WinRT: started refactoring Direct3D 11.1 code into a new SDL_Renderer backend

This commit is contained in:
David Ludwig 2013-02-02 19:32:44 -05:00
parent 53ce1e6ab7
commit f7b08ae60b
14 changed files with 444 additions and 73 deletions

View file

@ -211,6 +211,7 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
@ -302,6 +303,7 @@
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />

View file

@ -345,6 +345,9 @@
<ClInclude Include="..\..\src\video\windowsrt\SDL_winrtvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -602,6 +605,9 @@
<ClCompile Include="..\..\src\video\windowsrt\SDL_winrtvideo.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\video\windowsrt\SimplePixelShader.hlsl">

View file

@ -78,6 +78,7 @@
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
@ -248,6 +249,7 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />

View file

@ -264,6 +264,9 @@
<ClCompile Include="..\..\src\core\windowsrt\SDL_winrtpaths.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -599,6 +602,9 @@
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

View file

@ -159,6 +159,8 @@ typedef unsigned int uintptr_t;
#define SDL_VIDEO_DRIVER_DUMMY 1
// TODO, WinRT: Get a Direct3D 11 based renderer working in SDL.
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
/* Enable system power support */
// TODO, WinRT: investigate system power support. The Win32-based APIs don't work on WinRT.

View file

@ -49,6 +49,9 @@ static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
&D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_D3D11
&D3D11_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL
&GL_RenderDriver,
#endif

View file

@ -161,6 +161,9 @@ struct SDL_RenderDriver
#if SDL_VIDEO_RENDER_D3D
extern SDL_RenderDriver D3D_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_D3D11
extern SDL_RenderDriver D3D11_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_OGL
extern SDL_RenderDriver GL_RenderDriver;
#endif

