| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| 4 | |
| 5 | This software is provided 'as-is', without any express or implied |
| 6 | warranty. In no event will the authors be held liable for any damages |
| 7 | arising from the use of this software. |
| 8 | |
| 9 | Permission is granted to anyone to use this software for any purpose, |
| 10 | including commercial applications, and to alter it and redistribute it |
| 11 | freely, subject to the following restrictions: |
| 12 | |
| 13 | 1. The origin of this software must not be misrepresented; you must not |
| 14 | claim that you wrote the original software. If you use this software |
| 15 | in a product, an acknowledgment in the product documentation would be |
| 16 | appreciated but is not required. |
| 17 | 2. Altered source versions must be plainly marked as such, and must not be |
| 18 | misrepresented as being the original software. |
| 19 | 3. This notice may not be removed or altered from any source distribution. |
| 20 | */ |
| 21 | #include "SDL_internal.h" |
| 22 | |
| 23 | #ifdef SDL_VIDEO_RENDER_D3D11 |
| 24 | |
| 25 | #define COBJMACROS |
| 26 | #include "../../core/windows/SDL_windows.h" |
| 27 | #include "../../video/windows/SDL_windowswindow.h" |
| 28 | #include "../SDL_sysrender.h" |
| 29 | #include "../SDL_d3dmath.h" |
| 30 | #include "../../video/SDL_pixels_c.h" |
| 31 | |
| 32 | #include <d3d11_1.h> |
| 33 | #include <dxgi1_4.h> |
| 34 | #include <dxgidebug.h> |
| 35 | |
| 36 | #include "SDL_shaders_d3d11.h" |
| 37 | |
| 38 | #if defined(_MSC_VER) && !defined(__clang__) |
| 39 | #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str |
| 40 | #else |
| 41 | #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str |
| 42 | #endif |
| 43 | |
| 44 | #define SAFE_RELEASE(X) \ |
| 45 | if ((X)) { \ |
| 46 | IUnknown_Release(SDL_static_cast(IUnknown *, X)); \ |
| 47 | X = NULL; \ |
| 48 | } |
| 49 | |
| 50 | /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when |
| 51 | !!! FIXME: textures are needed. */ |
| 52 | |
| 53 | // Sampler types |
| 54 | typedef enum |
| 55 | { |
| 56 | D3D11_SAMPLER_NEAREST_CLAMP, |
| 57 | D3D11_SAMPLER_NEAREST_WRAP, |
| 58 | D3D11_SAMPLER_LINEAR_CLAMP, |
| 59 | D3D11_SAMPLER_LINEAR_WRAP, |
| 60 | D3D11_SAMPLER_COUNT |
| 61 | } D3D11_Sampler; |
| 62 | |
| 63 | // Vertex shader, common values |
| 64 | typedef struct |
| 65 | { |
| 66 | Float4X4 model; |
| 67 | Float4X4 projectionAndView; |
| 68 | } D3D11_VertexShaderConstants; |
| 69 | |
| 70 | // These should mirror the definitions in D3D11_PixelShader_Common.hlsli |
| 71 | //static const float TONEMAP_NONE = 0; |
| 72 | //static const float TONEMAP_LINEAR = 1; |
| 73 | static const float TONEMAP_CHROME = 2; |
| 74 | |
| 75 | //static const float TEXTURETYPE_NONE = 0; |
| 76 | static const float TEXTURETYPE_RGB = 1; |
| 77 | static const float TEXTURETYPE_RGB_PIXELART = 2; |
| 78 | static const float TEXTURETYPE_NV12 = 3; |
| 79 | static const float TEXTURETYPE_NV21 = 4; |
| 80 | static const float TEXTURETYPE_YUV = 5; |
| 81 | |
| 82 | static const float INPUTTYPE_UNSPECIFIED = 0; |
| 83 | static const float INPUTTYPE_SRGB = 1; |
| 84 | static const float INPUTTYPE_SCRGB = 2; |
| 85 | static const float INPUTTYPE_HDR10 = 3; |
| 86 | |
| 87 | typedef struct |
| 88 | { |
| 89 | float scRGB_output; |
| 90 | float texture_type; |
| 91 | float input_type; |
| 92 | float color_scale; |
| 93 | |
| 94 | float texel_width; |
| 95 | float texel_height; |
| 96 | float texture_width; |
| 97 | float texture_height; |
| 98 | |
| 99 | float tonemap_method; |
| 100 | float tonemap_factor1; |
| 101 | float tonemap_factor2; |
| 102 | float sdr_white_point; |
| 103 | |
| 104 | float YCbCr_matrix[16]; |
| 105 | } D3D11_PixelShaderConstants; |
| 106 | |
| 107 | typedef struct |
| 108 | { |
| 109 | ID3D11Buffer *constants; |
| 110 | D3D11_PixelShaderConstants shader_constants; |
| 111 | } D3D11_PixelShaderState; |
| 112 | |
| 113 | // Per-vertex data |
| 114 | typedef struct |
| 115 | { |
| 116 | Float2 pos; |
| 117 | Float2 tex; |
| 118 | SDL_FColor color; |
| 119 | } D3D11_VertexPositionColor; |
| 120 | |
| 121 | // Per-texture data |
| 122 | typedef struct |
| 123 | { |
| 124 | int w, h; |
| 125 | ID3D11Texture2D *mainTexture; |
| 126 | ID3D11ShaderResourceView *mainTextureResourceView; |
| 127 | ID3D11RenderTargetView *mainTextureRenderTargetView; |
| 128 | ID3D11Texture2D *stagingTexture; |
| 129 | int lockedTexturePositionX; |
| 130 | int lockedTexturePositionY; |
| 131 | D3D11_Shader shader; |
| 132 | const float *YCbCr_matrix; |
| 133 | #ifdef SDL_HAVE_YUV |
| 134 | // YV12 texture support |
| 135 | bool yuv; |
| 136 | ID3D11Texture2D *mainTextureU; |
| 137 | ID3D11ShaderResourceView *mainTextureResourceViewU; |
| 138 | ID3D11Texture2D *mainTextureV; |
| 139 | ID3D11ShaderResourceView *mainTextureResourceViewV; |
| 140 | |
| 141 | // NV12 texture support |
| 142 | bool nv12; |
| 143 | ID3D11ShaderResourceView *mainTextureResourceViewNV; |
| 144 | |
| 145 | Uint8 *pixels; |
| 146 | int pitch; |
| 147 | SDL_Rect locked_rect; |
| 148 | #endif |
| 149 | } D3D11_TextureData; |
| 150 | |
| 151 | // Blend mode data |
| 152 | typedef struct |
| 153 | { |
| 154 | SDL_BlendMode blendMode; |
| 155 | ID3D11BlendState *blendState; |
| 156 | } D3D11_BlendMode; |
| 157 | |
| 158 | // Private renderer data |
| 159 | typedef struct |
| 160 | { |
| 161 | SDL_SharedObject *hDXGIMod; |
| 162 | SDL_SharedObject *hD3D11Mod; |
| 163 | IDXGIFactory2 *dxgiFactory; |
| 164 | IDXGIAdapter *dxgiAdapter; |
| 165 | IDXGIDebug *dxgiDebug; |
| 166 | ID3D11Device1 *d3dDevice; |
| 167 | ID3D11DeviceContext1 *d3dContext; |
| 168 | IDXGISwapChain1 *swapChain; |
| 169 | DXGI_SWAP_EFFECT swapEffect; |
| 170 | UINT syncInterval; |
| 171 | UINT presentFlags; |
| 172 | ID3D11RenderTargetView *mainRenderTargetView; |
| 173 | ID3D11RenderTargetView *currentOffscreenRenderTargetView; |
| 174 | ID3D11InputLayout *inputLayout; |
| 175 | ID3D11Buffer *vertexBuffers[8]; |
| 176 | size_t vertexBufferSizes[8]; |
| 177 | ID3D11VertexShader *vertexShader; |
| 178 | ID3D11PixelShader *pixelShaders[NUM_SHADERS]; |
| 179 | int blendModesCount; |
| 180 | D3D11_BlendMode *blendModes; |
| 181 | ID3D11SamplerState *samplers[D3D11_SAMPLER_COUNT]; |
| 182 | D3D_FEATURE_LEVEL featureLevel; |
| 183 | bool pixelSizeChanged; |
| 184 | |
| 185 | // Rasterizers |
| 186 | ID3D11RasterizerState *mainRasterizer; |
| 187 | ID3D11RasterizerState *clippedRasterizer; |
| 188 | |
| 189 | // Vertex buffer constants |
| 190 | D3D11_VertexShaderConstants vertexShaderConstantsData; |
| 191 | ID3D11Buffer *vertexShaderConstants; |
| 192 | |
| 193 | // Cached renderer properties |
| 194 | DXGI_MODE_ROTATION rotation; |
| 195 | ID3D11RenderTargetView *currentRenderTargetView; |
| 196 | ID3D11RasterizerState *currentRasterizerState; |
| 197 | ID3D11BlendState *currentBlendState; |
| 198 | D3D11_Shader currentShader; |
| 199 | D3D11_PixelShaderState currentShaderState[NUM_SHADERS]; |
| 200 | ID3D11ShaderResourceView *currentShaderResource; |
| 201 | ID3D11SamplerState *currentSampler; |
| 202 | bool cliprectDirty; |
| 203 | bool currentCliprectEnabled; |
| 204 | SDL_Rect currentCliprect; |
| 205 | SDL_Rect currentViewport; |
| 206 | int currentViewportRotation; |
| 207 | bool viewportDirty; |
| 208 | Float4X4 identity; |
| 209 | int currentVertexBuffer; |
| 210 | } D3D11_RenderData; |
| 211 | |
| 212 | // Define D3D GUIDs here so we don't have to include uuid.lib. |
| 213 | |
| 214 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| 215 | #pragma GCC diagnostic push |
| 216 | #pragma GCC diagnostic ignored "-Wunused-const-variable" |
| 217 | #endif |
| 218 | |
| 219 | static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; |
| 220 | static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; |
| 221 | static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; |
| 222 | static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; |
| 223 | static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; |
| 224 | static const GUID SDL_IID_IDXGISwapChain2 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; |
| 225 | static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; |
| 226 | static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; |
| 227 | static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; |
| 228 | |
| 229 | #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA |
| 230 | #pragma GCC diagnostic pop |
| 231 | #endif |
| 232 | |
| 233 | SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) |
| 234 | { |
| 235 | switch (dxgiFormat) { |
| 236 | case DXGI_FORMAT_B8G8R8A8_UNORM: |
| 237 | case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: |
| 238 | return SDL_PIXELFORMAT_ARGB8888; |
| 239 | case DXGI_FORMAT_R8G8B8A8_UNORM: |
| 240 | case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: |
| 241 | return SDL_PIXELFORMAT_ABGR8888; |
| 242 | case DXGI_FORMAT_B8G8R8X8_UNORM: |
| 243 | case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: |
| 244 | return SDL_PIXELFORMAT_XRGB8888; |
| 245 | case DXGI_FORMAT_R10G10B10A2_UNORM: |
| 246 | return SDL_PIXELFORMAT_ABGR2101010; |
| 247 | case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| 248 | return SDL_PIXELFORMAT_RGBA64_FLOAT; |
| 249 | default: |
| 250 | return SDL_PIXELFORMAT_UNKNOWN; |
| 251 | } |
| 252 | } |
| 253 | |
| 254 | static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) |
| 255 | { |
| 256 | switch (format) { |
| 257 | case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| 258 | return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 259 | case SDL_PIXELFORMAT_ABGR2101010: |
| 260 | return DXGI_FORMAT_R10G10B10A2_UNORM; |
| 261 | case SDL_PIXELFORMAT_ARGB8888: |
| 262 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 263 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| 264 | } |
| 265 | return DXGI_FORMAT_B8G8R8A8_UNORM; |
| 266 | case SDL_PIXELFORMAT_ABGR8888: |
| 267 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 268 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; |
| 269 | } |
| 270 | return DXGI_FORMAT_R8G8B8A8_UNORM; |
| 271 | case SDL_PIXELFORMAT_XRGB8888: |
| 272 | if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 273 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| 274 | } |
| 275 | return DXGI_FORMAT_B8G8R8X8_UNORM; |
| 276 | case SDL_PIXELFORMAT_YV12: |
| 277 | case SDL_PIXELFORMAT_IYUV: |
| 278 | return DXGI_FORMAT_R8_UNORM; |
| 279 | case SDL_PIXELFORMAT_NV12: |
| 280 | case SDL_PIXELFORMAT_NV21: |
| 281 | return DXGI_FORMAT_NV12; |
| 282 | case SDL_PIXELFORMAT_P010: |
| 283 | return DXGI_FORMAT_P010; |
| 284 | default: |
| 285 | return DXGI_FORMAT_UNKNOWN; |
| 286 | } |
| 287 | } |
| 288 | |
| 289 | static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) |
| 290 | { |
| 291 | switch (format) { |
| 292 | case SDL_PIXELFORMAT_RGBA64_FLOAT: |
| 293 | return DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 294 | case SDL_PIXELFORMAT_ABGR2101010: |
| 295 | return DXGI_FORMAT_R10G10B10A2_UNORM; |
| 296 | case SDL_PIXELFORMAT_ARGB8888: |
| 297 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 298 | return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; |
| 299 | } |
| 300 | return DXGI_FORMAT_B8G8R8A8_UNORM; |
| 301 | case SDL_PIXELFORMAT_ABGR8888: |
| 302 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 303 | return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; |
| 304 | } |
| 305 | return DXGI_FORMAT_R8G8B8A8_UNORM; |
| 306 | case SDL_PIXELFORMAT_XRGB8888: |
| 307 | if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 308 | return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; |
| 309 | } |
| 310 | return DXGI_FORMAT_B8G8R8X8_UNORM; |
| 311 | case SDL_PIXELFORMAT_YV12: |
| 312 | case SDL_PIXELFORMAT_IYUV: |
| 313 | case SDL_PIXELFORMAT_NV12: // For the Y texture |
| 314 | case SDL_PIXELFORMAT_NV21: // For the Y texture |
| 315 | return DXGI_FORMAT_R8_UNORM; |
| 316 | case SDL_PIXELFORMAT_P010: // For the Y texture |
| 317 | return DXGI_FORMAT_R16_UNORM; |
| 318 | default: |
| 319 | return DXGI_FORMAT_UNKNOWN; |
| 320 | } |
| 321 | } |
| 322 | |
| 323 | static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| 324 | |
| 325 | static void D3D11_ReleaseAll(SDL_Renderer *renderer) |
| 326 | { |
| 327 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 328 | |
| 329 | // Release all textures |
| 330 | for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { |
| 331 | D3D11_DestroyTexture(renderer, texture); |
| 332 | } |
| 333 | |
| 334 | // Release/reset everything else |
| 335 | if (data) { |
| 336 | int i; |
| 337 | |
| 338 | // Make sure the swap chain is fully released |
| 339 | if (data->d3dContext) { |
| 340 | ID3D11DeviceContext_ClearState(data->d3dContext); |
| 341 | ID3D11DeviceContext_Flush(data->d3dContext); |
| 342 | } |
| 343 | |
| 344 | SAFE_RELEASE(data->vertexShaderConstants); |
| 345 | SAFE_RELEASE(data->clippedRasterizer); |
| 346 | SAFE_RELEASE(data->mainRasterizer); |
| 347 | for (i = 0; i < SDL_arraysize(data->samplers); ++i) { |
| 348 | SAFE_RELEASE(data->samplers[i]); |
| 349 | } |
| 350 | |
| 351 | if (data->blendModesCount > 0) { |
| 352 | for (i = 0; i < data->blendModesCount; ++i) { |
| 353 | SAFE_RELEASE(data->blendModes[i].blendState); |
| 354 | } |
| 355 | SDL_free(data->blendModes); |
| 356 | data->blendModes = NULL; |
| 357 | data->blendModesCount = 0; |
| 358 | } |
| 359 | for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { |
| 360 | SAFE_RELEASE(data->pixelShaders[i]); |
| 361 | } |
| 362 | for (i = 0; i < SDL_arraysize(data->currentShaderState); ++i) { |
| 363 | SAFE_RELEASE(data->currentShaderState[i].constants); |
| 364 | } |
| 365 | SAFE_RELEASE(data->vertexShader); |
| 366 | for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { |
| 367 | SAFE_RELEASE(data->vertexBuffers[i]); |
| 368 | } |
| 369 | SAFE_RELEASE(data->inputLayout); |
| 370 | SAFE_RELEASE(data->mainRenderTargetView); |
| 371 | SAFE_RELEASE(data->swapChain); |
| 372 | |
| 373 | SAFE_RELEASE(data->d3dContext); |
| 374 | SAFE_RELEASE(data->d3dDevice); |
| 375 | SAFE_RELEASE(data->dxgiAdapter); |
| 376 | SAFE_RELEASE(data->dxgiFactory); |
| 377 | |
| 378 | data->swapEffect = (DXGI_SWAP_EFFECT)0; |
| 379 | data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED; |
| 380 | data->currentOffscreenRenderTargetView = NULL; |
| 381 | data->currentRenderTargetView = NULL; |
| 382 | data->currentRasterizerState = NULL; |
| 383 | data->currentBlendState = NULL; |
| 384 | data->currentShader = SHADER_NONE; |
| 385 | SDL_zero(data->currentShaderState); |
| 386 | data->currentShaderResource = NULL; |
| 387 | data->currentSampler = NULL; |
| 388 | |
| 389 | // Check for any leaks if in debug mode |
| 390 | if (data->dxgiDebug) { |
| 391 | DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); |
| 392 | IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); |
| 393 | SAFE_RELEASE(data->dxgiDebug); |
| 394 | } |
| 395 | |
| 396 | /* Unload the D3D libraries. This should be done last, in order |
| 397 | * to prevent IUnknown::Release() calls from crashing. |
| 398 | */ |
| 399 | if (data->hD3D11Mod) { |
| 400 | SDL_UnloadObject(data->hD3D11Mod); |
| 401 | data->hD3D11Mod = NULL; |
| 402 | } |
| 403 | if (data->hDXGIMod) { |
| 404 | SDL_UnloadObject(data->hDXGIMod); |
| 405 | data->hDXGIMod = NULL; |
| 406 | } |
| 407 | } |
| 408 | } |
| 409 | |
| 410 | static void D3D11_DestroyRenderer(SDL_Renderer *renderer) |
| 411 | { |
| 412 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 413 | if (data) { |
| 414 | D3D11_ReleaseAll(renderer); |
| 415 | SDL_free(data); |
| 416 | } |
| 417 | } |
| 418 | |
| 419 | static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) |
| 420 | { |
| 421 | switch (factor) { |
| 422 | case SDL_BLENDFACTOR_ZERO: |
| 423 | return D3D11_BLEND_ZERO; |
| 424 | case SDL_BLENDFACTOR_ONE: |
| 425 | return D3D11_BLEND_ONE; |
| 426 | case SDL_BLENDFACTOR_SRC_COLOR: |
| 427 | return D3D11_BLEND_SRC_COLOR; |
| 428 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| 429 | return D3D11_BLEND_INV_SRC_COLOR; |
| 430 | case SDL_BLENDFACTOR_SRC_ALPHA: |
| 431 | return D3D11_BLEND_SRC_ALPHA; |
| 432 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| 433 | return D3D11_BLEND_INV_SRC_ALPHA; |
| 434 | case SDL_BLENDFACTOR_DST_COLOR: |
| 435 | return D3D11_BLEND_DEST_COLOR; |
| 436 | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| 437 | return D3D11_BLEND_INV_DEST_COLOR; |
| 438 | case SDL_BLENDFACTOR_DST_ALPHA: |
| 439 | return D3D11_BLEND_DEST_ALPHA; |
| 440 | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| 441 | return D3D11_BLEND_INV_DEST_ALPHA; |
| 442 | default: |
| 443 | return (D3D11_BLEND)0; |
| 444 | } |
| 445 | } |
| 446 | |
| 447 | static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) |
| 448 | { |
| 449 | switch (operation) { |
| 450 | case SDL_BLENDOPERATION_ADD: |
| 451 | return D3D11_BLEND_OP_ADD; |
| 452 | case SDL_BLENDOPERATION_SUBTRACT: |
| 453 | return D3D11_BLEND_OP_SUBTRACT; |
| 454 | case SDL_BLENDOPERATION_REV_SUBTRACT: |
| 455 | return D3D11_BLEND_OP_REV_SUBTRACT; |
| 456 | case SDL_BLENDOPERATION_MINIMUM: |
| 457 | return D3D11_BLEND_OP_MIN; |
| 458 | case SDL_BLENDOPERATION_MAXIMUM: |
| 459 | return D3D11_BLEND_OP_MAX; |
| 460 | default: |
| 461 | return (D3D11_BLEND_OP)0; |
| 462 | } |
| 463 | } |
| 464 | |
| 465 | static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| 466 | { |
| 467 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 468 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| 469 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| 470 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| 471 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| 472 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| 473 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| 474 | ID3D11BlendState *blendState = NULL; |
| 475 | D3D11_BlendMode *blendModes; |
| 476 | HRESULT result = S_OK; |
| 477 | |
| 478 | D3D11_BLEND_DESC blendDesc; |
| 479 | SDL_zero(blendDesc); |
| 480 | blendDesc.AlphaToCoverageEnable = FALSE; |
| 481 | blendDesc.IndependentBlendEnable = FALSE; |
| 482 | blendDesc.RenderTarget[0].BlendEnable = TRUE; |
| 483 | blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); |
| 484 | blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); |
| 485 | blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); |
| 486 | blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); |
| 487 | blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); |
| 488 | blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); |
| 489 | blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
| 490 | result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState); |
| 491 | if (FAILED(result)) { |
| 492 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState" ), result); |
| 493 | return NULL; |
| 494 | } |
| 495 | |
| 496 | blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes)); |
| 497 | if (!blendModes) { |
| 498 | SAFE_RELEASE(blendState); |
| 499 | return NULL; |
| 500 | } |
| 501 | blendModes[data->blendModesCount].blendMode = blendMode; |
| 502 | blendModes[data->blendModesCount].blendState = blendState; |
| 503 | data->blendModes = blendModes; |
| 504 | ++data->blendModesCount; |
| 505 | |
| 506 | return blendState; |
| 507 | } |
| 508 | |
| 509 | // Create resources that depend on the device. |
| 510 | static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer) |
| 511 | { |
| 512 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); |
| 513 | typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY2)(UINT flags, REFIID riid, void **ppFactory); |
| 514 | PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc = NULL; |
| 515 | PFN_CREATE_DXGI_FACTORY2 CreateDXGIFactory2Func = NULL; |
| 516 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 517 | PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; |
| 518 | ID3D11Device *d3dDevice = NULL; |
| 519 | ID3D11DeviceContext *d3dContext = NULL; |
| 520 | IDXGIDevice1 *dxgiDevice = NULL; |
| 521 | HRESULT result = S_OK; |
| 522 | UINT creationFlags = 0; |
| 523 | bool createDebug; |
| 524 | |
| 525 | /* This array defines the set of DirectX hardware feature levels this app will support. |
| 526 | * Note the ordering should be preserved. |
| 527 | * Don't forget to declare your application's minimum required feature level in its |
| 528 | * description. All applications are assumed to support 9.1 unless otherwise stated. |
| 529 | */ |
| 530 | D3D_FEATURE_LEVEL featureLevels[] = { |
| 531 | D3D_FEATURE_LEVEL_11_1, |
| 532 | D3D_FEATURE_LEVEL_11_0, |
| 533 | D3D_FEATURE_LEVEL_10_1, |
| 534 | D3D_FEATURE_LEVEL_10_0, |
| 535 | D3D_FEATURE_LEVEL_9_3, |
| 536 | D3D_FEATURE_LEVEL_9_2, |
| 537 | D3D_FEATURE_LEVEL_9_1 |
| 538 | }; |
| 539 | |
| 540 | D3D11_BUFFER_DESC constantBufferDesc; |
| 541 | D3D11_SAMPLER_DESC samplerDesc; |
| 542 | D3D11_RASTERIZER_DESC rasterDesc; |
| 543 | |
| 544 | // See if we need debug interfaces |
| 545 | createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); |
| 546 | |
| 547 | data->hDXGIMod = SDL_LoadObject("dxgi.dll" ); |
| 548 | if (!data->hDXGIMod) { |
| 549 | result = E_FAIL; |
| 550 | goto done; |
| 551 | } |
| 552 | |
| 553 | CreateDXGIFactory2Func = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2" ); |
| 554 | if (!CreateDXGIFactory2Func) { |
| 555 | CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory" ); |
| 556 | if (!CreateDXGIFactoryFunc) { |
| 557 | result = E_FAIL; |
| 558 | goto done; |
| 559 | } |
| 560 | } |
| 561 | |
| 562 | data->hD3D11Mod = SDL_LoadObject("d3d11.dll" ); |
| 563 | if (!data->hD3D11Mod) { |
| 564 | result = E_FAIL; |
| 565 | goto done; |
| 566 | } |
| 567 | |
| 568 | D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice" ); |
| 569 | if (!D3D11CreateDeviceFunc) { |
| 570 | result = E_FAIL; |
| 571 | goto done; |
| 572 | } |
| 573 | |
| 574 | if (createDebug) { |
| 575 | #ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| 576 | IDXGIInfoQueue *dxgiInfoQueue = NULL; |
| 577 | PFN_CREATE_DXGI_FACTORY2 DXGIGetDebugInterfaceFunc; |
| 578 | |
| 579 | // If the debug hint is set, also create the DXGI factory in debug mode |
| 580 | DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1" ); |
| 581 | if (!DXGIGetDebugInterfaceFunc) { |
| 582 | result = E_FAIL; |
| 583 | goto done; |
| 584 | } |
| 585 | |
| 586 | result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug); |
| 587 | if (FAILED(result)) { |
| 588 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1" ), result); |
| 589 | goto done; |
| 590 | } |
| 591 | |
| 592 | result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue); |
| 593 | if (FAILED(result)) { |
| 594 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1" ), result); |
| 595 | goto done; |
| 596 | } |
| 597 | |
| 598 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); |
| 599 | IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); |
| 600 | SAFE_RELEASE(dxgiInfoQueue); |
| 601 | #endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ |
| 602 | creationFlags = DXGI_CREATE_FACTORY_DEBUG; |
| 603 | } |
| 604 | |
| 605 | if (CreateDXGIFactory2Func) { |
| 606 | result = CreateDXGIFactory2Func(creationFlags, &SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); |
| 607 | } else { |
| 608 | result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); |
| 609 | } |
| 610 | if (FAILED(result)) { |
| 611 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory" ), result); |
| 612 | goto done; |
| 613 | } |
| 614 | |
| 615 | // FIXME: Should we use the default adapter? |
| 616 | result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); |
| 617 | if (FAILED(result)) { |
| 618 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice" ), result); |
| 619 | goto done; |
| 620 | } |
| 621 | |
| 622 | /* This flag adds support for surfaces with a different color channel ordering |
| 623 | * than the API default. It is required for compatibility with Direct2D. |
| 624 | */ |
| 625 | creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; |
| 626 | |
| 627 | // Make sure Direct3D's debugging feature gets used, if the app requests it. |
| 628 | if (createDebug) { |
| 629 | creationFlags |= D3D11_CREATE_DEVICE_DEBUG; |
| 630 | } |
| 631 | |
| 632 | // Create a single-threaded device unless the app requests otherwise. |
| 633 | if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { |
| 634 | creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; |
| 635 | } |
| 636 | |
| 637 | // Create the Direct3D 11 API device object and a corresponding context. |
| 638 | result = D3D11CreateDeviceFunc( |
| 639 | data->dxgiAdapter, |
| 640 | D3D_DRIVER_TYPE_UNKNOWN, |
| 641 | NULL, |
| 642 | creationFlags, // Set set debug and Direct2D compatibility flags. |
| 643 | featureLevels, // List of feature levels this app can support. |
| 644 | SDL_arraysize(featureLevels), |
| 645 | D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. |
| 646 | &d3dDevice, // Returns the Direct3D device created. |
| 647 | &data->featureLevel, // Returns feature level of device created. |
| 648 | &d3dContext // Returns the device immediate context. |
| 649 | ); |
| 650 | if (FAILED(result)) { |
| 651 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice" ), result); |
| 652 | goto done; |
| 653 | } |
| 654 | |
| 655 | result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice); |
| 656 | if (FAILED(result)) { |
| 657 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1" ), result); |
| 658 | goto done; |
| 659 | } |
| 660 | |
| 661 | result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext); |
| 662 | if (FAILED(result)) { |
| 663 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1" ), result); |
| 664 | goto done; |
| 665 | } |
| 666 | |
| 667 | result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice); |
| 668 | if (FAILED(result)) { |
| 669 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1" ), result); |
| 670 | goto done; |
| 671 | } |
| 672 | |
| 673 | /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and |
| 674 | * ensures that the application will only render after each VSync, minimizing power consumption. |
| 675 | */ |
| 676 | result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1); |
| 677 | if (FAILED(result)) { |
| 678 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency" ), result); |
| 679 | goto done; |
| 680 | } |
| 681 | |
| 682 | /* Make note of the maximum texture size |
| 683 | * Max texture sizes are documented on MSDN, at: |
| 684 | * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx |
| 685 | */ |
| 686 | switch (data->featureLevel) { |
| 687 | case D3D_FEATURE_LEVEL_11_1: |
| 688 | case D3D_FEATURE_LEVEL_11_0: |
| 689 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); |
| 690 | break; |
| 691 | |
| 692 | case D3D_FEATURE_LEVEL_10_1: |
| 693 | case D3D_FEATURE_LEVEL_10_0: |
| 694 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 8192); |
| 695 | break; |
| 696 | |
| 697 | case D3D_FEATURE_LEVEL_9_3: |
| 698 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 4096); |
| 699 | break; |
| 700 | |
| 701 | case D3D_FEATURE_LEVEL_9_2: |
| 702 | case D3D_FEATURE_LEVEL_9_1: |
| 703 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 2048); |
| 704 | break; |
| 705 | |
| 706 | default: |
| 707 | SDL_SetError("%s, Unexpected feature level: %d" , __FUNCTION__, data->featureLevel); |
| 708 | result = E_FAIL; |
| 709 | goto done; |
| 710 | } |
| 711 | |
| 712 | if (!D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout)) { |
| 713 | goto done; |
| 714 | } |
| 715 | |
| 716 | // Setup space to hold vertex shader constants: |
| 717 | SDL_zero(constantBufferDesc); |
| 718 | constantBufferDesc.ByteWidth = sizeof(D3D11_VertexShaderConstants); |
| 719 | constantBufferDesc.Usage = D3D11_USAGE_DEFAULT; |
| 720 | constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| 721 | result = ID3D11Device_CreateBuffer(data->d3dDevice, |
| 722 | &constantBufferDesc, |
| 723 | NULL, |
| 724 | &data->vertexShaderConstants); |
| 725 | if (FAILED(result)) { |
| 726 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]" ), result); |
| 727 | goto done; |
| 728 | } |
| 729 | |
| 730 | // Create samplers to use when drawing textures: |
| 731 | static struct |
| 732 | { |
| 733 | D3D11_FILTER filter; |
| 734 | D3D11_TEXTURE_ADDRESS_MODE address; |
| 735 | } samplerParams[] = { |
| 736 | { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP }, |
| 737 | { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP }, |
| 738 | { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP }, |
| 739 | { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP }, |
| 740 | }; |
| 741 | SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D11_SAMPLER_COUNT); |
| 742 | SDL_zero(samplerDesc); |
| 743 | samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; |
| 744 | samplerDesc.MipLODBias = 0.0f; |
| 745 | samplerDesc.MaxAnisotropy = 1; |
| 746 | samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
| 747 | samplerDesc.MinLOD = 0.0f; |
| 748 | samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; |
| 749 | for (int i = 0; i < SDL_arraysize(samplerParams); ++i) { |
| 750 | samplerDesc.Filter = samplerParams[i].filter; |
| 751 | samplerDesc.AddressU = samplerParams[i].address; |
| 752 | samplerDesc.AddressV = samplerParams[i].address; |
| 753 | result = ID3D11Device_CreateSamplerState(data->d3dDevice, |
| 754 | &samplerDesc, |
| 755 | &data->samplers[i]); |
| 756 | if (FAILED(result)) { |
| 757 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]" ), result); |
| 758 | goto done; |
| 759 | } |
| 760 | } |
| 761 | |
| 762 | // Setup Direct3D rasterizer states |
| 763 | SDL_zero(rasterDesc); |
| 764 | rasterDesc.AntialiasedLineEnable = FALSE; |
| 765 | rasterDesc.CullMode = D3D11_CULL_NONE; |
| 766 | rasterDesc.DepthBias = 0; |
| 767 | rasterDesc.DepthBiasClamp = 0.0f; |
| 768 | rasterDesc.DepthClipEnable = TRUE; |
| 769 | rasterDesc.FillMode = D3D11_FILL_SOLID; |
| 770 | rasterDesc.FrontCounterClockwise = FALSE; |
| 771 | rasterDesc.MultisampleEnable = FALSE; |
| 772 | rasterDesc.ScissorEnable = FALSE; |
| 773 | rasterDesc.SlopeScaledDepthBias = 0.0f; |
| 774 | result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer); |
| 775 | if (FAILED(result)) { |
| 776 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]" ), result); |
| 777 | goto done; |
| 778 | } |
| 779 | |
| 780 | rasterDesc.ScissorEnable = TRUE; |
| 781 | result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); |
| 782 | if (FAILED(result)) { |
| 783 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]" ), result); |
| 784 | goto done; |
| 785 | } |
| 786 | |
| 787 | // Create blending states: |
| 788 | if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND)) { |
| 789 | // D3D11_CreateBlendState will set the SDL error, if it fails |
| 790 | goto done; |
| 791 | } |
| 792 | |
| 793 | // Setup render state that doesn't change |
| 794 | ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout); |
| 795 | ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0); |
| 796 | ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants); |
