#include "../../SDL_internal.h"
#include "SDL_render.h"
#include "SDL_system.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#if !defined(__WINRT__)
#include "../../video/windows/SDL_windowswindow.h"
#endif
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include <d3d11_1.h>
#include "SDL_shaders_d3d11.h"
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
#include <DXGI1_3.h>
#endif
#include "SDL_render_winrt.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
#endif
#endif
#if defined(_MSC_VER) && !defined(__clang__)
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
#else
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
typedef struct
{
Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
typedef struct
{
Float2 pos;
Float2 tex;
SDL_Color color;
} VertexPositionColor;
typedef struct
{
ID3D11Texture2D *mainTexture;
ID3D11ShaderResourceView *mainTextureResourceView;
ID3D11RenderTargetView *mainTextureRenderTargetView;
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
#if SDL_HAVE_YUV
SDL_bool yuv;
ID3D11Texture2D *mainTextureU;
ID3D11ShaderResourceView *mainTextureResourceViewU;
ID3D11Texture2D *mainTextureV;
ID3D11ShaderResourceView *mainTextureResourceViewV;
SDL_bool nv12;
ID3D11Texture2D *mainTextureNV;
ID3D11ShaderResourceView *mainTextureResourceViewNV;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
#endif
} D3D11_TextureData;
typedef struct
{
SDL_BlendMode blendMode;
ID3D11BlendState *blendState;
} D3D11_BlendMode;
typedef struct
{
void *hDXGIMod;
void *hD3D11Mod;
IDXGIFactory2 *dxgiFactory;
IDXGIAdapter *dxgiAdapter;
ID3D11Device1 *d3dDevice;
ID3D11DeviceContext1 *d3dContext;
IDXGISwapChain1 *swapChain;
DXGI_SWAP_EFFECT swapEffect;
ID3D11RenderTargetView *mainRenderTargetView;
ID3D11RenderTargetView *currentOffscreenRenderTargetView;
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffers[8];
size_t vertexBufferSizes[8];
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *pixelShaders[NUM_SHADERS];
int blendModesCount;
D3D11_BlendMode *blendModes;
ID3D11SamplerState *nearestPixelSampler;
ID3D11SamplerState *linearSampler;
D3D_FEATURE_LEVEL featureLevel;
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
VertexShaderConstants vertexShaderConstantsData;
ID3D11Buffer *vertexShaderConstants;
DXGI_MODE_ROTATION rotation;
ID3D11RenderTargetView *currentRenderTargetView;
ID3D11RasterizerState *currentRasterizerState;
ID3D11BlendState *currentBlendState;
ID3D11PixelShader *currentShader;
ID3D11ShaderResourceView *currentShaderResource;
ID3D11SamplerState *currentSampler;
SDL_bool cliprectDirty;
SDL_bool currentCliprectEnabled;
SDL_Rect currentCliprect;
SDL_Rect currentViewport;
int currentViewportRotation;
SDL_bool viewportDirty;
Float4X4 identity;
int currentVertexBuffer;
} D3D11_RenderData;
#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-const-variable"
#endif
static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
#if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
#endif
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
Uint32
D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
{
switch (dxgiFormat) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
return SDL_PIXELFORMAT_ARGB8888;
case DXGI_FORMAT_B8G8R8X8_UNORM:
return SDL_PIXELFORMAT_RGB888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static DXGI_FORMAT
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_RGB888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static void D3D11_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void
D3D11_ReleaseAll(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
}
if (data) {
int i;
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
SAFE_RELEASE(data->d3dDevice);
SAFE_RELEASE(data->d3dContext);
SAFE_RELEASE(data->swapChain);
SAFE_RELEASE(data->mainRenderTargetView);
SAFE_RELEASE(data->currentOffscreenRenderTargetView);
SAFE_RELEASE(data->inputLayout);
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
SAFE_RELEASE(data->vertexBuffers[i]);
}
SAFE_RELEASE(data->vertexShader);
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
SAFE_RELEASE(data->pixelShaders[i]);
}
if (data->blendModesCount > 0) {
for (i = 0; i < data->blendModesCount; ++i) {
SAFE_RELEASE(data->blendModes[i].blendState);
}
SDL_free(data->blendModes);
data->blendModesCount = 0;
}
SAFE_RELEASE(data->nearestPixelSampler);
SAFE_RELEASE(data->linearSampler);
SAFE_RELEASE(data->mainRasterizer);
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
data->currentRasterizerState = NULL;
data->currentBlendState = NULL;
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
data->hD3D11Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
D3D11_ReleaseAll(renderer);