View file

@ -0,0 +1,291 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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_config.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
extern "C" {
#include "../../core/windows/SDL_windows.h"
//#include "SDL_hints.h"
//#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
//#include "stdio.h"
}
#include "SDL_render_d3d11_cpp.h"
/* Direct3D renderer implementation */
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
//static void D3D11_WindowEvent(SDL_Renderer * renderer,
// const SDL_WindowEvent *event);
//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 *pixels,
// int pitch);
//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_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);
extern "C" {
SDL_RenderDriver D3D11_RenderDriver = {
D3D11_CreateRenderer,
{
"direct3d",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
}
//typedef struct
//{
// float x, y, z;
// DWORD color;
// float u, v;
//} Vertex;
SDL_Renderer *
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D11_RenderData *data;
// SDL_SysWMinfo windowinfo;
// HRESULT result;
// D3DPRESENT_PARAMETERS pparams;
// IDirect3DSwapChain9 *chain;
// D3DCAPS9 caps;
// Uint32 window_flags;
// int w, h;
// SDL_DisplayMode fullscreen_mode;
// D3DMATRIX matrix;
// int d3dxVersion;
//char d3dxDLLFile[50];
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = new D3D11_RenderData; // Use the C++ 'new' operator to make sure the struct's members initialize using C++ rules
if (!data) {
delete data;
SDL_OutOfMemory();
return NULL;
}
// TODO: Create Direct3D Object(s)
//renderer->WindowEvent = D3D11_WindowEvent;
//renderer->CreateTexture = D3D11_CreateTexture;
//renderer->UpdateTexture = D3D11_UpdateTexture;
//renderer->LockTexture = D3D11_LockTexture;
//renderer->UnlockTexture = D3D11_UnlockTexture;
//renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->UpdateViewport = D3D11_UpdateViewport;
//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->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
//SDL_VERSION(&windowinfo.version);
//SDL_GetWindowWMInfo(window, &windowinfo);
//window_flags = SDL_GetWindowFlags(window);
//SDL_GetWindowSize(window, &w, &h);
//SDL_GetWindowDisplayMode(window, &fullscreen_mode);
//SDL_zero(pparams);
//pparams.hDeviceWindow = windowinfo.info.win.window;
//pparams.BackBufferWidth = w;
//pparams.BackBufferHeight = h;
//if (window_flags & SDL_WINDOW_FULLSCREEN) {
// pparams.BackBufferFormat =
// PixelFormatToD3DFMT(fullscreen_mode.format);
//} else {
// pparams.BackBufferFormat = D3DFMT_UNKNOWN;
//}
//pparams.BackBufferCount = 1;
//pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
//if (window_flags & SDL_WINDOW_FULLSCREEN) {
// pparams.Windowed = FALSE;
// pparams.FullScreen_RefreshRateInHz =
// fullscreen_mode.refresh_rate;
//} else {
// pparams.Windowed = TRUE;
// pparams.FullScreen_RefreshRateInHz = 0;
//}
//if (flags & SDL_RENDERER_PRESENTVSYNC) {
// pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
//} else {
// pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//}
///* FIXME: Which adapter? */
//data->adapter = D3DADAPTER_DEFAULT;
//IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
//result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
// D3DDEVTYPE_HAL,
// pparams.hDeviceWindow,
// D3DCREATE_FPU_PRESERVE | ((caps.
// DevCaps &
// D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
// D3DCREATE_HARDWARE_VERTEXPROCESSING :
// D3DCREATE_SOFTWARE_VERTEXPROCESSING),
// &pparams, &data->device);
//if (FAILED(result)) {
// D3D11_DestroyRenderer(renderer);
// D3D11_SetError("CreateDevice()", result);
// return NULL;
//}
//data->beginScene = SDL_TRUE;
//data->scaleMode = D3DTEXF_FORCE_DWORD;
///* Get presentation parameters to fill info */
//result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
//if (FAILED(result)) {
// D3D11_DestroyRenderer(renderer);
// D3D11_SetError("GetSwapChain()", result);
// return NULL;
//}
//result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
//if (FAILED(result)) {
// IDirect3DSwapChain9_Release(chain);
// D3D11_DestroyRenderer(renderer);
// D3D11_SetError("GetPresentParameters()", result);
// return NULL;
//}
//IDirect3DSwapChain9_Release(chain);
//if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
// renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
//}
//data->pparams = pparams;
//IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
//renderer->info.max_texture_width = caps.MaxTextureWidth;
//renderer->info.max_texture_height = caps.MaxTextureHeight;
//if (caps.NumSimultaneousRTs >= 2) {
// renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
//}
///* Set up parameters for rendering */
//IDirect3DDevice9_SetVertexShader(data->device, NULL);
//IDirect3DDevice9_SetFVF(data->device,
// D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
//IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
//IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
// D3DCULL_NONE);
//IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
///* Enable color modulation by diffuse color */
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
// D3DTOP_MODULATE);
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
// D3DTA_TEXTURE);
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
// D3DTA_DIFFUSE);
///* Enable alpha modulation by diffuse alpha */
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
// D3DTOP_MODULATE);
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
// D3DTA_TEXTURE);
//IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
// D3DTA_DIFFUSE);
///* Disable second texture stage, since we're done */
//IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
// D3DTOP_DISABLE);
//IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
// D3DTOP_DISABLE);
///* Store the default render target */
//IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
//data->currentRenderTarget = NULL;
///* Set an identity world and view matrix */
//matrix.m[0][0] = 1.0f;
//matrix.m[0][1] = 0.0f;
//matrix.m[0][2] = 0.0f;
//matrix.m[0][3] = 0.0f;
//matrix.m[1][0] = 0.0f;
//matrix.m[1][1] = 1.0f;
//matrix.m[1][2] = 0.0f;
//matrix.m[1][3] = 0.0f;
//matrix.m[2][0] = 0.0f;
//matrix.m[2][1] = 0.0f;
//matrix.m[2][2] = 1.0f;
//matrix.m[2][3] = 0.0f;
//matrix.m[3][0] = 0.0f;
//matrix.m[3][1] = 0.0f;
//matrix.m[3][2] = 0.0f;
//matrix.m[3][3] = 1.0f;
//IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
//IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
return renderer;
}
static int
D3D11_UpdateViewport(SDL_Renderer * renderer)
{
return 0;
}
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -0,0 +1,45 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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_config.h"
#include <D3D11_1.h>
#include <wrl/client.h>
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixelShader;
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
} D3D11_RenderData;
typedef struct
{
} D3D11_TextureData;
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -47,7 +47,8 @@ SDL_WinRTApp::SDL_WinRTApp() :
m_windowClosed(false),
m_windowVisible(true),
m_sdlWindowData(NULL),
m_useRelativeMouseMode(false)
m_useRelativeMouseMode(false),
m_renderer(nullptr)
{
}
@ -101,8 +102,7 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
window->KeyUp +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
m_renderer->Initialize(CoreWindow::GetForCurrentThread());
//m_renderer->Initialize(CoreWindow::GetForCurrentThread()); // DLudwig: moved this call to WINRT_CreateWindow, likely elsewhere in the future
}
void SDL_WinRTApp::Load(Platform::String^ entryPoint)

View file

@ -47,8 +47,10 @@ protected:
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
private:
internal:
SDL_winrtrenderer^ m_renderer;
private:
bool m_windowClosed;
bool m_windowVisible;
const SDL_WindowData* m_sdlWindowData;

