WinRT: started refactoring Direct3D 11.1 code into a new SDL_Renderer backend
This commit is contained in:
parent
53ce1e6ab7
commit
f7b08ae60b
14 changed files with 444 additions and 73 deletions
|
@ -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" />
|
||||
|
|
|
@ -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">
|
||||
|
|
|
@ -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" />
|
||||
|
|
|
@ -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">
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
291
src/render/direct3d11/SDL_render_d3d11.cpp
Normal file
291
src/render/direct3d11/SDL_render_d3d11.cpp
Normal 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: */
|
45
src/render/direct3d11/SDL_render_d3d11_cpp.h
Normal file
45
src/render/direct3d11/SDL_render_d3d11_cpp.h
Normal 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: */
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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, ¶meters);
|
||||
HRESULT hr = m_sdlRendererData->swapChain->Present1(1, 0, ¶meters);
|
||||
#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.
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue