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Diffstat (limited to 'source/3rd-party/SDL2/src/render/direct3d11/SDL_render_d3d11.c')
-rw-r--r--source/3rd-party/SDL2/src/render/direct3d11/SDL_render_d3d11.c2555
1 files changed, 2555 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/render/direct3d11/SDL_render_d3d11.c b/source/3rd-party/SDL2/src/render/direct3d11/SDL_render_d3d11.c
new file mode 100644
index 0000000..7a37039
--- /dev/null
+++ b/source/3rd-party/SDL2/src/render/direct3d11/SDL_render_d3d11.c
@@ -0,0 +1,2555 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
+
+#define COBJMACROS
+#include "../../core/windows/SDL_windows.h"
+#include "SDL_hints.h"
+#include "SDL_loadso.h"
+#include "SDL_syswm.h"
+#include "../SDL_sysrender.h"
+#include "../SDL_d3dmath.h"
+
+#include <d3d11_1.h>
+
+#include "SDL_shaders_d3d11.h"
+
+#ifdef __WINRT__
+
+#if NTDDI_VERSION > NTDDI_WIN8
+#include <DXGI1_3.h>
+#endif
+
+#include "SDL_render_winrt.h"
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#include <windows.ui.xaml.media.dxinterop.h>
+/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
+extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
+#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
+
+#endif /* __WINRT__ */
+
+
+#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
+
+#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
+
+
+/* Vertex shader, common values */
+typedef struct
+{
+ Float4X4 model;
+ Float4X4 projectionAndView;
+} VertexShaderConstants;
+
+/* Per-vertex data */
+typedef struct
+{
+ Float3 pos;
+ Float2 tex;
+ Float4 color;
+} VertexPositionColor;
+
+/* Per-texture data */
+typedef struct
+{
+ ID3D11Texture2D *mainTexture;
+ ID3D11ShaderResourceView *mainTextureResourceView;
+ ID3D11RenderTargetView *mainTextureRenderTargetView;
+ ID3D11Texture2D *stagingTexture;
+ int lockedTexturePositionX;
+ int lockedTexturePositionY;
+ D3D11_FILTER scaleMode;
+
+ /* YV12 texture support */
+ SDL_bool yuv;
+ ID3D11Texture2D *mainTextureU;
+ ID3D11ShaderResourceView *mainTextureResourceViewU;
+ ID3D11Texture2D *mainTextureV;
+ ID3D11ShaderResourceView *mainTextureResourceViewV;
+
+ /* NV12 texture support */
+ SDL_bool nv12;
+ ID3D11Texture2D *mainTextureNV;
+ ID3D11ShaderResourceView *mainTextureResourceViewNV;
+
+ Uint8 *pixels;
+ int pitch;
+ SDL_Rect locked_rect;
+} D3D11_TextureData;
+
+/* Blend mode data */
+typedef struct
+{
+ SDL_BlendMode blendMode;
+ ID3D11BlendState *blendState;
+} D3D11_BlendMode;
+
+/* Private renderer data */
+typedef struct
+{
+ void *hDXGIMod;
+ void *hD3D11Mod;
+ IDXGIFactory2 *dxgiFactory;
+ IDXGIAdapter *dxgiAdapter;
+ ID3D11Device1 *d3dDevice;
+ ID3D11DeviceContext1 *d3dContext;
+ IDXGISwapChain1 *swapChain;
+ DXGI_SWAP_EFFECT swapEffect;
+ ID3D11RenderTargetView *mainRenderTargetView;
+ ID3D11RenderTargetView *currentOffscreenRenderTargetView;
+ ID3D11InputLayout *inputLayout;
+ ID3D11Buffer *vertexBuffer;
+ ID3D11VertexShader *vertexShader;
+ ID3D11PixelShader *pixelShaders[NUM_SHADERS];
+ int blendModesCount;
+ D3D11_BlendMode *blendModes;
+ ID3D11SamplerState *nearestPixelSampler;
+ ID3D11SamplerState *linearSampler;
+ D3D_FEATURE_LEVEL featureLevel;
+
+ /* Rasterizers */
+ ID3D11RasterizerState *mainRasterizer;
+ ID3D11RasterizerState *clippedRasterizer;
+
+ /* Vertex buffer constants */
+ VertexShaderConstants vertexShaderConstantsData;
+ ID3D11Buffer *vertexShaderConstants;
+
+ /* Cached renderer properties */
+ DXGI_MODE_ROTATION rotation;
+ ID3D11RenderTargetView *currentRenderTargetView;
+ ID3D11RasterizerState *currentRasterizerState;
+ ID3D11BlendState *currentBlendState;
+ ID3D11PixelShader *currentShader;
+ ID3D11ShaderResourceView *currentShaderResource;
+ ID3D11SamplerState *currentSampler;
+} D3D11_RenderData;
+
+
+/* Define D3D GUIDs here so we don't have to include uuid.lib.
+*
+* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
+* The extra 'SDL_' was added to the start of each IID's name, in order
+* to prevent build errors on both MinGW-w64 and WinRT/UWP.
+* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
+* linker errors in WinRT/UWP builds.)
+*/
+
+#ifdef __GNUC__
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wunused-const-variable"
+#endif
+
+static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
+static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
+static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
+static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
+static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
+static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
+static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
+
+#ifdef __GNUC__
+#pragma GCC diagnostic pop
+#endif
+
+
+/* Direct3D 11.1 renderer implementation */
+static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
+static void D3D11_WindowEvent(SDL_Renderer * renderer,
+ const SDL_WindowEvent *event);
+static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
+static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void *srcPixels,
+ int srcPitch);
+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);
+static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, void **pixels, int *pitch);
+static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
+static int D3D11_UpdateViewport(SDL_Renderer * renderer);
+static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
+static int D3D11_RenderClear(SDL_Renderer * renderer);
+static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count);
+static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count);
+static int D3D11_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_FRect * rects, int count);
+static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect);
+static int D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
+ const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
+static int D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 format, void * pixels, int pitch);
+static void D3D11_RenderPresent(SDL_Renderer * renderer);
+static void D3D11_DestroyTexture(SDL_Renderer * renderer,
+ SDL_Texture * texture);
+static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
+
+/* Direct3D 11.1 Internal Functions */
+static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
+static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
+static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
+static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
+static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
+
+SDL_RenderDriver D3D11_RenderDriver = {
+ D3D11_CreateRenderer,
+ {
+ "direct3d11",
+ (
+ SDL_RENDERER_ACCELERATED |
+ SDL_RENDERER_PRESENTVSYNC |
+ SDL_RENDERER_TARGETTEXTURE
+ ), /* flags. see SDL_RendererFlags */
+ 6, /* num_texture_formats */
+ { /* texture_formats */
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_PIXELFORMAT_RGB888,
+ SDL_PIXELFORMAT_YV12,
+ SDL_PIXELFORMAT_IYUV,
+ SDL_PIXELFORMAT_NV12,
+ SDL_PIXELFORMAT_NV21
+ },
+ 0, /* max_texture_width: will be filled in later */
+ 0 /* max_texture_height: will be filled in later */
+ }
+};
+
+
+Uint32
+D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
+{
+ switch (dxgiFormat) {
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ return SDL_PIXELFORMAT_ARGB8888;
+ case DXGI_FORMAT_B8G8R8X8_UNORM:
+ return SDL_PIXELFORMAT_RGB888;
+ default:
+ return SDL_PIXELFORMAT_UNKNOWN;
+ }
+}
+
+static DXGI_FORMAT
+SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
+{
+ switch (sdlFormat) {
+ case SDL_PIXELFORMAT_ARGB8888:
+ return DXGI_FORMAT_B8G8R8A8_UNORM;
+ case SDL_PIXELFORMAT_RGB888:
+ return DXGI_FORMAT_B8G8R8X8_UNORM;
+ case SDL_PIXELFORMAT_YV12:
+ case SDL_PIXELFORMAT_IYUV:
+ case SDL_PIXELFORMAT_NV12: /* For the Y texture */
+ case SDL_PIXELFORMAT_NV21: /* For the Y texture */
+ return DXGI_FORMAT_R8_UNORM;
+ default:
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+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_OutOfMemory();
+ return NULL;
+ }
+
+ renderer->WindowEvent = D3D11_WindowEvent;
+ renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
+ renderer->CreateTexture = D3D11_CreateTexture;
+ renderer->UpdateTexture = D3D11_UpdateTexture;
+ renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
+ renderer->LockTexture = D3D11_LockTexture;
+ renderer->UnlockTexture = D3D11_UnlockTexture;
+ renderer->SetRenderTarget = D3D11_SetRenderTarget;
+ renderer->UpdateViewport = D3D11_UpdateViewport;
+ renderer->UpdateClipRect = D3D11_UpdateClipRect;
+ renderer->RenderClear = D3D11_RenderClear;
+ renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
+ renderer->RenderDrawLines = D3D11_RenderDrawLines;
+ renderer->RenderFillRects = D3D11_RenderFillRects;
+ renderer->RenderCopy = D3D11_RenderCopy;
+ renderer->RenderCopyEx = D3D11_RenderCopyEx;
+ renderer->RenderReadPixels = D3D11_RenderReadPixels;
+ renderer->RenderPresent = D3D11_RenderPresent;
+ renderer->DestroyTexture = D3D11_DestroyTexture;
+ renderer->DestroyRenderer = D3D11_DestroyRenderer;
+ renderer->info = D3D11_RenderDriver.info;
+ renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+ renderer->driverdata = data;
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+ /* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
+ * Failure to use it seems to either result in:
+ *
+ * - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
+ * off (framerate doesn't get capped), but nothing appears on-screen
+ *
+ * - with the D3D11 debug runtime turned ON, vsync gets automatically
+ * turned back on, and the following gets output to the debug console:
+ *
+ * DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
+ */
+ renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+#else
+ if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
+ renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+ }
+#endif
+
+ /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
+ * order to give init functions access to the underlying window handle:
+ */
+ renderer->window = window;
+
+ /* Initialize Direct3D resources */
+ if (FAILED(D3D11_CreateDeviceResources(renderer))) {
+ D3D11_DestroyRenderer(renderer);
+ return NULL;
+ }
+ if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
+ D3D11_DestroyRenderer(renderer);
+ return NULL;
+ }
+
+ return renderer;
+}
+
+static void
+D3D11_ReleaseAll(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ SDL_Texture *texture = NULL;
+
+ /* Release all textures */
+ for (texture = renderer->textures; texture; texture = texture->next) {
+ D3D11_DestroyTexture(renderer, texture);
+ }
+
+ /* Release/reset everything else */
+ if (data) {
+ int i;
+
+ SAFE_RELEASE(data->dxgiFactory);
+ SAFE_RELEASE(data->dxgiAdapter);
+ SAFE_RELEASE(data->d3dDevice);
+ SAFE_RELEASE(data->d3dContext);
+ SAFE_RELEASE(data->swapChain);
+ SAFE_RELEASE(data->mainRenderTargetView);
+ SAFE_RELEASE(data->currentOffscreenRenderTargetView);
+ SAFE_RELEASE(data->inputLayout);
+ SAFE_RELEASE(data->vertexBuffer);
+ SAFE_RELEASE(data->vertexShader);
+ for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
+ SAFE_RELEASE(data->pixelShaders[i]);
+ }
+ if (data->blendModesCount > 0) {
+ for (i = 0; i < data->blendModesCount; ++i) {
+ SAFE_RELEASE(data->blendModes[i].blendState);
+ }
+ SDL_free(data->blendModes);
+
+ data->blendModesCount = 0;
+ }
+ SAFE_RELEASE(data->nearestPixelSampler);
+ SAFE_RELEASE(data->linearSampler);
+ SAFE_RELEASE(data->mainRasterizer);
+ SAFE_RELEASE(data->clippedRasterizer);
+ SAFE_RELEASE(data->vertexShaderConstants);
+
+ data->swapEffect = (DXGI_SWAP_EFFECT) 0;
+ data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
+ data->currentRenderTargetView = NULL;
+ data->currentRasterizerState = NULL;
+ data->currentBlendState = NULL;
+ data->currentShader = NULL;
+ data->currentShaderResource = NULL;
+ data->currentSampler = NULL;
+
+ /* Unload the D3D libraries. This should be done last, in order
+ * to prevent IUnknown::Release() calls from crashing.