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3D11_BLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3D11_BLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3D11_BLEND_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3D11_BLEND_INV_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3D11_BLEND_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3D11_BLEND_INV_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3D11_BLEND_DEST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3D11_BLEND_INV_DEST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3D11_BLEND_DEST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3D11_BLEND_INV_DEST_ALPHA;
default:
return (D3D11_BLEND)0;
}
}
static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return D3D11_BLEND_OP_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return D3D11_BLEND_OP_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return D3D11_BLEND_OP_REV_SUBTRACT;
case SDL_BLENDOPERATION_MINIMUM:
return D3D11_BLEND_OP_MIN;
case SDL_BLENDOPERATION_MAXIMUM:
return D3D11_BLEND_OP_MAX;
default:
return (D3D11_BLEND_OP)0;
}
}
static ID3D11BlendState *
D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
ID3D11BlendState *blendState = NULL;
D3D11_BlendMode *blendModes;
HRESULT result = S_OK;
D3D11_BLEND_DESC blendDesc;
SDL_zero(blendDesc);
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor);
blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor);
blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation);
blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor);
blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor);
blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation);
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
return NULL;
}
blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
if (!blendModes) {
SAFE_RELEASE(blendState);
SDL_OutOfMemory();
return NULL;
}
blendModes[data->blendModesCount].blendMode = blendMode;
blendModes[data->blendModesCount].blendState = blendState;
data->blendModes = blendModes;
++data->blendModesCount;
return blendState;
}
static HRESULT
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
{
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
ID3D11Device *d3dDevice = NULL;
ID3D11DeviceContext *d3dContext = NULL;
IDXGIDevice1 *dxgiDevice = NULL;
HRESULT result = S_OK;
UINT creationFlags;
int i;
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D11_BUFFER_DESC constantBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory1;
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
goto done;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
if (!CreateDXGIFactoryFunc) {
result = E_FAIL;
goto done;
}
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
if (!data->hD3D11Mod) {
result = E_FAIL;
goto done;
}
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
if (!D3D11CreateDeviceFunc) {
result = E_FAIL;
goto done;
}
#endif
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
goto done;
}
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
goto done;
}
creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED;
}
result = D3D11CreateDeviceFunc(
data->dxgiAdapter,
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
creationFlags,
featureLevels,
SDL_arraysize(featureLevels),
D3D11_SDK_VERSION,
&d3dDevice,
&data->featureLevel,
&d3dContext
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
goto done;
}
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
goto done;
}
result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
goto done;
}
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
goto done;
}
result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
goto done;
}
switch (data->featureLevel) {
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
break;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
break;
case D3D_FEATURE_LEVEL_9_3:
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
break;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
break;
default:
SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
result = E_FAIL;
goto done;
}
if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
goto done;
}
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
goto done;
}
}
SDL_zero(constantBufferDesc);
constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
result = ID3D11Device_CreateBuffer(data->d3dDevice,
&constantBufferDesc,
NULL,
&data->vertexShaderConstants
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
goto done;
}
SDL_zero(samplerDesc);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->nearestPixelSampler
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
goto done;
}
