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WinRT: moved contents of the d3d11 renderer's header file into its implementation file
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@ -215,7 +215,6 @@
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<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
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<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
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<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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@ -318,9 +318,6 @@
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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@ -284,7 +284,6 @@
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<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
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<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
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<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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@ -599,9 +599,6 @@
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<ClInclude Include="..\..\include\SDL_system.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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@ -49,7 +49,10 @@ extern "C" {
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#include <string>
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#include <vector>
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#include "SDL_render_d3d11_cpp.h"
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#include <D3D11_1.h>
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#include <DirectXMath.h>
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#include <wrl/client.h>
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using namespace DirectX;
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using namespace Microsoft::WRL;
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@ -64,8 +67,70 @@ using namespace Windows::UI::Core;
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static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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/* Direct3D 11.1 renderer implementation */
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/* Vertex shader, common values */
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struct SDL_VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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/* Per-vertex data */
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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DirectX::XMFLOAT4 color;
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};
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/* Per-texture data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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D3D11_FILTER scaleMode;
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} D3D11_TextureData;
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/* Private renderer data */
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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DirectX::XMFLOAT2 windowSizeInDIPs;
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DirectX::XMFLOAT2 renderTargetSize;
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Windows::Graphics::Display::DisplayOrientations orientation;
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// Transform used for display orientation.
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DirectX::XMFLOAT4X4 orientationTransform3D;
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} D3D11_RenderData;
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/* Direct3D 11.1 renderer implementation */
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static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void D3D11_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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@ -1,86 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#include <D3D11_1.h>
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#include <DirectXMath.h>
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#include <wrl/client.h>
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#include <vector>
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struct SDL_VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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DirectX::XMFLOAT2 windowSizeInDIPs;
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DirectX::XMFLOAT2 renderTargetSize;
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Windows::Graphics::Display::DisplayOrientations orientation;
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// Transform used for display orientation.
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DirectX::XMFLOAT4X4 orientationTransform3D;
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} D3D11_RenderData;
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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D3D11_FILTER scaleMode;
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} D3D11_TextureData;
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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DirectX::XMFLOAT4 color;
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};
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/* vi: set ts=4 sw=4 expandtab: */
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