| 797 | |
| 798 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice); |
| 799 | |
| 800 | done: |
| 801 | SAFE_RELEASE(d3dDevice); |
| 802 | SAFE_RELEASE(d3dContext); |
| 803 | SAFE_RELEASE(dxgiDevice); |
| 804 | return result; |
| 805 | } |
| 806 | |
| 807 | static DXGI_MODE_ROTATION D3D11_GetCurrentRotation(void) |
| 808 | { |
| 809 | // FIXME |
| 810 | return DXGI_MODE_ROTATION_IDENTITY; |
| 811 | } |
| 812 | |
| 813 | static BOOL D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) |
| 814 | { |
| 815 | switch (rotation) { |
| 816 | case DXGI_MODE_ROTATION_ROTATE90: |
| 817 | case DXGI_MODE_ROTATION_ROTATE270: |
| 818 | return TRUE; |
| 819 | default: |
| 820 | return FALSE; |
| 821 | } |
| 822 | } |
| 823 | |
| 824 | static int D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) |
| 825 | { |
| 826 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 827 | if (data->currentOffscreenRenderTargetView) { |
| 828 | return DXGI_MODE_ROTATION_IDENTITY; |
| 829 | } else { |
| 830 | return data->rotation; |
| 831 | } |
| 832 | } |
| 833 | |
| 834 | static bool D3D11_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D11_RECT *outRect, BOOL includeViewportOffset) |
| 835 | { |
| 836 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 837 | const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| 838 | const SDL_Rect *viewport = &data->currentViewport; |
| 839 | |
| 840 | switch (rotation) { |
| 841 | case DXGI_MODE_ROTATION_IDENTITY: |
| 842 | outRect->left = sdlRect->x; |
| 843 | outRect->right = (LONG)sdlRect->x + sdlRect->w; |
| 844 | outRect->top = sdlRect->y; |
| 845 | outRect->bottom = (LONG)sdlRect->y + sdlRect->h; |
| 846 | if (includeViewportOffset) { |
| 847 | outRect->left += viewport->x; |
| 848 | outRect->right += viewport->x; |
| 849 | outRect->top += viewport->y; |
| 850 | outRect->bottom += viewport->y; |
| 851 | } |
| 852 | break; |
| 853 | case DXGI_MODE_ROTATION_ROTATE270: |
| 854 | outRect->left = sdlRect->y; |
| 855 | outRect->right = (LONG)sdlRect->y + sdlRect->h; |
| 856 | outRect->top = viewport->w - sdlRect->x - sdlRect->w; |
| 857 | outRect->bottom = viewport->w - sdlRect->x; |
| 858 | break; |
| 859 | case DXGI_MODE_ROTATION_ROTATE180: |
| 860 | outRect->left = viewport->w - sdlRect->x - sdlRect->w; |
| 861 | outRect->right = viewport->w - sdlRect->x; |
| 862 | outRect->top = viewport->h - sdlRect->y - sdlRect->h; |
| 863 | outRect->bottom = viewport->h - sdlRect->y; |
| 864 | break; |
| 865 | case DXGI_MODE_ROTATION_ROTATE90: |
| 866 | outRect->left = viewport->h - sdlRect->y - sdlRect->h; |
| 867 | outRect->right = viewport->h - sdlRect->y; |
| 868 | outRect->top = sdlRect->x; |
| 869 | outRect->bottom = (LONG)sdlRect->x + sdlRect->h; |
| 870 | break; |
| 871 | default: |
| 872 | return SDL_SetError("The physical display is in an unknown or unsupported rotation" ); |
| 873 | } |
| 874 | return true; |
| 875 | } |
| 876 | |
| 877 | static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h) |
| 878 | { |
| 879 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 880 | IUnknown *coreWindow = NULL; |
| 881 | IDXGISwapChain3 *swapChain3 = NULL; |
| 882 | HRESULT result = S_OK; |
| 883 | |
| 884 | // Create a swap chain using the same adapter as the existing Direct3D device. |
| 885 | DXGI_SWAP_CHAIN_DESC1 swapChainDesc; |
| 886 | SDL_zero(swapChainDesc); |
| 887 | swapChainDesc.Width = w; |
| 888 | swapChainDesc.Height = h; |
| 889 | switch (renderer->output_colorspace) { |
| 890 | case SDL_COLORSPACE_SRGB_LINEAR: |
| 891 | swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; |
| 892 | break; |
| 893 | case SDL_COLORSPACE_HDR10: |
| 894 | swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; |
| 895 | break; |
| 896 | default: |
| 897 | swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. |
| 898 | break; |
| 899 | } |
| 900 | swapChainDesc.Stereo = FALSE; |
| 901 | swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. |
| 902 | swapChainDesc.SampleDesc.Quality = 0; |
| 903 | swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| 904 | swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. |
| 905 | if (WIN_IsWindows8OrGreater()) { |
| 906 | swapChainDesc.Scaling = DXGI_SCALING_NONE; |
| 907 | } else { |
| 908 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; |
| 909 | } |
| 910 | if (SDL_GetWindowFlags(renderer->window) & SDL_WINDOW_TRANSPARENT) { |
| 911 | swapChainDesc.Scaling = DXGI_SCALING_STRETCH; |
| 912 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
| 913 | } else { |
| 914 | swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. |
| 915 | } |
| 916 | swapChainDesc.Flags = 0; |
| 917 | |
| 918 | if (coreWindow) { |
| 919 | result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory, |
| 920 | (IUnknown *)data->d3dDevice, |
| 921 | coreWindow, |
| 922 | &swapChainDesc, |
| 923 | NULL, // Allow on all displays. |
| 924 | &data->swapChain); |
| 925 | if (FAILED(result)) { |
| 926 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow" ), result); |
| 927 | goto done; |
| 928 | } |
| 929 | } else { |
| 930 | #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) |
| 931 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| 932 | if (!hwnd) { |
| 933 | SDL_SetError("Couldn't get window handle" ); |
| 934 | result = E_FAIL; |
| 935 | goto done; |
| 936 | } |
| 937 | |
| 938 | result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, |
| 939 | (IUnknown *)data->d3dDevice, |
| 940 | hwnd, |
| 941 | &swapChainDesc, |
| 942 | NULL, |
| 943 | NULL, // Allow on all displays. |
| 944 | &data->swapChain); |
| 945 | if (FAILED(result)) { |
| 946 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd" ), result); |
| 947 | goto done; |
| 948 | } |
| 949 | |
| 950 | IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); |
| 951 | #else |
| 952 | SDL_SetError(__FUNCTION__ ", Unable to find something to attach a swap chain to" ); |
| 953 | goto done; |
| 954 | #endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) / else |
| 955 | } |
| 956 | data->swapEffect = swapChainDesc.SwapEffect; |
| 957 | |
| 958 | if (SUCCEEDED(IDXGISwapChain1_QueryInterface(data->swapChain, &SDL_IID_IDXGISwapChain2, (void **)&swapChain3))) { |
| 959 | UINT colorspace_support = 0; |
| 960 | DXGI_COLOR_SPACE_TYPE colorspace; |
| 961 | switch (renderer->output_colorspace) { |
| 962 | case SDL_COLORSPACE_SRGB_LINEAR: |
| 963 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; |
| 964 | break; |
| 965 | case SDL_COLORSPACE_HDR10: |
| 966 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; |
| 967 | break; |
| 968 | default: |
| 969 | // sRGB |
| 970 | colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; |
| 971 | break; |
| 972 | } |
| 973 | if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(swapChain3, colorspace, &colorspace_support)) && |
| 974 | (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { |
| 975 | result = IDXGISwapChain3_SetColorSpace1(swapChain3, colorspace); |
| 976 | if (FAILED(result)) { |
| 977 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1" ), result); |
| 978 | goto done; |
| 979 | } |
| 980 | } else if (colorspace != DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709) { |
| 981 | // Not the default, we're not going to be able to present in this colorspace |
| 982 | SDL_SetError("Unsupported output colorspace" ); |
| 983 | result = DXGI_ERROR_UNSUPPORTED; |
| 984 | } |
| 985 | } |
| 986 | |
| 987 | SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER, data->swapChain); |
| 988 | |
| 989 | done: |
| 990 | SAFE_RELEASE(swapChain3); |
| 991 | SAFE_RELEASE(coreWindow); |
| 992 | return result; |
| 993 | } |
| 994 | |
| 995 | static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer) |
| 996 | { |
| 997 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 998 | ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL); |
| 999 | SAFE_RELEASE(data->mainRenderTargetView); |
| 1000 | } |
| 1001 | |
| 1002 | // Initialize all resources that change when the window's size changes. |
| 1003 | static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer) |
| 1004 | { |
| 1005 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 1006 | ID3D11Texture2D *backBuffer = NULL; |
| 1007 | HRESULT result = S_OK; |
| 1008 | int w, h; |
| 1009 | |
| 1010 | // Release the previous render target view |
| 1011 | D3D11_ReleaseMainRenderTargetView(renderer); |
| 1012 | |
| 1013 | /* The width and height of the swap chain must be based on the display's |
| 1014 | * non-rotated size. |
| 1015 | */ |
| 1016 | SDL_GetWindowSizeInPixels(renderer->window, &w, &h); |
| 1017 | data->rotation = D3D11_GetCurrentRotation(); |
| 1018 | // SDL_Log("%s: windowSize={%d,%d}, orientation=%d", __FUNCTION__, w, h, (int)data->rotation); |
| 1019 | if (D3D11_IsDisplayRotated90Degrees(data->rotation)) { |
| 1020 | int tmp = w; |
| 1021 | w = h; |
| 1022 | h = tmp; |
| 1023 | } |
| 1024 | |
| 1025 | if (data->swapChain) { |
| 1026 | // If the swap chain already exists, resize it. |
| 1027 | result = IDXGISwapChain_ResizeBuffers(data->swapChain, |
| 1028 | 0, |
| 1029 | w, h, |
| 1030 | DXGI_FORMAT_UNKNOWN, |
| 1031 | 0); |
| 1032 | if (FAILED(result)) { |
| 1033 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers" ), result); |
| 1034 | goto done; |
| 1035 | } |
| 1036 | } else { |
| 1037 | result = D3D11_CreateSwapChain(renderer, w, h); |
| 1038 | if (FAILED(result) || !data->swapChain) { |
| 1039 | goto done; |
| 1040 | } |
| 1041 | } |
| 1042 | |
| 1043 | // Set the proper rotation for the swap chain. |
| 1044 | if (WIN_IsWindows8OrGreater()) { |
| 1045 | if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { |
| 1046 | result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); |
| 1047 | if (FAILED(result)) { |
| 1048 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation" ), result); |
| 1049 | goto done; |
| 1050 | } |
| 1051 | } |
| 1052 | } |
| 1053 | |
| 1054 | result = IDXGISwapChain_GetBuffer(data->swapChain, |
| 1055 | 0, |
| 1056 | &SDL_IID_ID3D11Texture2D, |
| 1057 | (void **)&backBuffer); |
| 1058 | if (FAILED(result)) { |
| 1059 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]" ), result); |
| 1060 | goto done; |
| 1061 | } |
| 1062 | |
| 1063 | // Create a render target view of the swap chain back buffer. |
| 1064 | result = ID3D11Device_CreateRenderTargetView(data->d3dDevice, |
| 1065 | (ID3D11Resource *)backBuffer, |