View file

@ -11,7 +11,8 @@ using namespace Windows::Graphics::Display;
SDL_winrtrenderer::SDL_winrtrenderer() :
m_mainTextureHelperSurface(NULL),
m_loadingComplete(false),
m_vertexCount(0)
m_vertexCount(0),
m_sdlRendererData(NULL)
{
}
@ -38,8 +39,9 @@ void SDL_winrtrenderer::HandleDeviceLost()
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
m_sdlRendererData->swapChain = nullptr;
// TODO, WinRT: reconnect HandleDeviceLost to SDL_Renderer
CreateDeviceResources();
UpdateForWindowSizeChange();
}
@ -90,12 +92,13 @@ void SDL_winrtrenderer::CreateDeviceResources()
);
// Get the Direct3D 11.1 API device and context interfaces.
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice1;
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
device.As(&(m_sdlRendererData->d3dDevice))
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
context.As(&m_sdlRendererData->d3dContext)
);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
@ -108,11 +111,11 @@ void SDL_winrtrenderer::CreateDeviceResources()
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
(m_sdlRendererData->d3dDevice)->CreateVertexShader(
fileData->Data,
fileData->Length,
nullptr,
&m_vertexShader
&m_sdlRendererData->vertexShader
)
);
@ -123,23 +126,23 @@ void SDL_winrtrenderer::CreateDeviceResources()
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
m_sdlRendererData->d3dDevice->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
fileData->Data,
fileData->Length,
&m_inputLayout
&m_sdlRendererData->inputLayout
)
);
});
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
m_sdlRendererData->d3dDevice->CreatePixelShader(
fileData->Data,
fileData->Length,
nullptr,
&m_pixelShader
&m_sdlRendererData->pixelShader
)
);
});
@ -161,10 +164,10 @@ void SDL_winrtrenderer::CreateDeviceResources()
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
m_sdlRendererData->d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
&m_sdlRendererData->vertexBuffer
)
);
});
@ -185,9 +188,9 @@ void SDL_winrtrenderer::CreateDeviceResources()
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
DX::ThrowIfFailed(
m_d3dDevice->CreateSamplerState(
m_sdlRendererData->d3dDevice->CreateSamplerState(
&samplerDesc,
&m_mainSampler
&m_sdlRendererData->mainSampler
)
);
});
@ -218,11 +221,11 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if(m_swapChain != nullptr)
if(m_sdlRendererData->swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DX::ThrowIfFailed(
m_swapChain->ResizeBuffers(
m_sdlRendererData->swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
@ -254,7 +257,7 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
m_sdlRendererData->d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
@ -273,11 +276,11 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
Windows::UI::Core::CoreWindow^ window = m_window.Get();
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
m_sdlRendererData->d3dDevice.Get(),
reinterpret_cast<IUnknown*>(window),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_swapChain
&m_sdlRendererData->swapChain
)
);
@ -340,14 +343,14 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
DX::ThrowIfFailed(
m_swapChain->SetRotation(rotation)
m_sdlRendererData->swapChain->SetRotation(rotation)
);
#endif
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(
m_sdlRendererData->swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
@ -355,10 +358,10 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_sdlRendererData->d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
&m_sdlRendererData->renderTargetView
)
);
@ -374,7 +377,7 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
m_sdlRendererData->d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
@ -389,7 +392,7 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
m_sdlRendererData->d3dContext->RSSetViewports(1, &viewport);
}
void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
@ -425,10 +428,10 @@ void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
m_sdlRendererData->d3dDevice->CreateTexture2D(
&textureDesc,
&initialTextureData,
&m_mainTexture
&m_sdlRendererData->mainTexture
)
);
@ -452,10 +455,10 @@ void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
DX::ThrowIfFailed(
m_d3dDevice->CreateShaderResourceView(
m_mainTexture.Get(),
m_sdlRendererData->d3dDevice->CreateShaderResourceView(
m_sdlRendererData->mainTexture.Get(),
&resourceViewDesc,
&m_mainTextureResourceView)
&m_sdlRendererData->mainTextureResourceView)
);
}
@ -467,9 +470,9 @@ void SDL_winrtrenderer::UpdateForWindowSizeChange()
m_orientation != DisplayProperties::CurrentOrientation)
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTargetView = nullptr;
m_d3dContext->Flush();
m_sdlRendererData->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_sdlRendererData->renderTargetView = nullptr;
m_sdlRendererData->d3dContext->Flush();
CreateWindowSizeDependentResources();
}
}
@ -477,8 +480,8 @@ void SDL_winrtrenderer::UpdateForWindowSizeChange()
void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numrects)
{
const float blackColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
m_d3dContext->ClearRenderTargetView(
m_renderTargetView.Get(),
m_sdlRendererData->d3dContext->ClearRenderTargetView(
m_sdlRendererData->renderTargetView.Get(),
blackColor
);
@ -487,7 +490,7 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
{
return;
}
if (!m_mainTextureResourceView)
if (!m_sdlRendererData->mainTextureResourceView)
{
return;
}
@ -496,8 +499,8 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
// window's main texture to CPU-accessible memory:
D3D11_MAPPED_SUBRESOURCE textureMemory = {0};
DX::ThrowIfFailed(
m_d3dContext->Map(
m_mainTexture.Get(),
m_sdlRendererData->d3dContext->Map(
m_sdlRendererData->mainTexture.Get(),
0,
D3D11_MAP_WRITE_DISCARD,
0,
@ -513,47 +516,47 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
// Clean up a bit, then commit the texture's memory back to Direct3D:
m_mainTextureHelperSurface->pixels = NULL;
m_mainTextureHelperSurface->pitch = 0;
m_d3dContext->Unmap(
m_mainTexture.Get(),
m_sdlRendererData->d3dContext->Unmap(
m_sdlRendererData->mainTexture.Get(),
0);
m_d3dContext->OMSetRenderTargets(
m_sdlRendererData->d3dContext->OMSetRenderTargets(
1,
m_renderTargetView.GetAddressOf(),
m_sdlRendererData->renderTargetView.GetAddressOf(),
nullptr
);
UINT stride = sizeof(VertexPositionColor);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
m_sdlRendererData->d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
m_sdlRendererData->vertexBuffer.GetAddressOf(),
&stride,
&offset
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_sdlRendererData->d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
m_sdlRendererData->d3dContext->IASetInputLayout(m_sdlRendererData->inputLayout.Get());
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
m_sdlRendererData->d3dContext->VSSetShader(
m_sdlRendererData->vertexShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
m_sdlRendererData->d3dContext->PSSetShader(
m_sdlRendererData->pixelShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShaderResources(0, 1, m_mainTextureResourceView.GetAddressOf());
m_sdlRendererData->d3dContext->PSSetShaderResources(0, 1, m_sdlRendererData->mainTextureResourceView.GetAddressOf());
m_d3dContext->PSSetSamplers(0, 1, m_mainSampler.GetAddressOf());
m_sdlRendererData->d3dContext->PSSetSamplers(0, 1, m_sdlRendererData->mainSampler.GetAddressOf());
m_d3dContext->Draw(4, 0);
m_sdlRendererData->d3dContext->Draw(4, 0);
}
// Method to deliver the final image to the display.
@ -563,7 +566,7 @@ void SDL_winrtrenderer::Present()
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present(1, 0);
HRESULT hr = m_sdlRendererData->swapChain->Present(1, 0);
#else
// The application may optionally specify "dirty" or "scroll"
// rects to improve efficiency in certain scenarios.
@ -577,13 +580,13 @@ void SDL_winrtrenderer::Present()
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present1(1, 0, &parameters);
HRESULT hr = m_sdlRendererData->swapChain->Present1(1, 0, &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.
m_d3dContext->DiscardView(m_renderTargetView.Get());
m_sdlRendererData->d3dContext->DiscardView(m_sdlRendererData->renderTargetView.Get());
// If the device was removed either by a disconnect or a driver upgrade, we
// must recreate all device resources.