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->linearSampler
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
goto done;
}
SDL_zero(rasterDesc);
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.ScissorEnable = FALSE;
rasterDesc.SlopeScaledDepthBias = 0.0f;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
goto done;
}
rasterDesc.ScissorEnable = TRUE;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
goto done;
}
if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MUL)) {
goto done;
}
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
done:
SAFE_RELEASE(d3dDevice);
SAFE_RELEASE(d3dContext);
SAFE_RELEASE(dxgiDevice);
return result;
}
#if defined(__WIN32__) || defined(__WINGDK__)
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif
static BOOL
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
{
switch (rotation) {
case DXGI_MODE_ROTATION_ROTATE90:
case DXGI_MODE_ROTATION_ROTATE270:
return TRUE;
default:
return FALSE;
}
}
static int
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
const SDL_Rect *viewport = &data->currentViewport;
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w;
outRect->top = sdlRect->y;
outRect->bottom = sdlRect->y + sdlRect->h;
if (includeViewportOffset) {
outRect->left += viewport->x;
outRect->right += viewport->x;
outRect->top += viewport->y;
outRect->bottom += viewport->y;
}
break;
case DXGI_MODE_ROTATION_ROTATE270:
outRect->left = sdlRect->y;
outRect->right = sdlRect->y + sdlRect->h;
outRect->top = viewport->w - sdlRect->x - sdlRect->w;
outRect->bottom = viewport->w - sdlRect->x;
break;
case DXGI_MODE_ROTATION_ROTATE180:
outRect->left = viewport->w - sdlRect->x - sdlRect->w;
outRect->right = viewport->w - sdlRect->x;
outRect->top = viewport->h - sdlRect->y - sdlRect->h;
outRect->bottom = viewport->h - sdlRect->y;
break;
case DXGI_MODE_ROTATION_ROTATE90:
outRect->left = viewport->h - sdlRect->y - sdlRect->h;
outRect->right = viewport->h - sdlRect->y;
outRect->top = sdlRect->x;
outRect->bottom = sdlRect->x + sdlRect->h;
break;
default:
return SDL_SetError("The physical display is in an unknown or unsupported rotation");
}
return 0;
}
static HRESULT
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
#ifdef __WINRT__
IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
const BOOL usingXAML = (coreWindow == NULL);
#else
IUnknown *coreWindow = NULL;
const BOOL usingXAML = FALSE;
#endif
HRESULT result = S_OK;
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
SDL_zero(swapChainDesc);
swapChainDesc.Width = w;
swapChainDesc.Height = h;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
#else
if (usingXAML) {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
} else {
if (WIN_IsWindows8OrGreater()) {
swapChainDesc.Scaling = DXGI_SCALING_NONE;
} else {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
}
}
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
#endif
swapChainDesc.Flags = 0;
if (coreWindow) {
result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
coreWindow,
&swapChainDesc,
NULL,
&data->swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
goto done;
}
} else if (usingXAML) {
result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
&swapChainDesc,
NULL,
&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
goto done;
}
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
goto done;
}
#else
SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
result = E_FAIL;
goto done;
#endif
} else {
#if defined(__WIN32__) || defined(__WINGDK__)
SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
windowinfo.info.win.window,
&swapChainDesc,
NULL,
NULL,
&data->swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
goto done;
}
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
#else
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
goto done;
#endif
}
data->swapEffect = swapChainDesc.SwapEffect;
done:
SAFE_RELEASE(coreWindow);
return result;
}
static void
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
SAFE_RELEASE(data->mainRenderTargetView);
}
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
HRESULT
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
{
HRESULT result = S_OK;
D3D11_ReleaseAll(renderer);
result = D3D11_CreateDeviceResources(renderer);
if (FAILED(result)) {
return result;
}
result = D3D11_UpdateForWindowSizeChange(renderer);
if (FAILED(result)) {
return result;
}
{
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
}
return S_OK;
}
static HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
ID3D11Texture2D *backBuffer = NULL;
HRESULT result = S_OK;
int w, h;
D3D11_ReleaseMainRenderTargetView(renderer);
#if defined(__WINRT__)
SDL_GetWindowSize(renderer->window, &w, &h);
#else