+ */
+ if (data->hD3D11Mod) {
+ SDL_UnloadObject(data->hD3D11Mod);
+ data->hD3D11Mod = NULL;
+ }
+ if (data->hDXGIMod) {
+ SDL_UnloadObject(data->hDXGIMod);
+ data->hDXGIMod = NULL;
+ }
+ }
+}
+
+static void
+D3D11_DestroyRenderer(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ D3D11_ReleaseAll(renderer);
+ if (data) {
+ SDL_free(data);
+ }
+ SDL_free(renderer);
+}
+
+static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor)
+{
+ switch (factor) {
+ case SDL_BLENDFACTOR_ZERO:
+ return D3D11_BLEND_ZERO;
+ case SDL_BLENDFACTOR_ONE:
+ return D3D11_BLEND_ONE;
+ case SDL_BLENDFACTOR_SRC_COLOR:
+ return D3D11_BLEND_SRC_COLOR;
+ case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
+ return D3D11_BLEND_INV_SRC_COLOR;
+ case SDL_BLENDFACTOR_SRC_ALPHA:
+ return D3D11_BLEND_SRC_ALPHA;
+ case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
+ return D3D11_BLEND_INV_SRC_ALPHA;
+ case SDL_BLENDFACTOR_DST_COLOR:
+ return D3D11_BLEND_DEST_COLOR;
+ case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
+ return D3D11_BLEND_INV_DEST_COLOR;
+ case SDL_BLENDFACTOR_DST_ALPHA:
+ return D3D11_BLEND_DEST_ALPHA;
+ case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
+ return D3D11_BLEND_INV_DEST_ALPHA;
+ default:
+ return (D3D11_BLEND)0;
+ }
+}
+
+static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
+{
+ switch (operation) {
+ case SDL_BLENDOPERATION_ADD:
+ return D3D11_BLEND_OP_ADD;
+ case SDL_BLENDOPERATION_SUBTRACT:
+ return D3D11_BLEND_OP_SUBTRACT;
+ case SDL_BLENDOPERATION_REV_SUBTRACT:
+ return D3D11_BLEND_OP_REV_SUBTRACT;
+ case SDL_BLENDOPERATION_MINIMUM:
+ return D3D11_BLEND_OP_MIN;
+ case SDL_BLENDOPERATION_MAXIMUM:
+ return D3D11_BLEND_OP_MAX;
+ default:
+ return (D3D11_BLEND_OP)0;
+ }
+}
+
+static SDL_bool
+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 SDL_FALSE;
+ }
+
+ blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
+ if (!blendModes) {
+ SAFE_RELEASE(blendState);
+ SDL_OutOfMemory();
+ return SDL_FALSE;
+ }
+ blendModes[data->blendModesCount].blendMode = blendMode;
+ blendModes[data->blendModesCount].blendState = blendState;
+ data->blendModes = blendModes;
+ ++data->blendModesCount;
+
+ return SDL_TRUE;
+}
+
+/* Create resources that depend on the device. */
+static HRESULT
+D3D11_CreateDeviceResources(SDL_Renderer * renderer)
+{
+ typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
+ PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
+ ID3D11Device *d3dDevice = NULL;
+ ID3D11DeviceContext *d3dContext = NULL;
+ IDXGIDevice1 *dxgiDevice = NULL;
+ HRESULT result = S_OK;
+ UINT creationFlags;
+ int i;
+
+ /* This array defines the set of DirectX hardware feature levels this app will support.
+ * Note the ordering should be preserved.
+ * Don't forget to declare your application's minimum required feature level in its
+ * description. All applications are assumed to support 9.1 unless otherwise stated.
+ */
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1
+ };
+
+ D3D11_BUFFER_DESC constantBufferDesc;
+ D3D11_SAMPLER_DESC samplerDesc;
+ D3D11_RASTERIZER_DESC rasterDesc;
+
+#ifdef __WINRT__
+ CreateDXGIFactoryFunc = CreateDXGIFactory1;
+ D3D11CreateDeviceFunc = D3D11CreateDevice;
+#else
+ data->hDXGIMod = SDL_LoadObject("dxgi.dll");
+ if (!data->hDXGIMod) {
+ result = E_FAIL;
+ goto done;
+ }
+
+ CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
+ if (!CreateDXGIFactoryFunc) {
+ result = E_FAIL;
+ goto done;
+ }
+
+ data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
+ if (!data->hD3D11Mod) {
+ result = E_FAIL;
+ goto done;
+ }
+
+ D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
+ if (!D3D11CreateDeviceFunc) {
+ result = E_FAIL;
+ goto done;
+ }
+#endif /* __WINRT__ */
+
+ result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
+ goto done;
+ }
+
+ /* FIXME: Should we use the default adapter? */
+ result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
+ goto done;
+ }
+
+ /* This flag adds support for surfaces with a different color channel ordering
+ * than the API default. It is required for compatibility with Direct2D.
+ */
+ creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+
+ /* Make sure Direct3D's debugging feature gets used, if the app requests it. */
+ if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
+ creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ }
+
+ /* Create the Direct3D 11 API device object and a corresponding context. */
+ result = D3D11CreateDeviceFunc(
+ data->dxgiAdapter,
+ D3D_DRIVER_TYPE_UNKNOWN,
+ NULL,
+ creationFlags, /* Set set debug and Direct2D compatibility flags. */
+ featureLevels, /* List of feature levels this app can support. */
+ SDL_arraysize(featureLevels),
+ D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
+ &d3dDevice, /* Returns the Direct3D device created. */
+ &data->featureLevel, /* Returns feature level of device created. */
+ &d3dContext /* Returns the device immediate context. */
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
+ goto done;
+ }
+
+ result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
+ goto done;
+ }
+
+ result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
+ goto done;
+ }
+
+ result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
+ goto done;
+ }
+
+ /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
+ * ensures that the application will only render after each VSync, minimizing power consumption.
+ */
+ result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
+ goto done;
+ }
+
+ /* Make note of the maximum texture size
+ * Max texture sizes are documented on MSDN, at:
+ * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
+ */
+ switch (data->featureLevel) {
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
+ break;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
+ break;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
+ break;
+
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
+ break;
+
+ default:
+ SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
+ result = E_FAIL;
+ goto done;
+ }
+
+ if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
+ goto done;
+ }
+
+ for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
+ if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
+ goto done;
+ }
+ }
+
+ /* Setup space to hold vertex shader constants: */
+ SDL_zero(constantBufferDesc);
+ constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
+ constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ result = ID3D11Device_CreateBuffer(data->d3dDevice,
+ &constantBufferDesc,
+ NULL,
+ &data->vertexShaderConstants
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
+ goto done;
+ }
+
+ /* Create samplers to use when drawing textures: */
+ SDL_zero(samplerDesc);
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 1;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ samplerDesc.MinLOD = 0.0f;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+ result = ID3D11Device_CreateSamplerState(data->d3dDevice,
+ &samplerDesc,
+ &data->nearestPixelSampler
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
+ goto done;
+ }
+
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ result = ID3D11Device_CreateSamplerState(data->d3dDevice,
+ &samplerDesc,
+ &data->linearSampler
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
+ goto done;
+ }
+
+ /* Setup Direct3D rasterizer states */
+ SDL_zero(rasterDesc);
+ rasterDesc.AntialiasedLineEnable = FALSE;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.ScissorEnable = FALSE;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
+ goto done;
+ }
+
+ rasterDesc.ScissorEnable = TRUE;
+ result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
+ goto done;
+ }
+
+ /* Create blending states: */
+ if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
+ !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
+ !D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD)) {
+ /* D3D11_CreateBlendMode will set the SDL error, if it fails */
+ goto done;
+ }
+
+ /* Setup render state that doesn't change */
+ ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
+ ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
+ ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
+
+done:
+ SAFE_RELEASE(d3dDevice);
+ SAFE_RELEASE(d3dContext);
+ SAFE_RELEASE(dxgiDevice);
+ return result;
+}
+
+#ifdef __WIN32__
+
+static DXGI_MODE_ROTATION
