WinRT: made d3d 11.1 vertex buffers get created, and updated, when a render op is invoked

This commit is contained in:
David Ludwig 2013-02-12 19:08:35 -05:00
parent 0f985feb15
commit 48ce80d49a
2 changed files with 34 additions and 28 deletions

View file

@ -126,7 +126,6 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
data->featureLevel = (D3D_FEATURE_LEVEL) 0;
data->vertexCount = 0;
data->loadingComplete = false;
data->windowSizeInDIPs = XMFLOAT2(0, 0);
data->renderTargetSize = XMFLOAT2(0, 0);
@ -354,32 +353,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
}
//
// Create a vertex buffer:
// Make sure that the vertex buffer, if already created, gets freed.
// It will be recreated later.
//
VertexPositionColor vertices[] =
{
{XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)},
{XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)},
{XMFLOAT3(1.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 1.0f)},
{XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f)},
};
data->vertexCount = ARRAYSIZE(vertices);
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = vertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
result = data->d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&data->vertexBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
data->vertexBuffer = nullptr;
//
// Create a sampler to use when drawing textures:
@ -896,7 +873,7 @@ static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
//HRESULT result = S_OK;
HRESULT result = S_OK;
rendererData->d3dContext->OMSetRenderTargets(
1,
@ -913,6 +890,36 @@ static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
0
);
//
// Create or update the vertex buffer:
//
VertexPositionColor vertices[] =
{
{XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)},
{XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)},
{XMFLOAT3(1.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 1.0f)},
{XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f)},
};
if (rendererData->vertexBuffer) {
rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertices, sizeof(vertices), 0);
} else {
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = vertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
result = rendererData->d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&rendererData->vertexBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return -1;
}
}
UINT stride = sizeof(VertexPositionColor);
UINT offset = 0;
rendererData->d3dContext->IASetVertexBuffers(

View file

@ -41,7 +41,6 @@ typedef struct
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixelShader;
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
D3D_FEATURE_LEVEL featureLevel;
unsigned int vertexCount;
bool loadingComplete;
// Vertex buffer constants: