WinRT: moved contents of the d3d11 renderer's header file into its implementation file

This commit is contained in:
David Ludwig 2013-12-25 13:13:15 -05:00
parent bbd8e31737
commit 1f740f328b
6 changed files with 67 additions and 96 deletions

View file

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