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
#endif
data->rotation = D3D11_GetCurrentRotation();
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
int tmp = w;
w = h;
h = tmp;
}
if (data->swapChain) {
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
0
);
if (result == DXGI_ERROR_DEVICE_REMOVED) {
D3D11_HandleDeviceLost(renderer);
goto done;
} else if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
goto done;
}
#endif
} else {
result = D3D11_CreateSwapChain(renderer, w, h);
if (FAILED(result)) {
goto done;
}
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
if (WIN_IsWindows8OrGreater()) {
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
goto done;
}
}
}
#endif
result = IDXGISwapChain_GetBuffer(data->swapChain,
0,
&SDL_IID_ID3D11Texture2D,
(void **)&backBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
goto done;
}
result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
(ID3D11Resource *)backBuffer,
NULL,
&data->mainRenderTargetView
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
goto done;
}
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext,
1,
&data->mainRenderTargetView,
NULL
);
data->viewportDirty = SDL_TRUE;
done:
SAFE_RELEASE(backBuffer);
return result;
}
static HRESULT
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
{
return D3D11_CreateWindowSizeDependentResources(renderer);
}
void
D3D11_Trim(SDL_Renderer * renderer)
{
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
HRESULT result = S_OK;
IDXGIDevice3 *dxgiDevice = NULL;
result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
if (FAILED(result)) {
return;
}
IDXGIDevice3_Trim(dxgiDevice);
SAFE_RELEASE(dxgiDevice);
#endif
#endif
}
static void
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
D3D11_UpdateForWindowSizeChange(renderer);
}
}
#if !defined(__WINRT__)
static int
D3D11_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GetWindowSizeInPixels(renderer->window, w, h);
return 0;
}
#endif
static SDL_bool
D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
!GetBlendEquation(colorOperation) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
!GetBlendEquation(alphaOperation)) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
if (textureFormat == DXGI_FORMAT_UNKNOWN) {
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
__FUNCTION__, texture->format);
}
textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
if (!textureData) {
SDL_OutOfMemory();
return -1;
}
textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
texture->driverdata = textureData;
SDL_zero(textureDesc);
textureDesc.Width = texture->w;
textureDesc.Height = texture->h;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = textureFormat;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.MiscFlags = 0;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
} else {
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.CPUAccessFlags = 0;
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
} else {
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
}
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTexture
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
textureData->yuv = SDL_TRUE;
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureU
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&nvTextureDesc,
NULL,
&textureData->mainTextureNV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
#endif
SDL_zero(resourceViewDesc);
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTexture,
&resourceViewDesc,
&textureData->mainTextureResourceView
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
}
#if SDL_HAVE_YUV
if (textureData->yuv) {
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureU,
&resourceViewDesc,
&textureData->mainTextureResourceViewU
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
}
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureV,
&resourceViewDesc,
&textureData->mainTextureResourceViewV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
}
}
if (textureData->nv12) {
D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureNV,
&nvResourceViewDesc,
&textureData->mainTextureResourceViewNV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
}
}
#endif
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
SDL_zero(renderTargetViewDesc);
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTexture,
&renderTargetViewDesc,
&textureData->mainTextureRenderTargetView);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
}
}
return 0;
}
static void
D3D11_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture)
{
D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
if (!data) {
return;
}
SAFE_RELEASE(data->mainTexture);
SAFE_RELEASE(data->mainTextureResourceView);
SAFE_RELEASE(data->mainTextureRenderTargetView);
SAFE_RELEASE(data->stagingTexture);
#if SDL_HAVE_YUV
SAFE_RELEASE(data->mainTextureU);
SAFE_RELEASE(data->mainTextureResourceViewU);
SAFE_RELEASE(data->mainTextureV);
SAFE_RELEASE(data->mainTextureResourceViewV);
SAFE_RELEASE(data->mainTextureNV);
SAFE_RELEASE(data->mainTextureResourceViewNV);
SDL_free(data->pixels);
#endif
SDL_free(data);
texture->driverdata = NULL;
}
static int
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch)
{
ID3D11Texture2D *stagingTexture;
const Uint8 *src;
Uint8 *dst;
int row;
UINT length;
HRESULT result;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
stagingTextureDesc.Width = w;
stagingTextureDesc.Height = h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
}
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(stagingTexture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
src = (const Uint8 *)pixels;
dst = textureMemory.pData;
length = w * bpp;
if (length == pitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, length*h);
} else {
if (length > (UINT)pitch) {
length = pitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += textureMemory.RowPitch;
}
}
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)texture,
0,
x,
y,
0,
(ID3D11Resource *)stagingTexture,
0,
NULL);
SAFE_RELEASE(stagingTexture);
return 0;
}
static int
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void * srcPixels,
int srcPitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
return -1;
}
#if SDL_HAVE_YUV
if (textureData->yuv) {
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
srcPixels = (const void*)((const Uint8*)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
}
if (textureData->nv12) {
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2*((srcPitch + 1) / 2)) < 0) {
return -1;
}
}
#endif
return 0;
}
#if SDL_HAVE_YUV
static int
D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
return -1;
}
return 0;
}
static int
D3D11_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch) < 0) {
return -1;
}
return 0;
}
#endif
static int
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
HRESULT result = S_OK;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
if (!textureData) {
return SDL_SetError("Texture is not currently available");
}
#if SDL_HAVE_YUV
if (textureData->yuv || textureData->nv12) {
if (!textureData->pixels) {
textureData->pitch = texture->w;
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
if (!textureData->pixels) {
return SDL_OutOfMemory();
}
}
textureData->locked_rect = *rect;
*pixels =
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = textureData->pitch;
return 0;
}
#endif
if (textureData->stagingTexture) {
return SDL_SetError("texture is already locked");
}
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&textureData->stagingTexture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
}
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)textureData->stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(textureData->stagingTexture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
textureData->lockedTexturePositionX = rect->x;
textureData->lockedTexturePositionY = rect->y;
*pixels = textureMemory.pData;
*pitch = textureMemory.RowPitch;
return 0;
}
static void
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData) {
return;
}
#if SDL_HAVE_YUV
if (textureData->yuv || textureData->nv12) {
const SDL_Rect *rect = &textureData->locked_rect;
void *pixels =
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
return;
}
#endif
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)textureData->stagingTexture,
0);
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)textureData->mainTexture,
0,
textureData->lockedTexturePositionX,
textureData->lockedTexturePositionY,
0,
(ID3D11Resource *)textureData->stagingTexture,
0,
NULL);
SAFE_RELEASE(textureData->stagingTexture);
}
static void
D3D11_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static int
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = NULL;
if (texture == NULL) {
rendererData->currentOffscreenRenderTargetView = NULL;
return 0;
}
textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData->mainTextureRenderTargetView) {
return SDL_SetError("specified texture is not a render target");
}
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
return 0;
}
static int
D3D11_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0;
}
static int
D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->pos.x = points[i].x + 0.5f;
verts->pos.y = points[i].y + 0.5f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color = color;
verts++;
}
return 0;
}
static int
D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
for (i = 0; i < count; i++) {
int j;
float *xy_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
verts->pos.x = xy_[0] * scale_x;
verts->pos.y = xy_[1] * scale_y;
verts->color = *(SDL_Color*)((char*)color + j * color_stride);
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
verts->tex.x = uv_[0];
verts->tex.y = uv_[1];
} else {
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
}
verts += 1;
}
return 0;
}
static int
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
const void * vertexData, size_t dataSizeInBytes)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
const int vbidx = rendererData->currentVertexBuffer;
const UINT stride = sizeof(VertexPositionColor);
const UINT offset = 0;
if (dataSizeInBytes == 0) {
return 0;
}
if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) {
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)rendererData->vertexBuffers[vbidx],
0,
D3D11_MAP_WRITE_DISCARD,
0,
&mappedResource
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
}
SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
} else {
D3D11_BUFFER_DESC vertexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexBufferData;
SAFE_RELEASE(rendererData->vertexBuffers[vbidx]);
SDL_zero(vertexBufferDesc);
vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
SDL_zero(vertexBufferData);
vertexBufferData.pSysMem = vertexData;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
&vertexBufferDesc,
&vertexBufferData,
&rendererData->vertexBuffers[vbidx]
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
}
rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes;
}
ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
0,
1,
&rendererData->vertexBuffers[vbidx],
&stride,
&offset
);
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) {
rendererData->currentVertexBuffer = 0;
}
return 0;
}
static int
D3D11_UpdateViewport(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
const SDL_Rect *viewport = &data->currentViewport;
Float4X4 projection;
Float4X4 view;
SDL_FRect orientationAlignedViewport;
BOOL swapDimensions;
D3D11_VIEWPORT d3dviewport;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
if (viewport->w == 0 || viewport->h == 0) {
return -1;
}
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
break;
case DXGI_MODE_ROTATION_ROTATE270:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
break;
case DXGI_MODE_ROTATION_ROTATE180:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
break;
case DXGI_MODE_ROTATION_ROTATE90:
projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
break;
default:
return SDL_SetError("An unknown DisplayOrientation is being used");
}
SDL_zero(view);
view.m[0][0] = 2.0f / viewport->w;
view.m[1][1] = -2.0f / viewport->h;
view.m[2][2] = 1.0f;
view.m[3][0] = -1.0f;
view.m[3][1] = 1.0f;
view.m[3][3] = 1.0f;
data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
view,
projection);
swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) viewport->y;
orientationAlignedViewport.y = (float) viewport->x;
orientationAlignedViewport.w = (float) viewport->h;
orientationAlignedViewport.h = (float) viewport->w;
} else {
orientationAlignedViewport.x = (float) viewport->x;
orientationAlignedViewport.y = (float) viewport->y;
orientationAlignedViewport.w = (float) viewport->w;
orientationAlignedViewport.h = (float) viewport->h;
}
d3dviewport.TopLeftX = orientationAlignedViewport.x;
d3dviewport.TopLeftY = orientationAlignedViewport.y;
d3dviewport.Width = orientationAlignedViewport.w;
d3dviewport.Height = orientationAlignedViewport.h;
d3dviewport.MinDepth = 0.0f;
d3dviewport.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
return 0;
}
static ID3D11RenderTargetView *
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return data->currentOffscreenRenderTargetView;
}
else {
return data->mainRenderTargetView;
}
}
static int
D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader * shader,
const int numShaderResources, ID3D11ShaderResourceView ** shaderResources,
ID3D11SamplerState * sampler, const Float4X4 *matrix)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
ID3D11RasterizerState *rasterizerState;
ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
ID3D11ShaderResourceView *shaderResource;
const SDL_BlendMode blendMode = cmd->data.draw.blend;
ID3D11BlendState *blendState = NULL;
SDL_bool updateSubresource = SDL_FALSE;
if (renderTargetView != rendererData->currentRenderTargetView) {
ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
1,
&renderTargetView,
NULL
);
rendererData->currentRenderTargetView = renderTargetView;
}
if (rendererData->viewportDirty) {
if (D3D11_UpdateViewport(renderer) == 0) {
updateSubresource = SDL_TRUE;
}
}
