Made VS2012 build the D3D11 renderer

This change is currently limited to Win32/Windows-Desktop builds.  Build fixes
for WinRT + VS2012 are still pending.
This commit is contained in:
David Ludwig 2014-03-10 22:53:03 -04:00
parent b2fcdfca71
commit ce3c5b842f

View file

@ -929,6 +929,36 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
ID3D11DeviceContext *d3dContext = NULL;
IDXGIDevice1 *dxgiDevice = NULL;
HRESULT result = S_OK;
UINT creationFlags;
const char *hint;
/* This array defines the set of DirectX hardware feature levels this app will support.
* Note the ordering should be preserved.
* Don't forget to declare your application's minimum required feature level in its
* description. All applications are assumed to support 9.1 unless otherwise stated.
*/
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
/* Declare how the input layout for SDL's vertex shader will be setup: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
D3D11_BUFFER_DESC constantBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory;
@ -975,30 +1005,14 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
/* This flag adds support for surfaces with a different color channel ordering
* than the API default. It is required for compatibility with Direct2D.
*/
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
const char *hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
if (hint && SDL_atoi(hint) > 0) {
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
/* This array defines the set of DirectX hardware feature levels this app will support.
* Note the ordering should be preserved.
* Don't forget to declare your application's minimum required feature level in its
* description. All applications are assumed to support 9.1 unless otherwise stated.
*/
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
/* Create the Direct3D 11 API device object and a corresponding context. */
result = D3D11CreateDeviceFunc(
data->dxgiAdapter,
@ -1087,13 +1101,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
}
/* Create an input layout for SDL's vertex shader: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = ID3D11Device_CreateInputLayout(data->d3dDevice,
vertexDesc,
ARRAYSIZE(vertexDesc),
@ -1141,7 +1148,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
}
/* Setup space to hold vertex shader constants: */
D3D11_BUFFER_DESC constantBufferDesc;
SDL_zero(constantBufferDesc);
constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
@ -1157,7 +1163,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
}
/* Create samplers to use when drawing textures: */
D3D11_SAMPLER_DESC samplerDesc;
SDL_zero(samplerDesc);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
@ -1188,7 +1193,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
}
/* Setup Direct3D rasterizer states */
D3D11_RASTERIZER_DESC rasterDesc;
SDL_zero(rasterDesc);
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.CullMode = D3D11_CULL_NONE;
@ -1500,6 +1504,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
ID3D11Texture2D *backBuffer = NULL;
HRESULT result = S_OK;
int w, h;
BOOL swapDimensions;
/* Release the previous render target view */
D3D11_ReleaseMainRenderTargetView(renderer);
@ -1512,9 +1517,9 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
data->rotation = D3D11_GetCurrentRotation();
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
const BOOL swapDimensions = FALSE;
swapDimensions = FALSE;
#else
const BOOL swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
#endif
if (swapDimensions) {
int tmp = w;
@ -1646,6 +1651,9 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D11_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
__FUNCTION__, texture->format);
@ -1660,7 +1668,6 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata = textureData;
D3D11_TEXTURE2D_DESC textureDesc;
SDL_zero(textureDesc);
textureDesc.Width = texture->w;
textureDesc.Height = texture->h;
@ -1726,7 +1733,6 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
@ -1817,9 +1823,10 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
int row;
UINT length;
HRESULT result;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
D3D11_TEXTURE2D_DESC stagingTextureDesc;
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
stagingTextureDesc.Width = w;
stagingTextureDesc.Height = h;
@ -1837,7 +1844,6 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
}
/* Get a write-only pointer to data in the staging texture: */
D3D11_MAPPED_SUBRESOURCE textureMemory;
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
@ -1959,6 +1965,8 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
HRESULT result = S_OK;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
if (!textureData) {
SDL_SetError("Texture is not currently available");
@ -1994,7 +2002,6 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
*
* TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
*/
D3D11_TEXTURE2D_DESC stagingTextureDesc;
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
@ -2012,7 +2019,6 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
/* Get a write-only pointer to data in the staging texture: */
D3D11_MAPPED_SUBRESOURCE textureMemory;
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)textureData->stagingTexture,
0,
@ -2082,13 +2088,14 @@ static int
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = NULL;
if (texture == NULL) {
rendererData->currentOffscreenRenderTargetView = NULL;
return 0;
}
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData->mainTextureRenderTargetView) {
return SDL_SetError("specified texture is not a render target");
@ -2124,6 +2131,11 @@ static int
D3D11_UpdateViewport(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
Float4X4 projection;
Float4X4 view;
SDL_FRect orientationAlignedViewport;
BOOL swapDimensions;
D3D11_VIEWPORT viewport;
if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
/* If the viewport is empty, assume that it is because
@ -2138,7 +2150,6 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* default coordinate system) so rotations will be done in the opposite
* direction of the DXGI_MODE_ROTATION enumeration.