+D3D11_GetCurrentRotation()
+{
+ /* FIXME */
+ return DXGI_MODE_ROTATION_IDENTITY;
+}
+
+#endif /* __WIN32__ */
+
+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)
+{
+ const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
+ 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 += renderer->viewport.x;
+ outRect->right += renderer->viewport.x;
+ outRect->top += renderer->viewport.y;
+ outRect->bottom += renderer->viewport.y;
+ }
+ break;
+ case DXGI_MODE_ROTATION_ROTATE270:
+ outRect->left = sdlRect->y;
+ outRect->right = sdlRect->y + sdlRect->h;
+ outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
+ outRect->bottom = renderer->viewport.w - sdlRect->x;
+ break;
+ case DXGI_MODE_ROTATION_ROTATE180:
+ outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
+ outRect->right = renderer->viewport.w - sdlRect->x;
+ outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
+ outRect->bottom = renderer->viewport.h - sdlRect->y;
+ break;
+ case DXGI_MODE_ROTATION_ROTATE90:
+ outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
+ outRect->right = renderer->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;
+
+ /* Create a swap chain using the same adapter as the existing Direct3D device. */
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
+ SDL_zero(swapChainDesc);
+ swapChainDesc.Width = w;
+ swapChainDesc.Height = h;
+ swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
+ /* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
+#else
+ if (usingXAML) {
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+ } else {
+ swapChainDesc.Scaling = DXGI_SCALING_NONE;
+ }
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
+#endif
+ swapChainDesc.Flags = 0;
+
+ if (coreWindow) {
+ result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
+ (IUnknown *)data->d3dDevice,
+ coreWindow,
+ &swapChainDesc,
+ NULL, /* Allow on all displays. */
+ &data->swapChain
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
+ goto done;
+ }
+ } else if (usingXAML) {
+ result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
+ (IUnknown *)data->d3dDevice,
+ &swapChainDesc,
+ NULL,
+ &data->swapChain);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
+ goto done;
+ }
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+ result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
+ goto done;
+ }
+#else
+ SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
+ result = E_FAIL;
+ goto done;
+#endif
+ } else {
+#ifdef __WIN32__
+ SDL_SysWMinfo windowinfo;
+ SDL_VERSION(&windowinfo.version);
+ SDL_GetWindowWMInfo(renderer->window, &windowinfo);
+
+ result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
+ (IUnknown *)data->d3dDevice,
+ windowinfo.info.win.window,
+ &swapChainDesc,
+ NULL,
+ NULL, /* Allow on all displays. */
+ &data->swapChain
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
+ goto done;
+ }
+
+ IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
+#else
+ SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
+ goto done;
+#endif /* ifdef __WIN32__ / else */
+ }
+ data->swapEffect = swapChainDesc.SwapEffect;
+
+done:
+ SAFE_RELEASE(coreWindow);
+ return result;
+}
+
+
+/* Initialize all resources that change when the window's size changes. */
+static HRESULT
+D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
+ ID3D11Texture2D *backBuffer = NULL;
+ HRESULT result = S_OK;
+ int w, h;
+
+ /* Release the previous render target view */
+ D3D11_ReleaseMainRenderTargetView(renderer);
+
+ /* The width and height of the swap chain must be based on the display's
+ * non-rotated size.
+ */
+ SDL_GetWindowSize(renderer->window, &w, &h);
+ data->rotation = D3D11_GetCurrentRotation();
+ /* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
+ if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
+ int tmp = w;
+ w = h;
+ h = tmp;
+ }
+
+ if (data->swapChain) {
+ /* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
+#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
+ /* If the swap chain already exists, resize it. */
+ result = IDXGISwapChain_ResizeBuffers(data->swapChain,
+ 0,
+ w, h,
+ DXGI_FORMAT_UNKNOWN,
+ 0
+ );
+ if (result == DXGI_ERROR_DEVICE_REMOVED) {
+ /* If the device was removed for any reason, a new device and swap chain will need to be created. */
+ D3D11_HandleDeviceLost(renderer);
+
+ /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
+ * and correctly set up the new device.
+ */
+ goto done;
+ } else if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
+ goto done;
+ }
+#endif
+ } else {
+ result = D3D11_CreateSwapChain(renderer, w, h);
+ if (FAILED(result)) {
+ goto done;
+ }
+ }
+
+#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
+ /* Set the proper rotation for the swap chain.
+ *
+ * To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
+ * on Windows Phone 8.0, nor is it supported there.
+ *
+ * IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
+ * however I've yet to find a way to make it work. It might have something to
+ * do with IDXGISwapChain::ResizeBuffers appearing to not being available on
+ * Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
+ * The call doesn't appear to be entirely necessary though, and is a performance-related
+ * call, at least according to the following page on MSDN:
+ * http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
+ * -- David L.
+ *
+ * TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
+ */
+ if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
+ result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
+ goto done;
+ }
+ }
+#endif
+
+ result = IDXGISwapChain_GetBuffer(data->swapChain,
+ 0,
+ &SDL_IID_ID3D11Texture2D,
+ (void **)&backBuffer
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
+ goto done;
+ }
+
+ /* Create a render target view of the swap chain back buffer. */
+ result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
+ (ID3D11Resource *)backBuffer,
+ NULL,
+ &data->mainRenderTargetView
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
+ goto done;
+ }
+
+ if (D3D11_UpdateViewport(renderer) != 0) {
+ /* D3D11_UpdateViewport will set the SDL error if it fails. */
+ result = E_FAIL;
+ goto done;
+ }
+
+done:
+ SAFE_RELEASE(backBuffer);
+ return result;
+}
+
+/* This method is called when the window's size changes. */
+static HRESULT
+D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
+{
+ return D3D11_CreateWindowSizeDependentResources(renderer);
+}
+
+HRESULT
+D3D11_HandleDeviceLost(SDL_Renderer * renderer)
+{
+ HRESULT result = S_OK;
+
+ D3D11_ReleaseAll(renderer);
+
+ result = D3D11_CreateDeviceResources(renderer);
+ if (FAILED(result)) {
+ /* D3D11_CreateDeviceResources will set the SDL error */
+ return result;
+ }
+
+ result = D3D11_UpdateForWindowSizeChange(renderer);
+ if (FAILED(result)) {
+ /* D3D11_UpdateForWindowSizeChange will set the SDL error */
+ return result;
+ }
+
+ /* Let the application know that the device has been reset */
+ {
+ SDL_Event event;
+ event.type = SDL_RENDER_DEVICE_RESET;
+ SDL_PushEvent(&event);
+ }
+
+ return S_OK;
+}
+
+void
+D3D11_Trim(SDL_Renderer * renderer)
+{
+#ifdef __WINRT__
+#if NTDDI_VERSION > NTDDI_WIN8
+ D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
+ HRESULT result = S_OK;
+ IDXGIDevice3 *dxgiDevice = NULL;
+
+ result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
+ if (FAILED(result)) {
+ //WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
+ return;
+ }
+
+ IDXGIDevice3_Trim(dxgiDevice);
+ SAFE_RELEASE(dxgiDevice);
+#endif
+#endif
+}
+
+static void
+D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
+{
+ if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
+ D3D11_UpdateForWindowSizeChange(renderer);
+ }
+}
+
+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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+ return -1;
+ }
+
+ 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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+ return -1;
+ }
+
+ result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+ &textureDesc,
+ NULL,
+ &textureData->mainTextureV
+ );
+ if (FAILED(result)) {
+ D3D11_DestroyTexture(renderer, texture);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+ return -1;
+ }
+ }
+
+ 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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+ return -1;
+ }
+ }
+