View file

@ -2,6 +2,7 @@
#include "DirectXHelper.h"
#include "SDL.h"
#include "../../render/direct3d11/SDL_render_d3d11_cpp.h"
struct VertexPositionColor
{
@ -29,20 +30,11 @@ internal:
virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects);
void ResizeMainTexture(int w, int h);
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_mainSampler;
internal:
// Internal SDL rendeerer (likely a temporary addition, for refactoring purposes):
D3D11_RenderData * m_sdlRendererData;
protected private:
// UpdateWindowSurface helper objects
SDL_Surface * m_mainTextureHelperSurface;

View file

@ -34,6 +34,7 @@ extern "C" {
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
#include "../../render/SDL_sysrender.h"
}
#include "SDL_WinRTApp.h"
@ -210,6 +211,19 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
*/
SDL_WinRTGlobalApp->SetSDLWindowData(data);
/* For now, create a Direct3D 11 renderer up-front. Eventually, this
won't be done in WINRT_CreateWindow, although it may get done in
SDL_WINRT_CreateWindowFramebuffer.
*/
// Link SDL_winrtrenderer to the SDL_Renderer temporarily,
// for refactoring purposes. Initialize the SDL_Renderer
// first in order to give it the opportunity to create key
// resources first.
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
SDL_WinRTGlobalApp->m_renderer->m_sdlRendererData = (D3D11_RenderData *) renderer->driverdata;
SDL_WinRTGlobalApp->m_renderer->Initialize(CoreWindow::GetForCurrentThread());
/* All done! */
return 0;
}