*/
Float4X4 projection;
switch (data->rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
@ -2157,7 +2168,6 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
}
/* Update the view matrix */
Float4X4 view;
view.m[0][0] = 2.0f / renderer->viewport.w;
view.m[0][1] = 0.0f;
view.m[0][2] = 0.0f;
@ -2191,8 +2201,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
* for Windows Phone devices.
*/
SDL_FRect orientationAlignedViewport;
const BOOL swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) renderer->viewport.y;
orientationAlignedViewport.y = (float) renderer->viewport.x;
@ -2206,7 +2215,6 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
}
/* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
D3D11_VIEWPORT viewport;
viewport.TopLeftX = orientationAlignedViewport.x;
viewport.TopLeftY = orientationAlignedViewport.y;
viewport.Width = orientationAlignedViewport.w;
@ -2281,6 +2289,9 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_BUFFER_DESC vertexBufferDesc;
HRESULT result = S_OK;
D3D11_SUBRESOURCE_DATA vertexBufferData;
const UINT stride = sizeof(VertexPositionColor);
const UINT offset = 0;
if (rendererData->vertexBuffer) {
ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
@ -2311,7 +2322,6 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA vertexBufferData;
SDL_zero(vertexBufferData);
vertexBufferData.pSysMem = vertexData;
vertexBufferData.SysMemPitch = 0;
@ -2327,8 +2337,6 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
return -1;
}
UINT stride = sizeof(VertexPositionColor);
UINT offset = 0;
ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
0,
1,
@ -2345,6 +2353,7 @@ static void
D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
ID3D11RasterizerState *rasterizerState;
ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
if (renderTargetView != rendererData->currentRenderTargetView) {
ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
@ -2355,7 +2364,6 @@ D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
rendererData->currentRenderTargetView = renderTargetView;
}
ID3D11RasterizerState *rasterizerState;
if (SDL_RectEmpty(&renderer->clip_rect)) {
rasterizerState = rendererData->mainRasterizer;
} else {
@ -2437,14 +2445,16 @@ D3D11_RenderDrawPoints(SDL_Renderer * renderer,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
float r, g, b, a;
VertexPositionColor *vertices;
int i;
r = (float)(renderer->r / 255.0f);
g = (float)(renderer->g / 255.0f);
b = (float)(renderer->b / 255.0f);
a = (float)(renderer->a / 255.0f);
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
for (int i = 0; i < min(count, 128); ++i) {
vertices = SDL_stack_alloc(VertexPositionColor, count);
for (i = 0; i < min(count, 128); ++i) {
const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
vertices[i] = v;
}
@ -2474,14 +2484,16 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
float r, g, b, a;
VertexPositionColor *vertices;
int i;
r = (float)(renderer->r / 255.0f);
g = (float)(renderer->g / 255.0f);
b = (float)(renderer->b / 255.0f);
a = (float)(renderer->a / 255.0f);
VertexPositionColor * vertices = SDL_stack_alloc(VertexPositionColor, count);
for (int i = 0; i < count; ++i) {
vertices = SDL_stack_alloc(VertexPositionColor, count);
for (i = 0; i < count; ++i) {
const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
vertices[i] = v;
}
@ -2511,22 +2523,23 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
float r, g, b, a;
int i;
r = (float)(renderer->r / 255.0f);
g = (float)(renderer->g / 255.0f);
b = (float)(renderer->b / 255.0f);
a = (float)(renderer->a / 255.0f);
for (int i = 0; i < count; ++i) {
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
for (i = 0; i < count; ++i) {
VertexPositionColor vertices[] = {
{ { rects[i].x, rects[i].y, 0.0f }, { 0.0f, 0.0f}, {r, g, b, a} },
{ { rects[i].x, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
{ { rects[i].x + rects[i].w, rects[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
{ { rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
};
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
return -1;
}
@ -2566,39 +2579,65 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
float minu, maxu, minv, maxv;
Float4 color;
VertexPositionColor vertices[4];
ID3D11SamplerState *textureSampler;
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
float minu = (float) srcrect->x / texture->w;
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
float minv = (float) srcrect->y / texture->h;
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
float r = 1.0f;
float g = 1.0f;
float b = 1.0f;
float a = 1.0f;
color.x = 1.0f; /* red */
color.y = 1.0f; /* green */
color.z = 1.0f; /* blue */
color.w = 1.0f; /* alpha */
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
r = (float)(texture->r / 255.0f);
g = (float)(texture->g / 255.0f);
b = (float)(texture->b / 255.0f);
color.x = (float)(texture->r / 255.0f); /* red */
color.y = (float)(texture->g / 255.0f); /* green */
color.z = (float)(texture->b / 255.0f); /* blue */
}
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
a = (float)(texture->a / 255.0f);
color.w = (float)(texture->a / 255.0f); /* alpha */
}
VertexPositionColor vertices[] = {
{ { dstrect->x, dstrect->y, 0.0f }, { minu, minv }, { r, g, b, a } },
{ { dstrect->x, dstrect->y + dstrect->h, 0.0f }, { minu, maxv }, { r, g, b, a } },
{ { dstrect->x + dstrect->w, dstrect->y, 0.0f }, { maxu, minv }, { r, g, b, a } },
{ { dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f }, { maxu, maxv }, { r, g, b, a } },
};
vertices[0].pos.x = dstrect->x;
vertices[0].pos.y = dstrect->y;
vertices[0].pos.z = 0.0f;
vertices[0].tex.x = minu;
vertices[0].tex.y = minv;
vertices[0].color = color;
vertices[1].pos.x = dstrect->x;
vertices[1].pos.y = dstrect->y + dstrect->h;
vertices[1].pos.z = 0.0f;
vertices[1].tex.x = minu;
vertices[1].tex.y = maxv;
vertices[1].color = color;
vertices[2].pos.x = dstrect->x + dstrect->w;
vertices[2].pos.y = dstrect->y;
vertices[2].pos.z = 0.0f;
vertices[2].tex.x = maxu;
vertices[2].tex.y = minv;
vertices[2].color = color;
vertices[3].pos.x = dstrect->x + dstrect->w;
vertices[3].pos.y = dstrect->y + dstrect->h;
vertices[3].pos.z = 0.0f;
vertices[3].tex.x = maxu;
vertices[3].tex.y = maxv;
vertices[3].color = color;
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
return -1;
}
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
textureSampler = D3D11_RenderGetSampler(renderer, texture);
if (textureData->yuv) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
@ -2632,26 +2671,32 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
float minu, maxu, minv, maxv;
Float4 color;
Float4X4 modelMatrix;
float minx, maxx, miny, maxy;
VertexPositionColor vertices[4];
ID3D11SamplerState *textureSampler;
D3D11_RenderStartDrawOp(renderer);
D3D11_RenderSetBlendMode(renderer, texture->blendMode);
float minu = (float) srcrect->x / texture->w;
float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
float minv = (float) srcrect->y / texture->h;
float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
float r = 1.0f;
float g = 1.0f;
float b = 1.0f;
float a = 1.0f;
color.x = 1.0f; /* red */
color.y = 1.0f; /* green */
color.z = 1.0f; /* blue */
color.w = 1.0f; /* alpha */
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
r = (float)(texture->r / 255.0f);
g = (float)(texture->g / 255.0f);
b = (float)(texture->b / 255.0f);
color.x = (float)(texture->r / 255.0f); /* red */
color.y = (float)(texture->g / 255.0f); /* green */
color.z = (float)(texture->b / 255.0f); /* blue */
}
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
a = (float)(texture->a / 255.0f);
color.w = (float)(texture->a / 255.0f); /* alpha */
}
if (flip & SDL_FLIP_HORIZONTAL) {
@ -2665,28 +2710,50 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
minv = tmp;
}
Float4X4 modelMatrix = MatrixMultiply(
modelMatrix = MatrixMultiply(
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
);
D3D11_SetModelMatrix(renderer, &modelMatrix);
const float minx = -center->x;
const float maxx = dstrect->w - center->x;
const float miny = -center->y;
const float maxy = dstrect->h - center->y;
minx = -center->x;
maxx = dstrect->w - center->x;
miny = -center->y;
maxy = dstrect->h - center->y;
vertices[0].pos.x = minx;
vertices[0].pos.y = miny;
vertices[0].pos.z = 0.0f;
vertices[0].tex.x = minu;
vertices[0].tex.y = minv;
vertices[0].color = color;
vertices[1].pos.x = minx;
vertices[1].pos.y = maxy;
vertices[1].pos.z = 0.0f;
vertices[1].tex.x = minu;
vertices[1].tex.y = maxv;
vertices[1].color = color;
vertices[2].pos.x = maxx;
vertices[2].pos.y = miny;
vertices[2].pos.z = 0.0f;
vertices[2].tex.x = maxu;
vertices[2].tex.y = minv;
vertices[2].color = color;
vertices[3].pos.x = maxx;
vertices[3].pos.y = maxy;
vertices[3].pos.z = 0.0f;
vertices[3].tex.x = maxu;
vertices[3].tex.y = maxv;
vertices[3].color = color;
VertexPositionColor vertices[] = {
{{minx, miny, 0.0f}, {minu, minv}, {r, g, b, a}},
{{minx, maxy, 0.0f}, {minu, maxv}, {r, g, b, a}},
{{maxx, miny, 0.0f}, {maxu, minv}, {r, g, b, a}},
{{maxx, maxy, 0.0f}, {maxu, maxv}, {r, g, b, a}},
};
if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
return -1;
}
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
textureSampler = D3D11_RenderGetSampler(renderer, texture);
if (textureData->yuv) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
@ -2724,6 +2791,10 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
ID3D11Texture2D *stagingTexture = NULL;
HRESULT result;
int status = -1;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_RECT srcRect;
D3D11_BOX srcBox;
D3D11_MAPPED_SUBRESOURCE textureMemory;
/* Retrieve a pointer to the back buffer: */
result = IDXGISwapChain_GetBuffer(data->swapChain,
@ -2737,7 +2808,6 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
}
/* Create a staging texture to copy the screen's data to: */
D3D11_TEXTURE2D_DESC stagingTextureDesc;
ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
@ -2755,13 +2825,11 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
}
/* Copy the desired portion of the back buffer to the staging texture: */
D3D11_RECT srcRect;
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect) != 0) {
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
goto done;
}
D3D11_BOX srcBox;
srcBox.left = srcRect.left;
srcBox.right = srcRect.right;
srcBox.top = srcRect.top;
@ -2777,7 +2845,6 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
&srcBox);
/* Map the staging texture's data to CPU-accessible memory: */
D3D11_MAPPED_SUBRESOURCE textureMemory;
result = ID3D11DeviceContext_Map(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
@ -2828,6 +2895,8 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
UINT syncInterval;
UINT presentFlags;
HRESULT result;
DXGI_PRESENT_PARAMETERS parameters;
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
@ -2838,15 +2907,14 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
}
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
HRESULT result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
#else
/* The application may optionally specify "dirty" or "scroll"
* rects to improve efficiency in certain scenarios.
* This option is not available on Windows Phone 8, to note.
*/
DXGI_PRESENT_PARAMETERS parameters;
SDL_zero(parameters);
HRESULT result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, &parameters);
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, &parameters);
#endif
/* Discard the contents of the render target.