+ 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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
+ return -1;
+ }
+
+ if (textureData->yuv) {
+ result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
+ (ID3D11Resource *)textureData->mainTextureU,
+ &resourceViewDesc,
+ &textureData->mainTextureResourceViewU
+ );
+ if (FAILED(result)) {
+ D3D11_DestroyTexture(renderer, texture);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
+ return -1;
+ }
+ result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
+ (ID3D11Resource *)textureData->mainTextureV,
+ &resourceViewDesc,
+ &textureData->mainTextureResourceViewV
+ );
+ if (FAILED(result)) {
+ D3D11_DestroyTexture(renderer, texture);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
+ return -1;
+ }
+ }
+
+ 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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
+ return -1;
+ }
+ }
+
+ if (texture->access & SDL_TEXTUREACCESS_TARGET) {
+ D3D11_RENDER_TARGET_VIEW_DESC 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);
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
+ return -1;
+ }
+ }
+
+ 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);
+ SAFE_RELEASE(data->mainTextureU);
+ SAFE_RELEASE(data->mainTextureResourceViewU);
+ SAFE_RELEASE(data->mainTextureV);
+ SAFE_RELEASE(data->mainTextureResourceViewV);
+ SDL_free(data->pixels);
+ SDL_free(data);
+ texture->driverdata = NULL;
+}
+
+static int
+D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch)
+{
+ ID3D11Texture2D *stagingTexture;
+ const Uint8 *src;
+ Uint8 *dst;
+ int row;
+ UINT length;
+ HRESULT result;
+ D3D11_TEXTURE2D_DESC stagingTextureDesc;
+ D3D11_MAPPED_SUBRESOURCE textureMemory;
+
+ /* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
+ ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
+ stagingTextureDesc.Width = w;
+ stagingTextureDesc.Height = h;
+ stagingTextureDesc.BindFlags = 0;
+ stagingTextureDesc.MiscFlags = 0;
+ stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
+ result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+ &stagingTextureDesc,
+ NULL,
+ &stagingTexture);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
+ return -1;
+ }
+
+ /* Get a write-only pointer to data in the staging texture: */
+ result = ID3D11DeviceContext_Map(rendererData->d3dContext,
+ (ID3D11Resource *)stagingTexture,
+ 0,
+ D3D11_MAP_WRITE,
+ 0,
+ &textureMemory
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
+ SAFE_RELEASE(stagingTexture);
+ return -1;
+ }
+
+ 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;
+ }
+ }
+
+ /* Commit the pixel buffer's changes back to the staging texture: */
+ ID3D11DeviceContext_Unmap(rendererData->d3dContext,
+ (ID3D11Resource *)stagingTexture,
+ 0);
+
+ /* Copy the staging texture's contents back to the texture: */
+ ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
+ (ID3D11Resource *)texture,
+ 0,
+ x,
+ y,
+ 0,
+ (ID3D11Resource *)stagingTexture,
+ 0,
+ NULL);
+
+ SAFE_RELEASE(stagingTexture);
+
+ return 0;
+}
+
+static int
+D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void * srcPixels,
+ int srcPitch)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
+ D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
+
+ if (!textureData) {
+ SDL_SetError("Texture is not currently available");
+ return -1;
+ }
+
+ if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
+ return -1;
+ }
+
+ if (textureData->yuv) {
+ /* Skip to the correct offset into the next texture */
+ srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
+
+ if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
+ return -1;
+ }
+
+ /* Skip to the correct offset into the next texture */
+ srcPixels = (const void*)((const Uint8*)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
+ if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
+ return -1;
+ }
+ }
+
+ if (textureData->nv12) {
+ /* Skip to the correct offset into the next texture */
+ srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
+
+ if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2*((srcPitch + 1) / 2)) < 0) {
+ return -1;
+ }
+ }
+ return 0;
+}
+
+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) {
+ SDL_SetError("Texture is not currently available");
+ return -1;
+ }
+
+ 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_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) {
+ SDL_SetError("Texture is not currently available");
+ return -1;
+ }
+
+ if (textureData->yuv || textureData->nv12) {
+ /* It's more efficient to upload directly... */
+ if (!textureData->pixels) {
+ textureData->pitch = texture->w;
+ textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
+ if (!textureData->pixels) {
+ return SDL_OutOfMemory();
+ }
+ }
+ textureData->locked_rect = *rect;
+ *pixels =
+ (void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
+ rect->x * SDL_BYTESPERPIXEL(texture->format));
+ *pitch = textureData->pitch;
+ return 0;
+ }
+
+ if (textureData->stagingTexture) {
+ return SDL_SetError("texture is already locked");
+ }
+
+ /* Create a 'staging' texture, which will be used to write to a portion
+ * of the main texture. This is necessary, as Direct3D 11.1 does not
+ * have the ability to write a CPU-bound pixel buffer to a rectangular
+ * subrect of a texture. Direct3D 11.1 can, however, write a pixel
+ * buffer to an entire texture, hence the use of a staging texture.
+ *
+ * TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
+ */
+ ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
+ stagingTextureDesc.Width = rect->w;
+ stagingTextureDesc.Height = rect->h;
+ stagingTextureDesc.BindFlags = 0;
+ stagingTextureDesc.MiscFlags = 0;
+ stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
+ result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+ &stagingTextureDesc,
+ NULL,
+ &textureData->stagingTexture);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
+ return -1;
+ }
+
+ /* Get a write-only pointer to data in the staging texture: */
+ result = ID3D11DeviceContext_Map(rendererData->d3dContext,
+ (ID3D11Resource *)textureData->stagingTexture,
+ 0,
+ D3D11_MAP_WRITE,
+ 0,
+ &textureMemory
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
+ SAFE_RELEASE(textureData->stagingTexture);
+ return -1;
+ }
+
+ /* Make note of where the staging texture will be written to
+ * (on a call to SDL_UnlockTexture):
+ */
+ textureData->lockedTexturePositionX = rect->x;
+ textureData->lockedTexturePositionY = rect->y;
+
+ /* Make sure the caller has information on the texture's pixel buffer,
+ * then return:
+ */
+ *pixels = textureMemory.pData;
+ *pitch = textureMemory.RowPitch;
+ return 0;
+}
+
+static void
+D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
+
+ if (!textureData) {
+ return;
+ }
+
+ 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;
+ }
+
+ /* Commit the pixel buffer's changes back to the staging texture: */
+ ID3D11DeviceContext_Unmap(rendererData->d3dContext,
+ (ID3D11Resource *)textureData->stagingTexture,
+ 0);
+
+ /* Copy the staging texture's contents back to the main texture: */
+ ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
+ (ID3D11Resource *)textureData->mainTexture,
+ 0,
+ textureData->lockedTexturePositionX,
+ textureData->lockedTexturePositionY,
+ 0,
+ (ID3D11Resource *)textureData->stagingTexture,
+ 0,
+ NULL);
+
+ SAFE_RELEASE(textureData->stagingTexture);
+}
+
+static 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 void
+D3D11_SetModelMatrix(SDL_Renderer *renderer, const Float4X4 *matrix)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
+
+ if (matrix) {
+ data->vertexShaderConstantsData.model = *matrix;
+ } else {
+ data->vertexShaderConstantsData.model = MatrixIdentity();
+ }
+
+ ID3D11DeviceContext_UpdateSubresource(data->d3dContext,
+ (ID3D11Resource *)data->vertexShaderConstants,
+ 0,
+ NULL,
+ &data->vertexShaderConstantsData,
+ 0,
+ 0
+ );
+}
+
+static int
+D3D11_UpdateViewport(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ Float4X4 projection;
+ Float4X4 view;
+ SDL_FRect orientationAlignedViewport;
+ BOOL swapDimensions;
+ D3D11_VIEWPORT viewport;
+ const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
+
+ if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
+ /* If the viewport is empty, assume that it is because
+ * SDL_CreateRenderer is calling it, and will call it again later
+ * with a non-empty viewport.
+ */
+ /* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
+ return 0;
+ }
+
+ /* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
+ * Keep in mind here that the Y-axis will be been inverted (from Direct3D's
+ * default coordinate system) so rotations will be done in the opposite
+ * direction of the DXGI_MODE_ROTATION enumeration.
+ */
+ switch (rotation) {
+ case DXGI_MODE_ROTATION_IDENTITY:
+ projection = MatrixIdentity();
+ break;
+ case DXGI_MODE_ROTATION_ROTATE270:
+ projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
+ break;
+ case DXGI_MODE_ROTATION_ROTATE180:
+ projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
+ break;
+ case DXGI_MODE_ROTATION_ROTATE90:
+ projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
+ break;
+ default:
+ return SDL_SetError("An unknown DisplayOrientation is being used");
+ }
+
+ /* Update the view matrix */
+ view.m[0][0] = 2.0f / renderer->viewport.w;
+ view.m[0][1] = 0.0f;
+ view.m[0][2] = 0.0f;
+ view.m[0][3] = 0.0f;
+ view.m[1][0] = 0.0f;
+ view.m[1][1] = -2.0f / renderer->viewport.h;
+ view.m[1][2] = 0.0f;
+ view.m[1][3] = 0.0f;
+ view.m[2][0] = 0.0f;
+ view.m[2][1] = 0.0f;
+ view.m[2][2] = 1.0f;
+ view.m[2][3] = 0.0f;
+ view.m[3][0] = -1.0f;
+ view.m[3][1] = 1.0f;
+ view.m[3][2] = 0.0f;
+ view.m[3][3] = 1.0f;
+
+ /* Combine the projection + view matrix together now, as both only get
+ * set here (as of this writing, on Dec 26, 2013). When done, store it
+ * for eventual transfer to the GPU.
+ */
+ data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
+ view,
+ projection);
+
+ /* Reset the model matrix */
+ D3D11_SetModelMatrix(renderer, NULL);
+
+ /* Update the Direct3D viewport, which seems to be aligned to the
+ * swap buffer's coordinate space, which is always in either
+ * a landscape mode, for all Windows 8/RT devices, or a portrait mode,
+ * for Windows Phone devices.
+ */
+ swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
+ if (swapDimensions) {
+ orientationAlignedViewport.x = (float) renderer->viewport.y;
+ orientationAlignedViewport.y = (float) renderer->viewport.x;
+ orientationAlignedViewport.w = (float) renderer->viewport.h;
+ orientationAlignedViewport.h = (float) renderer->viewport.w;
+ } else {
+ orientationAlignedViewport.x = (float) renderer->viewport.x;
+ orientationAlignedViewport.y = (float) renderer->viewport.y;
+ orientationAlignedViewport.w = (float) renderer->viewport.w;
+ orientationAlignedViewport.h = (float) renderer->viewport.h;
+ }
+ /* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
+
+ viewport.TopLeftX = orientationAlignedViewport.x;
+ viewport.TopLeftY = orientationAlignedViewport.y;
+ viewport.Width = orientationAlignedViewport.w;
+ viewport.Height = orientationAlignedViewport.h;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, viewport.TopLeftX, viewport.TopLeftY, viewport.Width, viewport.Height); */
+ ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &viewport);
+
+ return 0;
+}
+
+static int
+D3D11_UpdateClipRect(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+
+ if (!renderer->clipping_enabled) {
+ ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 0, NULL);
+ } else {
+ D3D11_RECT scissorRect;
+ if (D3D11_GetViewportAlignedD3DRect(renderer, &renderer->clip_rect, &scissorRect, TRUE) != 0) {
+ /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
+ return -1;
+ }
+ ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 1, &scissorRect);
+ }
+
+ return 0;
+}
+
+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 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_RenderClear(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ const float colorRGBA[] = {
+ (renderer->r / 255.0f),
+ (renderer->g / 255.0f),
+ (renderer->b / 255.0f),
+ (renderer->a / 255.0f)
+ };
+ ID3D11DeviceContext_ClearRenderTargetView(data->d3dContext,
+ D3D11_GetCurrentRenderTargetView(renderer),
+ colorRGBA
+ );
+ return 0;
+}
+
+static int
+D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
+ const void * vertexData, size_t dataSizeInBytes)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ D3D11_BUFFER_DESC vertexBufferDesc;
+ HRESULT result = S_OK;
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+ const UINT stride = sizeof(VertexPositionColor);
+ const UINT offset = 0;
+
+ if (rendererData->vertexBuffer) {
+ ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
+ } else {
+ SDL_zero(vertexBufferDesc);
+ }
+
+ if (rendererData->vertexBuffer && vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = ID3D11DeviceContext_Map(rendererData->d3dContext,
+ (ID3D11Resource *)rendererData->vertexBuffer,
+ 0,
+ D3D11_MAP_WRITE_DISCARD,
+ 0,
+ &mappedResource
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
+ return -1;
+ }
+ SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
+ ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffer, 0);
+ } else {
+ SAFE_RELEASE(rendererData->vertexBuffer);
+
+ 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->vertexBuffer
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
+ return -1;
+ }
+
+ ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
+ 0,
+ 1,
+ &rendererData->vertexBuffer,
+ &stride,
+ &offset
+ );
+ }
+
+ return 0;
+}
+
+static void
+D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
+ ID3D11RasterizerState *rasterizerState;
+ ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
+ if (renderTargetView != rendererData->currentRenderTargetView) {
+ ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
+ 1,
+ &renderTargetView,
+ NULL
+ );
+ rendererData->currentRenderTargetView = renderTargetView;
+ }
+
+ if (!renderer->clipping_enabled) {
+ rasterizerState = rendererData->mainRasterizer;
+ } else {
+ rasterizerState = rendererData->clippedRasterizer;
+ }
+ if (rasterizerState != rendererData->currentRasterizerState) {
+ ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
+ rendererData->currentRasterizerState = rasterizerState;
+ }
+}
+
+static void
+D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
+ ID3D11BlendState *blendState = NULL;
+ 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) {
+ if (D3D11_CreateBlendState(renderer, blendMode)) {
+ /* Successfully created the blend state, try again */
+ D3D11_RenderSetBlendMode(renderer, blendMode);
+ }
+ return;
+ }
+ }
+ if (blendState != rendererData->currentBlendState) {
+ ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
+ rendererData->currentBlendState = blendState;
+ }
+}
+
+static void
+D3D11_SetPixelShader(SDL_Renderer * renderer,
+ ID3D11PixelShader * shader,
+ int numShaderResources,
+ ID3D11ShaderResourceView ** shaderResources,
+ ID3D11SamplerState * sampler)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ ID3D11ShaderResourceView *shaderResource;
+ 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;
+ }
+}
+
+static void
+D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
+ UINT vertexCount)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+
+ ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
+ ID3D11DeviceContext_Draw(rendererData->d3dContext, vertexCount, 0);
+}
+
+static int
+D3D11_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ float r, g, b, a;
+ VertexPositionColor *vertices;
+ int i;
+
+ r = (float)(renderer->r / 255.0f);
+ g = (float)(renderer->g / 255.0f);
+ b = (float)(renderer->b / 255.0f);
+ a = (float)(renderer->a / 255.0f);
+
+ vertices = SDL_stack_alloc(VertexPositionColor, count);
+ for (i = 0; i < count; ++i) {
+ const VertexPositionColor v = { { points[i].x + 0.5f, points[i].y + 0.5f, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
+ vertices[i] = v;
+ }
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
+ SDL_stack_free(vertices);
+ return -1;
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[SHADER_SOLID],
+ 0,
+ NULL,
+ NULL);
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
+ SDL_stack_free(vertices);
+ return 0;
+}
+
+static int
+D3D11_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ float r, g, b, a;
+ VertexPositionColor *vertices;
+ int i;
+
+ r = (float)(renderer->r / 255.0f);
+ g = (float)(renderer->g / 255.0f);
+ b = (float)(renderer->b / 255.0f);
+ a = (float)(renderer->a / 255.0f);
+
+ vertices = SDL_stack_alloc(VertexPositionColor, count);
+ for (i = 0; i < count; ++i) {
+ const VertexPositionColor v = { { points[i].x + 0.5f, points[i].y + 0.5f, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
+ vertices[i] = v;
+ }
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
+ SDL_stack_free(vertices);
+ return -1;
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[SHADER_SOLID],
+ 0,
+ NULL,
+ NULL);
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
+
+ if (points[0].x != points[count - 1].x || points[0].y != points[count - 1].y) {
+ ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+ ID3D11DeviceContext_Draw(rendererData->d3dContext, 1, count - 1);
+ }
+
+ SDL_stack_free(vertices);
+ return 0;
+}
+
+static int
+D3D11_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_FRect * rects, int count)
+{
+ D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
+ float r, g, b, a;
+ int i;
+
+ r = (float)(renderer->r / 255.0f);
+ g = (float)(renderer->g / 255.0f);
+ b = (float)(renderer->b / 255.0f);
+ a = (float)(renderer->a / 255.0f);
+
+ for (i = 0; i < count; ++i) {
+ VertexPositionColor vertices[] = {
+ { { rects[i].x, rects[i].y, 0.0f }, { 0.0f, 0.0f}, {r, g, b, a} },
+ { { rects[i].x, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
+ { { rects[i].x + rects[i].w, rects[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
+ { { rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
+ };
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
+ return -1;
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[SHADER_SOLID],
+ 0,
+ NULL,
+ NULL);
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, SDL_arraysize(vertices));
+ }
+
+ return 0;
+}
+
+static int
+D3D11_RenderSetupSampler(SDL_Renderer * renderer, SDL_Texture * 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 (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");
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[shader],
+ SDL_arraysize(shaderResources),
+ shaderResources,
+ textureSampler);
+
+ } 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");
+ }
+
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[shader],
+ SDL_arraysize(shaderResources),
+ shaderResources,
+ textureSampler);
+
+ } else {
+ D3D11_SetPixelShader(
+ renderer,
+ rendererData->pixelShaders[SHADER_RGB],
+ 1,
+ &textureData->mainTextureResourceView,
+ textureSampler);
+ }
+
+ return 0;
+}
+
+static int
+D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
+{
+ float minu, maxu, minv, maxv;
+ Float4 color;
+ VertexPositionColor vertices[4];
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, texture->blendMode);
+
+ minu = (float) srcrect->x / texture->w;
+ maxu = (float) (srcrect->x + srcrect->w) / texture->w;
+ minv = (float) srcrect->y / texture->h;
+ maxv = (float) (srcrect->y + srcrect->h) / texture->h;
+
+ color.x = 1.0f; /* red */
+ color.y = 1.0f; /* green */
+ color.z = 1.0f; /* blue */
+ color.w = 1.0f; /* alpha */
+ if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
+ color.x = (float)(texture->r / 255.0f); /* red */
+ color.y = (float)(texture->g / 255.0f); /* green */
+ color.z = (float)(texture->b / 255.0f); /* blue */
+ }
+ if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
+ color.w = (float)(texture->a / 255.0f); /* alpha */
+ }
+
+ vertices[0].pos.x = dstrect->x;
+ vertices[0].pos.y = dstrect->y;
+ vertices[0].pos.z = 0.0f;
+ vertices[0].tex.x = minu;
+ vertices[0].tex.y = minv;
+ vertices[0].color = color;
+
+ vertices[1].pos.x = dstrect->x;
+ vertices[1].pos.y = dstrect->y + dstrect->h;
+ vertices[1].pos.z = 0.0f;
+ vertices[1].tex.x = minu;
+ vertices[1].tex.y = maxv;
+ vertices[1].color = color;
+
+ vertices[2].pos.x = dstrect->x + dstrect->w;
+ vertices[2].pos.y = dstrect->y;
+ vertices[2].pos.z = 0.0f;
+ vertices[2].tex.x = maxu;
+ vertices[2].tex.y = minv;
+ vertices[2].color = color;
+
+ vertices[3].pos.x = dstrect->x + dstrect->w;
+ vertices[3].pos.y = dstrect->y + dstrect->h;
+ vertices[3].pos.z = 0.0f;
+ vertices[3].tex.x = maxu;
+ vertices[3].tex.y = maxv;
+ vertices[3].color = color;
+
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
+ return -1;
+ }
+
+ if (D3D11_RenderSetupSampler(renderer, texture) < 0) {
+ return -1;
+ }
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
+
+ return 0;
+}
+
+static int
+D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
+ const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
+{
+ float minu, maxu, minv, maxv;
+ Float4 color;
+ Float4X4 modelMatrix;
+ float minx, maxx, miny, maxy;
+ VertexPositionColor vertices[4];
+
+ D3D11_RenderStartDrawOp(renderer);
+ D3D11_RenderSetBlendMode(renderer, texture->blendMode);
+
+ minu = (float) srcrect->x / texture->w;
+ maxu = (float) (srcrect->x + srcrect->w) / texture->w;