| 1066 | NULL, |
| 1067 | &data->mainRenderTargetView); |
| 1068 | if (FAILED(result)) { |
| 1069 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView" ), result); |
| 1070 | goto done; |
| 1071 | } |
| 1072 | |
| 1073 | /* Set the swap chain target immediately, so that a target is always set |
| 1074 | * even before we get to SetDrawState. Without this it's possible to hit |
| 1075 | * null references in places like ReadPixels! |
| 1076 | */ |
| 1077 | ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, |
| 1078 | 1, |
| 1079 | &data->mainRenderTargetView, |
| 1080 | NULL); |
| 1081 | |
| 1082 | data->viewportDirty = true; |
| 1083 | |
| 1084 | done: |
| 1085 | SAFE_RELEASE(backBuffer); |
| 1086 | return result; |
| 1087 | } |
| 1088 | |
| 1089 | static bool D3D11_HandleDeviceLost(SDL_Renderer *renderer) |
| 1090 | { |
| 1091 | bool recovered = false; |
| 1092 | |
| 1093 | D3D11_ReleaseAll(renderer); |
| 1094 | |
| 1095 | if (SUCCEEDED(D3D11_CreateDeviceResources(renderer)) && |
| 1096 | SUCCEEDED(D3D11_CreateWindowSizeDependentResources(renderer))) { |
| 1097 | recovered = true; |
| 1098 | } else { |
| 1099 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s" , SDL_GetError()); |
| 1100 | D3D11_ReleaseAll(renderer); |
| 1101 | } |
| 1102 | |
| 1103 | // Let the application know that the device has been reset or lost |
| 1104 | SDL_Event event; |
| 1105 | SDL_zero(event); |
| 1106 | event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; |
| 1107 | event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); |
| 1108 | SDL_PushEvent(&event); |
| 1109 | |
| 1110 | return recovered; |
| 1111 | } |
| 1112 | |
| 1113 | // This method is called when the window's size changes. |
| 1114 | static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer) |
| 1115 | { |
| 1116 | return D3D11_CreateWindowSizeDependentResources(renderer); |
| 1117 | } |
| 1118 | |
| 1119 | static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) |
| 1120 | { |
| 1121 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 1122 | |
| 1123 | if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { |
| 1124 | data->pixelSizeChanged = true; |
| 1125 | } |
| 1126 | } |
| 1127 | |
| 1128 | static bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| 1129 | { |
| 1130 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| 1131 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| 1132 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| 1133 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| 1134 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| 1135 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| 1136 | |
| 1137 | if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || |
| 1138 | !GetBlendEquation(colorOperation) || |
| 1139 | !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || |
| 1140 | !GetBlendEquation(alphaOperation)) { |
| 1141 | return false; |
| 1142 | } |
| 1143 | return true; |
| 1144 | } |
| 1145 | |
| 1146 | static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture) |
| 1147 | { |
| 1148 | IUnknown *unknown = SDL_GetPointerProperty(props, name, NULL); |
| 1149 | if (unknown) { |
| 1150 | HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture); |
| 1151 | if (FAILED(result)) { |
| 1152 | return WIN_SetErrorFromHRESULT(name, result); |
| 1153 | } |
| 1154 | } |
| 1155 | return true; |
| 1156 | } |
| 1157 | |
| 1158 | static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) |
| 1159 | { |
| 1160 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1161 | D3D11_TextureData *textureData; |
| 1162 | HRESULT result; |
| 1163 | DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); |
| 1164 | D3D11_TEXTURE2D_DESC textureDesc; |
| 1165 | D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; |
| 1166 | |
| 1167 | if (!rendererData->d3dDevice) { |
| 1168 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 1169 | } |
| 1170 | |
| 1171 | if (textureFormat == DXGI_FORMAT_UNKNOWN) { |
| 1172 | return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified" , |
| 1173 | __FUNCTION__, texture->format); |
| 1174 | } |
| 1175 | |
| 1176 | textureData = (D3D11_TextureData *)SDL_calloc(1, sizeof(*textureData)); |
| 1177 | if (!textureData) { |
| 1178 | return false; |
| 1179 | } |
| 1180 | |
| 1181 | texture->internal = textureData; |
| 1182 | |
| 1183 | SDL_zero(textureDesc); |
| 1184 | textureDesc.Width = texture->w; |
| 1185 | textureDesc.Height = texture->h; |
| 1186 | textureDesc.MipLevels = 1; |
| 1187 | textureDesc.ArraySize = 1; |
| 1188 | textureDesc.Format = textureFormat; |
| 1189 | textureDesc.SampleDesc.Count = 1; |
| 1190 | textureDesc.SampleDesc.Quality = 0; |
| 1191 | textureDesc.MiscFlags = 0; |
| 1192 | |
| 1193 | // NV12 textures must have even width and height |
| 1194 | if (texture->format == SDL_PIXELFORMAT_NV12 || |
| 1195 | texture->format == SDL_PIXELFORMAT_NV21 || |
| 1196 | texture->format == SDL_PIXELFORMAT_P010) { |
| 1197 | textureDesc.Width = (textureDesc.Width + 1) & ~1; |
| 1198 | textureDesc.Height = (textureDesc.Height + 1) & ~1; |
| 1199 | } |
| 1200 | textureData->w = (int)textureDesc.Width; |
| 1201 | textureData->h = (int)textureDesc.Height; |
| 1202 | if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { |
| 1203 | textureData->shader = SHADER_RGB; |
| 1204 | } else { |
| 1205 | textureData->shader = SHADER_ADVANCED; |
| 1206 | } |
| 1207 | |
| 1208 | if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| 1209 | textureDesc.Usage = D3D11_USAGE_DYNAMIC; |
| 1210 | textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 1211 | } else { |
| 1212 | textureDesc.Usage = D3D11_USAGE_DEFAULT; |
| 1213 | textureDesc.CPUAccessFlags = 0; |
| 1214 | } |
| 1215 | |
| 1216 | if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| 1217 | textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; |
| 1218 | } else { |
| 1219 | textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
| 1220 | } |
| 1221 | |
| 1222 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER, &textureData->mainTexture)) { |
| 1223 | return false; |
| 1224 | } |
| 1225 | if (!textureData->mainTexture) { |
| 1226 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1227 | &textureDesc, |
| 1228 | NULL, |
| 1229 | &textureData->mainTexture); |
| 1230 | if (FAILED(result)) { |
| 1231 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D" ), result); |
| 1232 | } |
| 1233 | } |
| 1234 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture); |
| 1235 | #ifdef SDL_HAVE_YUV |
| 1236 | if (texture->format == SDL_PIXELFORMAT_YV12 || |
| 1237 | texture->format == SDL_PIXELFORMAT_IYUV) { |
| 1238 | textureData->yuv = true; |
| 1239 | |
| 1240 | textureDesc.Width = (textureDesc.Width + 1) / 2; |
| 1241 | textureDesc.Height = (textureDesc.Height + 1) / 2; |
| 1242 | |
| 1243 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER, &textureData->mainTextureU)) { |
| 1244 | return false; |
| 1245 | } |
| 1246 | if (!textureData->mainTextureU) { |
| 1247 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1248 | &textureDesc, |
| 1249 | NULL, |
| 1250 | &textureData->mainTextureU); |
| 1251 | if (FAILED(result)) { |
| 1252 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D" ), result); |
| 1253 | } |
| 1254 | } |
| 1255 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU); |
| 1256 | |
| 1257 | if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER, &textureData->mainTextureV)) { |
| 1258 | return false; |
| 1259 | } |
| 1260 | if (!textureData->mainTextureV) { |
| 1261 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1262 | &textureDesc, |
| 1263 | NULL, |
| 1264 | &textureData->mainTextureV); |
| 1265 | if (FAILED(result)) { |
| 1266 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D" ), result); |
| 1267 | } |
| 1268 | } |
| 1269 | SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV); |
| 1270 | |
| 1271 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); |
| 1272 | if (!textureData->YCbCr_matrix) { |
| 1273 | return SDL_SetError("Unsupported YUV colorspace" ); |
| 1274 | } |
| 1275 | } |
| 1276 | if (texture->format == SDL_PIXELFORMAT_NV12 || |
| 1277 | texture->format == SDL_PIXELFORMAT_NV21 || |
| 1278 | texture->format == SDL_PIXELFORMAT_P010) { |
| 1279 | int bits_per_pixel; |
| 1280 | |
| 1281 | textureData->nv12 = true; |
| 1282 | |
| 1283 | switch (texture->format) { |
| 1284 | case SDL_PIXELFORMAT_P010: |
| 1285 | bits_per_pixel = 10; |
| 1286 | break; |
| 1287 | default: |
| 1288 | bits_per_pixel = 8; |
| 1289 | break; |
| 1290 | } |
| 1291 | textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); |
| 1292 | if (!textureData->YCbCr_matrix) { |
| 1293 | return SDL_SetError("Unsupported YUV colorspace" ); |
| 1294 | } |
| 1295 | } |
| 1296 | #endif // SDL_HAVE_YUV |
| 1297 | SDL_zero(resourceViewDesc); |
| 1298 | resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); |
| 1299 | resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| 1300 | resourceViewDesc.Texture2D.MostDetailedMip = 0; |
| 1301 | resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; |
| 1302 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| 1303 | (ID3D11Resource *)textureData->mainTexture, |
| 1304 | &resourceViewDesc, |
| 1305 | &textureData->mainTextureResourceView); |
| 1306 | if (FAILED(result)) { |
| 1307 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView" ), result); |
| 1308 | } |
| 1309 | #ifdef SDL_HAVE_YUV |
| 1310 | if (textureData->yuv) { |
| 1311 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| 1312 | (ID3D11Resource *)textureData->mainTextureU, |
| 1313 | &resourceViewDesc, |
| 1314 | &textureData->mainTextureResourceViewU); |
| 1315 | if (FAILED(result)) { |
| 1316 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView" ), result); |
| 1317 | } |
| 1318 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| 1319 | (ID3D11Resource *)textureData->mainTextureV, |
| 1320 | &resourceViewDesc, |
| 1321 | &textureData->mainTextureResourceViewV); |
| 1322 | if (FAILED(result)) { |
| 1323 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView" ), result); |
| 1324 | } |
| 1325 | } |
| 1326 | |
| 1327 | if (textureData->nv12) { |
| 1328 | D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; |
| 1329 | |
| 1330 | if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { |
| 1331 | nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; |
| 1332 | } else if (texture->format == SDL_PIXELFORMAT_P010) { |
| 1333 | nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; |
| 1334 | } |
| 1335 | |
| 1336 | result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, |
| 1337 | (ID3D11Resource *)textureData->mainTexture, |
| 1338 | &nvResourceViewDesc, |
| 1339 | &textureData->mainTextureResourceViewNV); |
| 1340 | if (FAILED(result)) { |
| 1341 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView" ), result); |
| 1342 | } |
| 1343 | } |
| 1344 | #endif // SDL_HAVE_YUV |
| 1345 | |
| 1346 | if (texture->access & SDL_TEXTUREACCESS_TARGET) { |
| 1347 | D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; |
| 1348 | SDL_zero(renderTargetViewDesc); |
| 1349 | renderTargetViewDesc.Format = textureDesc.Format; |
| 1350 | renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
| 1351 | renderTargetViewDesc.Texture2D.MipSlice = 0; |
| 1352 | |
| 1353 | result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, |
| 1354 | (ID3D11Resource *)textureData->mainTexture, |
| 1355 | &renderTargetViewDesc, |
| 1356 | &textureData->mainTextureRenderTargetView); |
| 1357 | if (FAILED(result)) { |
| 1358 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView" ), result); |
| 1359 | } |
| 1360 | } |
| 1361 | |
| 1362 | return true; |
| 1363 | } |
| 1364 | |
| 1365 | static void D3D11_DestroyTexture(SDL_Renderer *renderer, |
| 1366 | SDL_Texture *texture) |
| 1367 | { |
| 1368 | D3D11_TextureData *data = (D3D11_TextureData *)texture->internal; |
| 1369 | |
| 1370 | if (!data) { |
| 1371 | return; |
| 1372 | } |
| 1373 | |
| 1374 | SAFE_RELEASE(data->mainTexture); |
| 1375 | SAFE_RELEASE(data->mainTextureResourceView); |
| 1376 | SAFE_RELEASE(data->mainTextureRenderTargetView); |
| 1377 | SAFE_RELEASE(data->stagingTexture); |
| 1378 | #ifdef SDL_HAVE_YUV |
| 1379 | SAFE_RELEASE(data->mainTextureU); |
| 1380 | SAFE_RELEASE(data->mainTextureResourceViewU); |
| 1381 | SAFE_RELEASE(data->mainTextureV); |
| 1382 | SAFE_RELEASE(data->mainTextureResourceViewV); |
| 1383 | SAFE_RELEASE(data->mainTextureResourceViewNV); |
| 1384 | SDL_free(data->pixels); |
| 1385 | #endif |
| 1386 | SDL_free(data); |
| 1387 | texture->internal = NULL; |
| 1388 | } |
| 1389 | |
| 1390 | static bool D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch) |
| 1391 | { |
| 1392 | ID3D11Texture2D *stagingTexture; |
| 1393 | const Uint8 *src; |
| 1394 | Uint8 *dst; |
| 1395 | int row; |
| 1396 | UINT length; |
| 1397 | HRESULT result; |
| 1398 | D3D11_TEXTURE2D_DESC stagingTextureDesc; |
| 1399 | D3D11_MAPPED_SUBRESOURCE textureMemory; |
| 1400 | |
| 1401 | // Create a 'staging' texture, which will be used to write to a portion of the main texture. |
| 1402 | ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc); |
| 1403 | stagingTextureDesc.Width = w; |
| 1404 | stagingTextureDesc.Height = h; |
| 1405 | stagingTextureDesc.BindFlags = 0; |
| 1406 | stagingTextureDesc.MiscFlags = 0; |
| 1407 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 1408 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; |
| 1409 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || |
| 1410 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { |
| 1411 | stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; |
| 1412 | stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; |
| 1413 | } |
| 1414 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1415 | &stagingTextureDesc, |
| 1416 | NULL, |
| 1417 | &stagingTexture); |
| 1418 | if (FAILED(result)) { |
| 1419 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]" ), result); |
| 1420 | } |
| 1421 | |
| 1422 | // Get a write-only pointer to data in the staging texture: |
| 1423 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, |
| 1424 | (ID3D11Resource *)stagingTexture, |
| 1425 | 0, |
| 1426 | D3D11_MAP_WRITE, |
| 1427 | 0, |
| 1428 | &textureMemory); |
| 1429 | if (FAILED(result)) { |
| 1430 | SAFE_RELEASE(stagingTexture); |
| 1431 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]" ), result); |
| 1432 | } |
| 1433 | |
| 1434 | src = (const Uint8 *)pixels; |
| 1435 | dst = (Uint8 *)textureMemory.pData; |
| 1436 | length = w * bpp; |
| 1437 | if (length == (UINT)pitch && length == textureMemory.RowPitch) { |
| 1438 | SDL_memcpy(dst, src, (size_t)length * h); |
| 1439 | } else { |
| 1440 | if (length > (UINT)pitch) { |
| 1441 | length = pitch; |
| 1442 | } |
| 1443 | if (length > textureMemory.RowPitch) { |
| 1444 | length = textureMemory.RowPitch; |
| 1445 | } |
| 1446 | for (row = 0; row < h; ++row) { |
| 1447 | SDL_memcpy(dst, src, length); |
| 1448 | src += pitch; |
| 1449 | dst += textureMemory.RowPitch; |
| 1450 | } |
| 1451 | } |
| 1452 | |
| 1453 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || |
| 1454 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { |
| 1455 | // Copy the UV plane as well |
| 1456 | h = (h + 1) / 2; |
| 1457 | if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { |
| 1458 | length = (length + 3) & ~3; |
| 1459 | pitch = (pitch + 3) & ~3; |
| 1460 | } else { |
| 1461 | length = (length + 1) & ~1; |
| 1462 | pitch = (pitch + 1) & ~1; |
| 1463 | } |
| 1464 | dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; |
| 1465 | for (row = 0; row < h; ++row) { |
| 1466 | SDL_memcpy(dst, src, length); |
| 1467 | src += pitch; |
| 1468 | dst += textureMemory.RowPitch; |
| 1469 | } |
| 1470 | } |
| 1471 | |
| 1472 | // Commit the pixel buffer's changes back to the staging texture: |
| 1473 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, |
| 1474 | (ID3D11Resource *)stagingTexture, |
| 1475 | 0); |
| 1476 | |
| 1477 | // Copy the staging texture's contents back to the texture: |
| 1478 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, |
| 1479 | (ID3D11Resource *)texture, |
| 1480 | 0, |
| 1481 | x, |
| 1482 | y, |
| 1483 | 0, |
| 1484 | (ID3D11Resource *)stagingTexture, |
| 1485 | 0, |
| 1486 | NULL); |
| 1487 | |
| 1488 | SAFE_RELEASE(stagingTexture); |
| 1489 | |
| 1490 | return true; |
| 1491 | } |
| 1492 | |
| 1493 | #ifdef SDL_HAVE_YUV |
| 1494 | static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1495 | const SDL_Rect *rect, |
| 1496 | const Uint8 *Yplane, int Ypitch, |
| 1497 | const Uint8 *UVplane, int UVpitch); |
| 1498 | |
| 1499 | static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1500 | const SDL_Rect *rect, |
| 1501 | const Uint8 *Yplane, int Ypitch, |
| 1502 | const Uint8 *Uplane, int Upitch, |
| 1503 | const Uint8 *Vplane, int Vpitch); |
| 1504 | #endif |
| 1505 | |
| 1506 | static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1507 | const SDL_Rect *rect, const void *srcPixels, |
| 1508 | int srcPitch) |
| 1509 | { |
| 1510 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1511 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 1512 | |
| 1513 | if (!textureData) { |
| 1514 | return SDL_SetError("Texture is not currently available" ); |
| 1515 | } |
| 1516 | |
| 1517 | #ifdef SDL_HAVE_YUV |
| 1518 | if (textureData->nv12) { |
| 1519 | const Uint8 *Yplane = (const Uint8 *)srcPixels; |
| 1520 | const Uint8 *UVplane = Yplane + rect->h * srcPitch; |
| 1521 | |
| 1522 | return D3D11_UpdateTextureNV(renderer, texture, rect, Yplane, srcPitch, UVplane, srcPitch); |
| 1523 | |
| 1524 | } else if (textureData->yuv) { |
| 1525 | int Ypitch = srcPitch; |
| 1526 | int UVpitch = ((Ypitch + 1) / 2); |
| 1527 | const Uint8 *Yplane = (const Uint8 *)srcPixels; |
| 1528 | const Uint8 *Uplane = Yplane + rect->h * Ypitch; |
| 1529 | const Uint8 *Vplane = Uplane + ((rect->h + 1) / 2) * UVpitch; |
| 1530 | |
| 1531 | if (texture->format == SDL_PIXELFORMAT_YV12) { |
| 1532 | return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Vplane, UVpitch, Uplane, UVpitch); |
| 1533 | } else { |
| 1534 | return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, UVpitch, Vplane, UVpitch); |
| 1535 | } |
| 1536 | } |
| 1537 | #endif |
| 1538 | |
| 1539 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch)) { |
| 1540 | return false; |
| 1541 | } |
| 1542 | return true; |
| 1543 | } |
| 1544 | |
| 1545 | #ifdef SDL_HAVE_YUV |
| 1546 | static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1547 | const SDL_Rect *rect, |
| 1548 | const Uint8 *Yplane, int Ypitch, |
| 1549 | const Uint8 *Uplane, int Upitch, |
| 1550 | const Uint8 *Vplane, int Vpitch) |
| 1551 | { |
| 1552 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1553 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 1554 | |
| 1555 | if (!textureData) { |
| 1556 | return SDL_SetError("Texture is not currently available" ); |
| 1557 | } |
| 1558 | |
| 1559 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { |
| 1560 | return false; |
| 1561 | } |
| 1562 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { |
| 1563 | return false; |
| 1564 | } |
| 1565 | if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { |
| 1566 | return false; |
| 1567 | } |
| 1568 | return true; |
| 1569 | } |
| 1570 | |
| 1571 | static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1572 | const SDL_Rect *rect, |
| 1573 | const Uint8 *Yplane, int Ypitch, |
| 1574 | const Uint8 *UVplane, int UVpitch) |
| 1575 | { |
| 1576 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1577 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 1578 | ID3D11Texture2D *stagingTexture; |
| 1579 | const Uint8 *src; |
| 1580 | Uint8 *dst; |
| 1581 | int w, h, row; |
| 1582 | UINT length; |
| 1583 | HRESULT result; |
| 1584 | D3D11_TEXTURE2D_DESC stagingTextureDesc; |
| 1585 | D3D11_MAPPED_SUBRESOURCE textureMemory; |
| 1586 | |
| 1587 | if (!textureData) { |
| 1588 | return SDL_SetError("Texture is not currently available" ); |
| 1589 | } |
| 1590 | |
| 1591 | w = rect->w; |
| 1592 | h = rect->h; |
| 1593 | |
| 1594 | // Create a 'staging' texture, which will be used to write to a portion of the main texture. |
| 1595 | ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); |
| 1596 | stagingTextureDesc.Width = w; |
| 1597 | stagingTextureDesc.Height = h; |
| 1598 | stagingTextureDesc.BindFlags = 0; |
| 1599 | stagingTextureDesc.MiscFlags = 0; |
| 1600 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 1601 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; |
| 1602 | if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || |
| 1603 | stagingTextureDesc.Format == DXGI_FORMAT_P010) { |
| 1604 | stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; |
| 1605 | stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; |
| 1606 | } |
| 1607 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1608 | &stagingTextureDesc, |
| 1609 | NULL, |
| 1610 | &stagingTexture); |
| 1611 | if (FAILED(result)) { |
| 1612 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]" ), result); |
| 1613 | } |
| 1614 | |
| 1615 | // Get a write-only pointer to data in the staging texture: |
| 1616 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, |
| 1617 | (ID3D11Resource *)stagingTexture, |
| 1618 | 0, |
| 1619 | D3D11_MAP_WRITE, |
| 1620 | 0, |
| 1621 | &textureMemory); |
| 1622 | if (FAILED(result)) { |
| 1623 | SAFE_RELEASE(stagingTexture); |
| 1624 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]" ), result); |
| 1625 | } |
| 1626 | |
| 1627 | src = Yplane; |
| 1628 | dst = (Uint8 *)textureMemory.pData; |
| 1629 | length = w; |
| 1630 | if (length == (UINT)Ypitch && length == textureMemory.RowPitch) { |
| 1631 | SDL_memcpy(dst, src, (size_t)length * h); |
| 1632 | } else { |
| 1633 | if (length > (UINT)Ypitch) { |
| 1634 | length = Ypitch; |
| 1635 | } |
| 1636 | if (length > textureMemory.RowPitch) { |
| 1637 | length = textureMemory.RowPitch; |
| 1638 | } |
| 1639 | for (row = 0; row < h; ++row) { |
| 1640 | SDL_memcpy(dst, src, length); |
| 1641 | src += Ypitch; |
| 1642 | dst += textureMemory.RowPitch; |
| 1643 | } |
| 1644 | } |
| 1645 | |
| 1646 | src = UVplane; |
| 1647 | length = w; |
| 1648 | h = (h + 1) / 2; |
| 1649 | if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { |
| 1650 | length = (length + 3) & ~3; |
| 1651 | UVpitch = (UVpitch + 3) & ~3; |
| 1652 | } else { |
| 1653 | length = (length + 1) & ~1; |
| 1654 | UVpitch = (UVpitch + 1) & ~1; |
| 1655 | } |
| 1656 | dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; |
| 1657 | for (row = 0; row < h; ++row) { |
| 1658 | SDL_memcpy(dst, src, length); |
| 1659 | src += UVpitch; |
| 1660 | dst += textureMemory.RowPitch; |
| 1661 | } |
| 1662 | |
| 1663 | // Commit the pixel buffer's changes back to the staging texture: |
| 1664 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, |
| 1665 | (ID3D11Resource *)stagingTexture, |
| 1666 | 0); |
| 1667 | |
| 1668 | // Copy the staging texture's contents back to the texture: |
| 1669 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, |
| 1670 | (ID3D11Resource *)textureData->mainTexture, |
| 1671 | 0, |
| 1672 | rect->x, |
| 1673 | rect->y, |
| 1674 | 0, |
| 1675 | (ID3D11Resource *)stagingTexture, |
| 1676 | 0, |
| 1677 | NULL); |
| 1678 | |
| 1679 | SAFE_RELEASE(stagingTexture); |
| 1680 | |
| 1681 | return true; |
| 1682 | } |
| 1683 | #endif |
| 1684 | |
| 1685 | static bool D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| 1686 | const SDL_Rect *rect, void **pixels, int *pitch) |
| 1687 | { |
| 1688 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1689 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 1690 | HRESULT result = S_OK; |
| 1691 | D3D11_TEXTURE2D_DESC stagingTextureDesc; |
| 1692 | D3D11_MAPPED_SUBRESOURCE textureMemory; |
| 1693 | |
| 1694 | if (!textureData) { |
| 1695 | return SDL_SetError("Texture is not currently available" ); |
| 1696 | } |
| 1697 | #ifdef SDL_HAVE_YUV |
| 1698 | if (textureData->yuv || textureData->nv12) { |
| 1699 | // It's more efficient to upload directly... |
| 1700 | if (!textureData->pixels) { |
| 1701 | textureData->pitch = texture->w; |
| 1702 | textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); |
| 1703 | if (!textureData->pixels) { |
| 1704 | return false; |
| 1705 | } |
| 1706 | } |
| 1707 | textureData->locked_rect = *rect; |
| 1708 | *pixels = |
| 1709 | (void *)(textureData->pixels + rect->y * textureData->pitch + |
| 1710 | rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| 1711 | *pitch = textureData->pitch; |
| 1712 | return true; |
| 1713 | } |
| 1714 | #endif |
| 1715 | if (textureData->stagingTexture) { |
| 1716 | return SDL_SetError("texture is already locked" ); |
| 1717 | } |
| 1718 | |
| 1719 | /* Create a 'staging' texture, which will be used to write to a portion |
| 1720 | * of the main texture. This is necessary, as Direct3D 11.1 does not |
| 1721 | * have the ability to write a CPU-bound pixel buffer to a rectangular |
| 1722 | * subrect of a texture. Direct3D 11.1 can, however, write a pixel |
| 1723 | * buffer to an entire texture, hence the use of a staging texture. |
| 1724 | */ |
| 1725 | ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); |
| 1726 | stagingTextureDesc.Width = rect->w; |
| 1727 | stagingTextureDesc.Height = rect->h; |
| 1728 | stagingTextureDesc.BindFlags = 0; |
| 1729 | stagingTextureDesc.MiscFlags = 0; |
| 1730 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 1731 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; |
| 1732 | result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, |
| 1733 | &stagingTextureDesc, |
| 1734 | NULL, |
| 1735 | &textureData->stagingTexture); |
| 1736 | if (FAILED(result)) { |
| 1737 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]" ), result); |
| 1738 | } |
| 1739 | |
| 1740 | // Get a write-only pointer to data in the staging texture: |
| 1741 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, |
| 1742 | (ID3D11Resource *)textureData->stagingTexture, |
| 1743 | 0, |
| 1744 | D3D11_MAP_WRITE, |
| 1745 | 0, |
| 1746 | &textureMemory); |
| 1747 | if (FAILED(result)) { |
| 1748 | SAFE_RELEASE(textureData->stagingTexture); |
| 1749 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]" ), result); |
| 1750 | } |
| 1751 | |
| 1752 | /* Make note of where the staging texture will be written to |
| 1753 | * (on a call to SDL_UnlockTexture): |
| 1754 | */ |
| 1755 | textureData->lockedTexturePositionX = rect->x; |
| 1756 | textureData->lockedTexturePositionY = rect->y; |
| 1757 | |
| 1758 | /* Make sure the caller has information on the texture's pixel buffer, |
| 1759 | * then return: |
| 1760 | */ |
| 1761 | *pixels = textureMemory.pData; |
| 1762 | *pitch = textureMemory.RowPitch; |
| 1763 | return true; |
| 1764 | } |
| 1765 | |
| 1766 | static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| 1767 | { |
| 1768 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1769 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 1770 | |
| 1771 | if (!textureData) { |
| 1772 | return; |
| 1773 | } |
| 1774 | #ifdef SDL_HAVE_YUV |
| 1775 | if (textureData->yuv || textureData->nv12) { |
| 1776 | const SDL_Rect *rect = &textureData->locked_rect; |
| 1777 | void *pixels = |
| 1778 | (void *)(textureData->pixels + rect->y * textureData->pitch + |
| 1779 | rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| 1780 | D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); |
| 1781 | return; |
| 1782 | } |
| 1783 | #endif |
| 1784 | // Commit the pixel buffer's changes back to the staging texture: |
| 1785 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, |
| 1786 | (ID3D11Resource *)textureData->stagingTexture, |
| 1787 | 0); |
| 1788 | |
| 1789 | // Copy the staging texture's contents back to the main texture: |
| 1790 | ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, |
| 1791 | (ID3D11Resource *)textureData->mainTexture, |
| 1792 | 0, |
| 1793 | textureData->lockedTexturePositionX, |
| 1794 | textureData->lockedTexturePositionY, |
| 1795 | 0, |
| 1796 | (ID3D11Resource *)textureData->stagingTexture, |
| 1797 | 0, |
| 1798 | NULL); |
| 1799 | |
| 1800 | SAFE_RELEASE(textureData->stagingTexture); |
| 1801 | } |
| 1802 | |
| 1803 | static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) |
| 1804 | { |
| 1805 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1806 | D3D11_TextureData *textureData = NULL; |
| 1807 | |
| 1808 | if (!texture) { |
| 1809 | rendererData->currentOffscreenRenderTargetView = NULL; |
| 1810 | return true; |
| 1811 | } |
| 1812 | |
| 1813 | textureData = (D3D11_TextureData *)texture->internal; |
| 1814 | |
| 1815 | if (!textureData->mainTextureRenderTargetView) { |
| 1816 | return SDL_SetError("specified texture is not a render target" ); |
| 1817 | } |
| 1818 | |
| 1819 | rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView; |
| 1820 | |
| 1821 | return true; |
| 1822 | } |
| 1823 | |
| 1824 | static bool D3D11_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| 1825 | { |
| 1826 | return true; // nothing to do in this backend. |
| 1827 | } |
| 1828 | |
| 1829 | static bool D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| 1830 | { |
| 1831 | D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); |
| 1832 | int i; |
| 1833 | SDL_FColor color = cmd->data.draw.color; |
| 1834 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 1835 | |
| 1836 | if (!verts) { |
| 1837 | return false; |
| 1838 | } |
| 1839 | |
| 1840 | cmd->data.draw.count = count; |
| 1841 | |
| 1842 | if (convert_color) { |
| 1843 | SDL_ConvertToLinear(&color); |
| 1844 | } |
| 1845 | |
| 1846 | for (i = 0; i < count; i++) { |
| 1847 | verts->pos.x = points[i].x + 0.5f; |
| 1848 | verts->pos.y = points[i].y + 0.5f; |
| 1849 | verts->tex.x = 0.0f; |
| 1850 | verts->tex.y = 0.0f; |
| 1851 | verts->color = color; |
| 1852 | verts++; |
| 1853 | } |
| 1854 | |
| 1855 | return true; |
| 1856 | } |
| 1857 | |
| 1858 | static bool D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| 1859 | const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, |
| 1860 | int num_vertices, const void *indices, int num_indices, int size_indices, |
| 1861 | float scale_x, float scale_y) |
| 1862 | { |
| 1863 | int i; |
| 1864 | int count = indices ? num_indices : num_vertices; |
| 1865 | D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); |
| 1866 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 1867 | D3D11_TextureData *textureData = texture ? (D3D11_TextureData *)texture->internal : NULL; |
| 1868 | float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; |
| 1869 | float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; |
| 1870 | |
| 1871 | if (!verts) { |
| 1872 | return false; |
| 1873 | } |
| 1874 | |
| 1875 | cmd->data.draw.count = count; |
| 1876 | size_indices = indices ? size_indices : 0; |
| 1877 | |
| 1878 | for (i = 0; i < count; i++) { |
| 1879 | int j; |
| 1880 | float *xy_; |
| 1881 | if (size_indices == 4) { |
| 1882 | j = ((const Uint32 *)indices)[i]; |
| 1883 | } else if (size_indices == 2) { |
| 1884 | j = ((const Uint16 *)indices)[i]; |
