WinRT: added line drawing support to the Direct3D 11.1 rendering backend
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88be433255
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7cb5ae426f
1 changed files with 57 additions and 10 deletions
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@ -67,8 +67,8 @@ static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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static int D3D11_RenderClear(SDL_Renderer * renderer);
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//static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
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// const SDL_FPoint * points, int count);
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//static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
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// const SDL_FPoint * points, int count);
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static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D11_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -144,7 +144,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateViewport = D3D11_UpdateViewport;
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renderer->RenderClear = D3D11_RenderClear;
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//renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
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//renderer->RenderDrawLines = D3D11_RenderDrawLines;
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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renderer->RenderFillRects = D3D11_RenderFillRects;
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renderer->RenderCopy = D3D11_RenderCopy;
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//renderer->RenderCopyEx = D3D11_RenderCopyEx;
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@ -1090,15 +1090,25 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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if (rendererData->vertexBuffer) {
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D3D11_BUFFER_DESC vertexBufferDesc;
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if (rendererData->vertexBuffer) {
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rendererData->vertexBuffer->GetDesc(&vertexBufferDesc);
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} else {
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memset(&vertexBufferDesc, 0, sizeof(vertexBufferDesc));
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}
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if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
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rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertexData, dataSizeInBytes, 0);
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} else {
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vertexBufferDesc.ByteWidth = dataSizeInBytes;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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vertexBufferData.pSysMem = vertexData;
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vertexBufferData.SysMemPitch = 0;
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vertexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC vertexBufferDesc(dataSizeInBytes, D3D11_BIND_VERTEX_BUFFER);
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result = rendererData->d3dDevice->CreateBuffer(
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&vertexBufferDesc,
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&vertexBufferData,
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@ -1178,7 +1188,8 @@ D3D11_SetPixelShader(SDL_Renderer * renderer,
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static void
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D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology)
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
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UINT vertexCount)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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rendererData->d3dContext->IASetPrimitiveTopology(primitiveTopology);
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@ -1186,7 +1197,43 @@ D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
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rendererData->d3dContext->VSSetShader(rendererData->vertexShader.Get(), nullptr, 0);
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rendererData->d3dContext->VSSetConstantBuffers(0, 1, rendererData->vertexShaderConstants.GetAddressOf());
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rendererData->d3dContext->RSSetState(rendererData->mainRasterizer.Get());
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rendererData->d3dContext->Draw(4, 0);
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rendererData->d3dContext->Draw(vertexCount, 0);
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}
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static int
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D3D11_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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float r, g, b, a;
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r = (float)(renderer->r / 255.0f);
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g = (float)(renderer->g / 255.0f);
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b = (float)(renderer->b / 255.0f);
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a = (float)(renderer->a / 255.0f);
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vector<VertexPositionColor> vertices;
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vertices.reserve(count);
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for (int i = 0; i < count; ++i) {
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VertexPositionColor v = {XMFLOAT3(points[i].x, points[i].y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(r, g, b, a)};
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vertices.push_back(v);
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}
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D3D11_RenderStartDrawOp(renderer);
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D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
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if (D3D11_UpdateVertexBuffer(renderer, &vertices[0], vertices.size() * sizeof(VertexPositionColor)) != 0) {
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return -1;
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}
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D3D11_SetPixelShader(
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renderer,
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rendererData->colorPixelShader.Get(),
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nullptr,
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nullptr);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, vertices.size());
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return 0;
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}
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static int
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@ -1246,7 +1293,7 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
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nullptr,
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nullptr);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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}
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return 0;
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@ -1283,7 +1330,7 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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textureData->mainTextureResourceView.Get(),
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rendererData->mainSampler.Get());
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
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return 0;
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}
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