+ minv = (float) srcrect->y / texture->h;
+ maxv = (float) (srcrect->y + srcrect->h) / texture->h;
+
+ color.x = 1.0f; /* red */
+ color.y = 1.0f; /* green */
+ color.z = 1.0f; /* blue */
+ color.w = 1.0f; /* alpha */
+ if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
+ color.x = (float)(texture->r / 255.0f); /* red */
+ color.y = (float)(texture->g / 255.0f); /* green */
+ color.z = (float)(texture->b / 255.0f); /* blue */
+ }
+ if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
+ color.w = (float)(texture->a / 255.0f); /* alpha */
+ }
+
+ if (flip & SDL_FLIP_HORIZONTAL) {
+ float tmp = maxu;
+ maxu = minu;
+ minu = tmp;
+ }
+ if (flip & SDL_FLIP_VERTICAL) {
+ float tmp = maxv;
+ maxv = minv;
+ minv = tmp;
+ }
+
+ modelMatrix = MatrixMultiply(
+ MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
+ MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
+ );
+ D3D11_SetModelMatrix(renderer, &modelMatrix);
+
+ minx = -center->x;
+ maxx = dstrect->w - center->x;
+ miny = -center->y;
+ maxy = dstrect->h - center->y;
+
+ vertices[0].pos.x = minx;
+ vertices[0].pos.y = miny;
+ vertices[0].pos.z = 0.0f;
+ vertices[0].tex.x = minu;
+ vertices[0].tex.y = minv;
+ vertices[0].color = color;
+
+ vertices[1].pos.x = minx;
+ vertices[1].pos.y = maxy;
+ vertices[1].pos.z = 0.0f;
+ vertices[1].tex.x = minu;
+ vertices[1].tex.y = maxv;
+ vertices[1].color = color;
+
+ vertices[2].pos.x = maxx;
+ vertices[2].pos.y = miny;
+ vertices[2].pos.z = 0.0f;
+ vertices[2].tex.x = maxu;
+ vertices[2].tex.y = minv;
+ vertices[2].color = color;
+
+ vertices[3].pos.x = maxx;
+ vertices[3].pos.y = maxy;
+ vertices[3].pos.z = 0.0f;
+ vertices[3].tex.x = maxu;
+ vertices[3].tex.y = maxv;
+ vertices[3].color = color;
+
+ if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
+ return -1;
+ }
+
+ if (D3D11_RenderSetupSampler(renderer, texture) < 0) {
+ return -1;
+ }
+
+ D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
+
+ D3D11_SetModelMatrix(renderer, NULL);
+
+ 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;
+ 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;
+
+ /* Retrieve a pointer to the back buffer: */
+ result = IDXGISwapChain_GetBuffer(data->swapChain,
+ 0,
+ &SDL_IID_ID3D11Texture2D,
+ (void **)&backBuffer
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result);
+ goto done;
+ }
+
+ /* Create a staging texture to copy the screen's data to: */
+ ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
+ stagingTextureDesc.Width = rect->w;
+ stagingTextureDesc.Height = rect->h;
+ stagingTextureDesc.BindFlags = 0;
+ stagingTextureDesc.MiscFlags = 0;
+ stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
+ result = ID3D11Device_CreateTexture2D(data->d3dDevice,
+ &stagingTextureDesc,
+ NULL,
+ &stagingTexture);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
+ goto done;
+ }
+
+ /* Copy the desired portion of the back buffer to the staging texture: */
+ if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
+ /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
+ goto done;
+ }
+
+ srcBox.left = srcRect.left;
+ srcBox.right = srcRect.right;
+ srcBox.top = srcRect.top;
+ srcBox.bottom = srcRect.bottom;
+ srcBox.front = 0;
+ srcBox.back = 1;
+ ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
+ (ID3D11Resource *)stagingTexture,
+ 0,
+ 0, 0, 0,
+ (ID3D11Resource *)backBuffer,
+ 0,
+ &srcBox);
+
+ /* Map the staging texture's data to CPU-accessible memory: */
+ result = ID3D11DeviceContext_Map(data->d3dContext,
+ (ID3D11Resource *)stagingTexture,
+ 0,
+ D3D11_MAP_READ,
+ 0,
+ &textureMemory);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
+ goto done;
+ }
+
+ /* Copy the data into the desired buffer, converting pixels to the
+ * desired format at the same time:
+ */
+ if (SDL_ConvertPixels(
+ rect->w, rect->h,
+ D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
+ textureMemory.pData,
+ textureMemory.RowPitch,
+ format,
+ pixels,
+ pitch) != 0) {
+ /* When SDL_ConvertPixels fails, it'll have already set the format.
+ * Get the error message, and attach some extra data to it.
+ */
+ char errorMessage[1024];
+ SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", __FUNCTION__, SDL_GetError());
+ SDL_SetError("%s", errorMessage);
+ goto done;
+ }
+
+ /* Unmap the texture: */
+ ID3D11DeviceContext_Unmap(data->d3dContext,
+ (ID3D11Resource *)stagingTexture,
+ 0);
+
+ status = 0;
+
+done:
+ SAFE_RELEASE(backBuffer);
+ SAFE_RELEASE(stagingTexture);
+ return status;
+}
+
+static void
+D3D11_RenderPresent(SDL_Renderer * renderer)
+{
+ D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
+ UINT syncInterval;
+ UINT presentFlags;
+ HRESULT result;
+ DXGI_PRESENT_PARAMETERS parameters;
+
+ SDL_zero(parameters);
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+ syncInterval = 1;
+ presentFlags = 0;
+ result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
+#else
+ if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
+ syncInterval = 1;
+ presentFlags = 0;
+ } else {
+ syncInterval = 0;
+ presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
+ }
+
+ /* The application may optionally specify "dirty" or "scroll"
+ * rects to improve efficiency in certain scenarios.
+ * This option is not available on Windows Phone 8, to note.
+ */
+ result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, &parameters);
+#endif
+
+ /* Discard the contents of the render target.
+ * This is a valid operation only when the existing contents will be entirely
+ * overwritten. If dirty or scroll rects are used, this call should be removed.
+ */
+ ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
+
+ /* When the present flips, it unbinds the current view, so bind it again on the next draw call */
+ data->currentRenderTargetView = NULL;
+
+ if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
+ /* If the device was removed either by a disconnect or a driver upgrade, we
+ * must recreate all device resources.
+ *
+ * TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
+ */
+ if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
+ D3D11_HandleDeviceLost(renderer);
+ } else if (result == DXGI_ERROR_INVALID_CALL) {
+ /* We probably went through a fullscreen <-> windowed transition */
+ D3D11_CreateWindowSizeDependentResources(renderer);
+ } else {
+ WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
+ }
+ }
+}
+
+#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
+
+/* vi: set ts=4 sw=4 expandtab: */