if (rendererData->cliprectDirty) {
if (!rendererData->currentCliprectEnabled) {
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL);
} else {
D3D11_RECT scissorRect;
if (D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
return -1;
}
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect);
}
rendererData->cliprectDirty = SDL_FALSE;
}
if (!rendererData->currentCliprectEnabled) {
rasterizerState = rendererData->mainRasterizer;
} else {
rasterizerState = rendererData->clippedRasterizer;
}
if (rasterizerState != rendererData->currentRasterizerState) {
ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
rendererData->currentRasterizerState = rasterizerState;
}
if (blendMode != SDL_BLENDMODE_NONE) {
int i;
for (i = 0; i < rendererData->blendModesCount; ++i) {
if (blendMode == rendererData->blendModes[i].blendMode) {
blendState = rendererData->blendModes[i].blendState;
break;
}
}
if (!blendState) {
blendState = D3D11_CreateBlendState(renderer, blendMode);
if (!blendState) {
return -1;
}
}
}
if (blendState != rendererData->currentBlendState) {
ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
rendererData->currentBlendState = blendState;
}
if (shader != rendererData->currentShader) {
ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
rendererData->currentShader = shader;
}
if (numShaderResources > 0) {
shaderResource = shaderResources[0];
} else {
shaderResource = NULL;
}
if (shaderResource != rendererData->currentShaderResource) {
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
rendererData->currentShaderResource = shaderResource;
}
if (sampler != rendererData->currentSampler) {
ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
rendererData->currentSampler = sampler;
}
if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix);
ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
(ID3D11Resource *)rendererData->vertexShaderConstants,
0,
NULL,
&rendererData->vertexShaderConstantsData,
0,
0
);
}
return 0;
}
static int
D3D11_SetCopyState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix)
{
SDL_Texture *texture = cmd->data.draw.texture;
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
ID3D11SamplerState *textureSampler;
switch (textureData->scaleMode) {
case D3D11_FILTER_MIN_MAG_MIP_POINT:
textureSampler = rendererData->nearestPixelSampler;
break;
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
textureSampler = rendererData->linearSampler;
break;
default:
return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
}
#if SDL_HAVE_YUV
if (textureData->yuv) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewU,
textureData->mainTextureResourceViewV
};
D3D11_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = SHADER_YUV_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = SHADER_YUV_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = SHADER_YUV_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
} else if (textureData->nv12) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewNV,
};
D3D11_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
}
#endif
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB],
1, &textureData->mainTextureResourceView, textureSampler, matrix);
}
static void
D3D11_DrawPrimitives(SDL_Renderer * renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT) vertexCount, (UINT) vertexStart);
}
static int
D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
if (rendererData->currentViewportRotation != viewportRotation) {
rendererData->currentViewportRotation = viewportRotation;
rendererData->viewportDirty = SDL_TRUE;
}
if (D3D11_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
return -1;
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &rendererData->currentViewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
SDL_copyp(viewport, &cmd->data.viewport.rect);
rendererData->viewportDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
rendererData->cliprectDirty = SDL_TRUE;
}
if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) {
SDL_copyp(&rendererData->currentCliprect, rect);
rendererData->cliprectDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const float colorRGBA[] = {
(cmd->data.color.r / 255.0f),
(cmd->data.color.g / 255.0f),
(cmd->data.color.b / 255.0f),
(cmd->data.color.a / 255.0f)
};
ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
}
break;
}
case SDL_RENDERCMD_FILL_RECTS:
break;
case SDL_RENDERCMD_COPY:
break;
case SDL_RENDERCMD_COPY_EX:
break;
case SDL_RENDERCMD_GEOMETRY: {
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
if (texture) {
D3D11_SetCopyState(renderer, cmd, NULL);
} else {
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
}
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
