WinRT: more code-moving from WinRT code to Direct3D 11.1 code
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587165bdd6
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0408a58b16
4 changed files with 64 additions and 58 deletions
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@ -84,6 +84,8 @@ static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
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/* Direct3D 11.1 Internal Functions */
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HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
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HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
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HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
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extern "C" {
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SDL_RenderDriver D3D11_RenderDriver = {
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@ -211,6 +213,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
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return D3D11_ReadFileContents(fileName, out);
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}
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// Create resources that depend on the device.
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HRESULT
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D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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{
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@ -425,6 +428,7 @@ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
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return *coreWindowPointer;
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}
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// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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static float
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D3D11_ConvertDipsToPixels(float dips)
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{
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@ -433,6 +437,7 @@ D3D11_ConvertDipsToPixels(float dips)
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}
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#endif
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// Initialize all resources that change when the window's size changes.
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// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
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HRESULT
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D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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@ -655,6 +660,57 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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return S_OK;
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}
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HRESULT
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D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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Windows::UI::Core::CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
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if (coreWindow->Bounds.Width != data->windowSizeInDIPs.x ||
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coreWindow->Bounds.Height != data->windowSizeInDIPs.y ||
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data->orientation != DisplayProperties::CurrentOrientation)
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{
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ID3D11RenderTargetView* nullViews[] = {nullptr};
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data->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
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data->renderTargetView = nullptr;
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data->d3dContext->Flush();
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result = D3D11_CreateWindowSizeDependentResources(renderer);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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}
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}
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return S_OK;
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}
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HRESULT
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D3D11_HandleDeviceLost(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
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data->windowSizeInDIPs.x = 0;
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data->windowSizeInDIPs.y = 0;
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data->swapChain = nullptr;
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result = D3D11_CreateDeviceResources(renderer);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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}
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result = D3D11_UpdateForWindowSizeChange(renderer);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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}
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return S_OK;
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}
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static int
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D3D11_UpdateViewport(SDL_Renderer * renderer)
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{
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@ -694,15 +750,18 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
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// If the device was removed either by a disconnect or a driver upgrade, we
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// must recreate all device resources.
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//
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// TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvedge debug info from users' machines
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if (hr == DXGI_ERROR_DEVICE_REMOVED)
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{
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extern void WINRT_HandleDeviceLost(); // TODO, WinRT: move lost-device handling into the Direct3D 11.1 renderer, as appropriate
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WINRT_HandleDeviceLost();
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hr = D3D11_HandleDeviceLost(renderer);
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if (FAILED(hr)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, hr);
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}
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}
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else
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{
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WIN_SetErrorFromHRESULT(__FUNCTION__, hr);
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// TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvedge debug info from users' machines
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}
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}
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@ -33,12 +33,6 @@ static SDL_WinRT_MainFunction SDL_WinRT_main = nullptr;
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// SDL_CreateWindow().
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SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
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// HACK: provide a temporary means for the Direct3D 11.1 renderer to handle lost devices, while refactoring is underway
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void WINRT_HandleDeviceLost()
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{
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SDL_WinRTGlobalApp->m_renderer->HandleDeviceLost();
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}
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using namespace Windows::ApplicationModel;
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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@ -16,9 +16,8 @@ using namespace Windows::UI::Core;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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extern HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
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extern CoreWindow ^ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
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extern HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
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extern HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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// Constructor.
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SDL_winrtrenderer::SDL_winrtrenderer() :
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@ -36,31 +35,6 @@ SDL_winrtrenderer::~SDL_winrtrenderer()
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}
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}
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// Recreate all device resources and set them back to the current state.
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void SDL_winrtrenderer::HandleDeviceLost()
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{
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// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
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m_sdlRendererData->windowSizeInDIPs.x = 0;
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m_sdlRendererData->windowSizeInDIPs.y = 0;
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m_sdlRendererData->swapChain = nullptr;
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// TODO, WinRT: reconnect HandleDeviceLost to SDL_Renderer
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CreateDeviceResources();
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UpdateForWindowSizeChange();
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}
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// These are the resources that depend on the device.
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void SDL_winrtrenderer::CreateDeviceResources()
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{
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DX::ThrowIfFailed(D3D11_CreateDeviceResources(m_sdlRenderer));
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}
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// Allocate all memory resources that change on a window SizeChanged event.
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void SDL_winrtrenderer::CreateWindowSizeDependentResources()
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{
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DX::ThrowIfFailed(D3D11_CreateWindowSizeDependentResources(m_sdlRenderer));
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}
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void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
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{
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const int pixelSizeInBytes = 4;
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@ -131,17 +105,7 @@ void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
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// This method is called in the event handler for the SizeChanged event.
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void SDL_winrtrenderer::UpdateForWindowSizeChange()
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{
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CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(m_sdlRenderer);
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if (coreWindow->Bounds.Width != m_sdlRendererData->windowSizeInDIPs.x ||
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coreWindow->Bounds.Height != m_sdlRendererData->windowSizeInDIPs.y ||
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m_sdlRendererData->orientation != DisplayProperties::CurrentOrientation)
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{
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ID3D11RenderTargetView* nullViews[] = {nullptr};
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m_sdlRendererData->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
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m_sdlRendererData->renderTargetView = nullptr;
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m_sdlRendererData->d3dContext->Flush();
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CreateWindowSizeDependentResources();
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}
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DX::ThrowIfFailed(D3D11_UpdateForWindowSizeChange(m_sdlRenderer));
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}
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void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numrects)
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@ -231,10 +195,3 @@ void SDL_winrtrenderer::Present()
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{
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SDL_RenderPresent(m_sdlRenderer);
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}
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// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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float SDL_winrtrenderer::ConvertDipsToPixels(float dips)
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{
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static const float dipsPerInch = 96.0f;
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return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
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}
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@ -16,12 +16,8 @@ internal:
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public:
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virtual ~SDL_winrtrenderer();
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virtual void HandleDeviceLost();
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virtual void CreateDeviceResources();
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virtual void CreateWindowSizeDependentResources();
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virtual void UpdateForWindowSizeChange();
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virtual void Present();
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virtual float ConvertDipsToPixels(float dips);
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internal:
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virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects);
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