D3D12_PixelShaderConstants *shader_constants)
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+{
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+ if (!shader_constants) {
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+ return SHADER_SOLID;
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+ }
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+
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+ if (shader_constants->texture_type == TEXTURETYPE_RGB &&
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+ shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
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+ shader_constants->tonemap_method == TONEMAP_NONE) {
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+ return SHADER_RGB;
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+ }
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+
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+ return SHADER_ADVANCED;
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+}
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+
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+static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const D3D12_PixelShaderConstants *shader_constants,
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D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
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const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources,
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D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix)
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@@ -2576,7 +2585,8 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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int i;
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D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
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DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
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- D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;;
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+ D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;
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+ D3D12_Shader shader = SelectShader(shader_constants);
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D3D12_PixelShaderConstants solid_constants;
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if (rendererData->textureRenderTarget) {
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@@ -2800,7 +2810,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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- return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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+ return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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} else if (textureData->nv12) {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
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@@ -2811,12 +2821,12 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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- return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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+ return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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}
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#endif // SDL_HAVE_YUV
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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- return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
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+ return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
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}
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static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
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@@ -2921,7 +2931,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D12_VertexPositionColor);
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- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
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+ D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
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break;
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}
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@@ -2932,7 +2942,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D12_VertexPositionColor);
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const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first);
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- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
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+ D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
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if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
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@@ -2959,7 +2969,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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if (texture) {
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D3D12_SetCopyState(renderer, cmd, NULL);
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} else {
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- D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
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+ D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
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}
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
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