ID3D11RenderTargetView *renderTargetView = NULL;
ID3D11Texture2D *backBuffer = NULL;
ID3D11Texture2D *stagingTexture = NULL;
HRESULT result;
int status = -1;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_RECT srcRect = {0, 0, 0, 0};
D3D11_BOX srcBox;
D3D11_MAPPED_SUBRESOURCE textureMemory;
ID3D11DeviceContext_OMGetRenderTargets(data->d3dContext, 1, &renderTargetView, NULL);
if (renderTargetView == NULL) {
SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
goto done;
}
ID3D11View_GetResource(renderTargetView, (ID3D11Resource**)&backBuffer);
if (backBuffer == NULL) {
SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__);
goto done;
}
ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(data->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
goto done;
}
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
goto done;
}
srcBox.left = srcRect.left;
srcBox.right = srcRect.right;
srcBox.top = srcRect.top;
srcBox.bottom = srcRect.bottom;
srcBox.front = 0;
srcBox.back = 1;
ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
0, 0, 0,
(ID3D11Resource *)backBuffer,
0,
&srcBox);
result = ID3D11DeviceContext_Map(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_READ,
0,
&textureMemory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
goto done;
}
status = SDL_ConvertPixels(
rect->w, rect->h,
D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
textureMemory.pData,
textureMemory.RowPitch,
format,
pixels,
pitch);
ID3D11DeviceContext_Unmap(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
done:
SAFE_RELEASE(backBuffer);
SAFE_RELEASE(stagingTexture);
return status;
}
static int
D3D11_RenderPresent(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
UINT syncInterval;
UINT presentFlags;
HRESULT result;
DXGI_PRESENT_PARAMETERS parameters;
SDL_zero(parameters);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
syncInterval = 1;
presentFlags = 0;
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
#else
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
presentFlags = 0;
} else {
syncInterval = 0;
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
}
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, ¶meters);
#endif
ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
data->currentRenderTargetView = NULL;
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
if (result == DXGI_ERROR_DEVICE_REMOVED) {
D3D11_HandleDeviceLost(renderer);
} else if (result == DXGI_ERROR_INVALID_CALL) {
D3D11_CreateWindowSizeDependentResources(renderer);
} else {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
}
return -1;
}
return 0;
}
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#else
static int
D3D11_SetVSync(SDL_Renderer * renderer, const int vsync)
{
if (vsync) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
return 0;
}
#endif
SDL_Renderer *
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D11_RenderData *data;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;
}
data->identity = MatrixIdentity();
renderer->WindowEvent = D3D11_WindowEvent;
#if !defined(__WINRT__)
renderer->GetOutputSize = D3D11_GetOutputSize;
#endif
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
renderer->CreateTexture = D3D11_CreateTexture;
renderer->UpdateTexture = D3D11_UpdateTexture;
#if SDL_HAVE_YUV
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
#endif
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueSetViewport;
renderer->QueueSetDrawColor = D3D11_QueueSetViewport;
renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
renderer->QueueDrawLines = D3D11_QueueDrawPoints;
renderer->QueueGeometry = D3D11_QueueGeometry;
renderer->RunCommandQueue = D3D11_RunCommandQueue;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;
renderer->DestroyTexture = D3D11_DestroyTexture;
renderer->DestroyRenderer = D3D11_DestroyRenderer;
renderer->info = D3D11_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D11_SetVSync;
#endif
renderer->window = window;
if (FAILED(D3D11_CreateDeviceResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
return renderer;
}
SDL_RenderDriver D3D11_RenderDriver = {
D3D11_CreateRenderer,
{
"direct3d11",
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
),
6,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
},
0,
0
}
};
#endif
#if defined(__WIN32__) || defined(__WINGDK__)
ID3D11Device *
SDL_RenderGetD3D11Device(SDL_Renderer * renderer)
{
ID3D11Device *device = NULL;
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
if (renderer->DestroyRenderer != D3D11_DestroyRenderer) {
SDL_SetError("Renderer is not a D3D11 renderer");
return NULL;
}
device = (ID3D11Device *)data->d3dDevice;
if (device) {
ID3D11Device_AddRef(device);
}
#endif
return device;
}
#endif