| 1885 | } else if (size_indices == 1) { |
| 1886 | j = ((const Uint8 *)indices)[i]; |
| 1887 | } else { |
| 1888 | j = i; |
| 1889 | } |
| 1890 | |
| 1891 | xy_ = (float *)((char *)xy + j * xy_stride); |
| 1892 | |
| 1893 | verts->pos.x = xy_[0] * scale_x; |
| 1894 | verts->pos.y = xy_[1] * scale_y; |
| 1895 | verts->color = *(SDL_FColor *)((char *)color + j * color_stride); |
| 1896 | if (convert_color) { |
| 1897 | SDL_ConvertToLinear(&verts->color); |
| 1898 | } |
| 1899 | |
| 1900 | if (texture) { |
| 1901 | float *uv_ = (float *)((char *)uv + j * uv_stride); |
| 1902 | verts->tex.x = uv_[0] * u_scale; |
| 1903 | verts->tex.y = uv_[1] * v_scale; |
| 1904 | } else { |
| 1905 | verts->tex.x = 0.0f; |
| 1906 | verts->tex.y = 0.0f; |
| 1907 | } |
| 1908 | |
| 1909 | verts += 1; |
| 1910 | } |
| 1911 | return true; |
| 1912 | } |
| 1913 | |
| 1914 | static bool D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, |
| 1915 | const void *vertexData, size_t dataSizeInBytes) |
| 1916 | { |
| 1917 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 1918 | HRESULT result = S_OK; |
| 1919 | const int vbidx = rendererData->currentVertexBuffer; |
| 1920 | const UINT stride = sizeof(D3D11_VertexPositionColor); |
| 1921 | const UINT offset = 0; |
| 1922 | |
| 1923 | if (dataSizeInBytes == 0) { |
| 1924 | return true; // nothing to do. |
| 1925 | } |
| 1926 | |
| 1927 | if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) { |
| 1928 | D3D11_MAPPED_SUBRESOURCE mappedResource; |
| 1929 | result = ID3D11DeviceContext_Map(rendererData->d3dContext, |
| 1930 | (ID3D11Resource *)rendererData->vertexBuffers[vbidx], |
| 1931 | 0, |
| 1932 | D3D11_MAP_WRITE_DISCARD, |
| 1933 | 0, |
| 1934 | &mappedResource); |
| 1935 | if (FAILED(result)) { |
| 1936 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]" ), result); |
| 1937 | } |
| 1938 | SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); |
| 1939 | ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0); |
| 1940 | } else { |
| 1941 | D3D11_BUFFER_DESC vertexBufferDesc; |
| 1942 | D3D11_SUBRESOURCE_DATA vertexBufferData; |
| 1943 | |
| 1944 | SAFE_RELEASE(rendererData->vertexBuffers[vbidx]); |
| 1945 | |
| 1946 | SDL_zero(vertexBufferDesc); |
| 1947 | vertexBufferDesc.ByteWidth = (UINT)dataSizeInBytes; |
| 1948 | vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
| 1949 | vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| 1950 | vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 1951 | |
| 1952 | SDL_zero(vertexBufferData); |
| 1953 | vertexBufferData.pSysMem = vertexData; |
| 1954 | vertexBufferData.SysMemPitch = 0; |
| 1955 | vertexBufferData.SysMemSlicePitch = 0; |
| 1956 | |
| 1957 | result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, |
| 1958 | &vertexBufferDesc, |
| 1959 | &vertexBufferData, |
| 1960 | &rendererData->vertexBuffers[vbidx]); |
| 1961 | if (FAILED(result)) { |
| 1962 | return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]" ), result); |
| 1963 | } |
| 1964 | |
| 1965 | rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes; |
| 1966 | } |
| 1967 | |
| 1968 | ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext, |
| 1969 | 0, |
| 1970 | 1, |
| 1971 | &rendererData->vertexBuffers[vbidx], |
| 1972 | &stride, |
| 1973 | &offset); |
| 1974 | |
| 1975 | rendererData->currentVertexBuffer++; |
| 1976 | if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) { |
| 1977 | rendererData->currentVertexBuffer = 0; |
| 1978 | } |
| 1979 | |
| 1980 | return true; |
| 1981 | } |
| 1982 | |
| 1983 | static bool D3D11_UpdateViewport(SDL_Renderer *renderer) |
| 1984 | { |
| 1985 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 1986 | const SDL_Rect *viewport = &data->currentViewport; |
| 1987 | Float4X4 projection; |
| 1988 | Float4X4 view; |
| 1989 | SDL_FRect orientationAlignedViewport; |
| 1990 | BOOL swapDimensions; |
| 1991 | D3D11_VIEWPORT d3dviewport; |
| 1992 | const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| 1993 | |
| 1994 | if (viewport->w == 0 || viewport->h == 0) { |
| 1995 | /* If the viewport is empty, assume that it is because |
| 1996 | * SDL_CreateRenderer is calling it, and will call it again later |
| 1997 | * with a non-empty viewport. |
| 1998 | */ |
| 1999 | // SDL_Log("%s, no viewport was set!", __FUNCTION__); |
| 2000 | return false; |
| 2001 | } |
| 2002 | |
| 2003 | /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. |
| 2004 | * Keep in mind here that the Y-axis will be been inverted (from Direct3D's |
| 2005 | * default coordinate system) so rotations will be done in the opposite |
| 2006 | * direction of the DXGI_MODE_ROTATION enumeration. |
| 2007 | */ |
| 2008 | switch (rotation) { |
| 2009 | case DXGI_MODE_ROTATION_IDENTITY: |
| 2010 | projection = MatrixIdentity(); |
| 2011 | break; |
| 2012 | case DXGI_MODE_ROTATION_ROTATE270: |
| 2013 | projection = MatrixRotationZ(SDL_PI_F * 0.5f); |
| 2014 | break; |
| 2015 | case DXGI_MODE_ROTATION_ROTATE180: |
| 2016 | projection = MatrixRotationZ(SDL_PI_F); |
| 2017 | break; |
| 2018 | case DXGI_MODE_ROTATION_ROTATE90: |
| 2019 | projection = MatrixRotationZ(-SDL_PI_F * 0.5f); |
| 2020 | break; |
| 2021 | default: |
| 2022 | return SDL_SetError("An unknown DisplayOrientation is being used" ); |
| 2023 | } |
| 2024 | |
| 2025 | // Update the view matrix |
| 2026 | SDL_zero(view); |
| 2027 | view.m[0][0] = 2.0f / viewport->w; |
| 2028 | view.m[1][1] = -2.0f / viewport->h; |
| 2029 | view.m[2][2] = 1.0f; |
| 2030 | view.m[3][0] = -1.0f; |
| 2031 | view.m[3][1] = 1.0f; |
| 2032 | view.m[3][3] = 1.0f; |
| 2033 | |
| 2034 | /* Combine the projection + view matrix together now, as both only get |
| 2035 | * set here (as of this writing, on Dec 26, 2013). When done, store it |
| 2036 | * for eventual transfer to the GPU. |
| 2037 | */ |
| 2038 | data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( |
| 2039 | view, |
| 2040 | projection); |
| 2041 | |
| 2042 | /* Update the Direct3D viewport, which seems to be aligned to the |
| 2043 | * swap buffer's coordinate space, which is always in either |
| 2044 | * a landscape mode, for all Windows 8/RT devices, or a portrait mode, |
| 2045 | * for Windows Phone devices. |
| 2046 | */ |
| 2047 | swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); |
| 2048 | if (swapDimensions) { |
| 2049 | orientationAlignedViewport.x = (float)viewport->y; |
| 2050 | orientationAlignedViewport.y = (float)viewport->x; |
| 2051 | orientationAlignedViewport.w = (float)viewport->h; |
| 2052 | orientationAlignedViewport.h = (float)viewport->w; |
| 2053 | } else { |
| 2054 | orientationAlignedViewport.x = (float)viewport->x; |
| 2055 | orientationAlignedViewport.y = (float)viewport->y; |
| 2056 | orientationAlignedViewport.w = (float)viewport->w; |
| 2057 | orientationAlignedViewport.h = (float)viewport->h; |
| 2058 | } |
| 2059 | |
| 2060 | d3dviewport.TopLeftX = orientationAlignedViewport.x; |
| 2061 | d3dviewport.TopLeftY = orientationAlignedViewport.y; |
| 2062 | d3dviewport.Width = orientationAlignedViewport.w; |
| 2063 | d3dviewport.Height = orientationAlignedViewport.h; |
| 2064 | d3dviewport.MinDepth = 0.0f; |
| 2065 | d3dviewport.MaxDepth = 1.0f; |
| 2066 | // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); |
| 2067 | ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport); |
| 2068 | |
| 2069 | data->viewportDirty = false; |
| 2070 | |
| 2071 | return true; |
| 2072 | } |
| 2073 | |
| 2074 | static ID3D11RenderTargetView *D3D11_GetCurrentRenderTargetView(SDL_Renderer *renderer) |
| 2075 | { |
| 2076 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 2077 | if (data->currentOffscreenRenderTargetView) { |
| 2078 | return data->currentOffscreenRenderTargetView; |
| 2079 | } else { |
| 2080 | return data->mainRenderTargetView; |
| 2081 | } |
| 2082 | } |
| 2083 | |
| 2084 | static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D11_PixelShaderConstants *constants) |
| 2085 | { |
| 2086 | float output_headroom; |
| 2087 | |
| 2088 | SDL_zerop(constants); |
| 2089 | |
| 2090 | constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); |
| 2091 | constants->color_scale = cmd->data.draw.color_scale; |
| 2092 | |
| 2093 | if (texture) { |
| 2094 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 2095 | |
| 2096 | switch (texture->format) { |
| 2097 | case SDL_PIXELFORMAT_YV12: |
| 2098 | case SDL_PIXELFORMAT_IYUV: |
| 2099 | constants->texture_type = TEXTURETYPE_YUV; |
| 2100 | constants->input_type = INPUTTYPE_SRGB; |
| 2101 | break; |
| 2102 | case SDL_PIXELFORMAT_NV12: |
| 2103 | constants->texture_type = TEXTURETYPE_NV12; |
| 2104 | constants->input_type = INPUTTYPE_SRGB; |
| 2105 | break; |
| 2106 | case SDL_PIXELFORMAT_NV21: |
| 2107 | constants->texture_type = TEXTURETYPE_NV21; |
| 2108 | constants->input_type = INPUTTYPE_SRGB; |
| 2109 | break; |
| 2110 | case SDL_PIXELFORMAT_P010: |
| 2111 | constants->texture_type = TEXTURETYPE_NV12; |
| 2112 | constants->input_type = INPUTTYPE_HDR10; |
| 2113 | break; |
| 2114 | default: |
| 2115 | if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) { |
| 2116 | constants->texture_type = TEXTURETYPE_RGB_PIXELART; |
| 2117 | constants->texture_width = texture->w; |
| 2118 | constants->texture_height = texture->h; |
| 2119 | constants->texel_width = 1.0f / constants->texture_width; |
| 2120 | constants->texel_height = 1.0f / constants->texture_height; |
| 2121 | } else { |
| 2122 | constants->texture_type = TEXTURETYPE_RGB; |
| 2123 | } |
| 2124 | if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { |
| 2125 | constants->input_type = INPUTTYPE_SCRGB; |
| 2126 | } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { |
| 2127 | constants->input_type = INPUTTYPE_HDR10; |
| 2128 | } else { |
| 2129 | // The sampler will convert from sRGB to linear on load if working in linear colorspace |
| 2130 | constants->input_type = INPUTTYPE_UNSPECIFIED; |
| 2131 | } |
| 2132 | break; |
| 2133 | } |
| 2134 | |
| 2135 | constants->sdr_white_point = texture->SDR_white_point; |
| 2136 | |
| 2137 | if (renderer->target) { |
| 2138 | output_headroom = renderer->target->HDR_headroom; |
| 2139 | } else { |
| 2140 | output_headroom = renderer->HDR_headroom; |
| 2141 | } |
| 2142 | |
| 2143 | if (texture->HDR_headroom > output_headroom) { |
| 2144 | constants->tonemap_method = TONEMAP_CHROME; |
| 2145 | constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); |
| 2146 | constants->tonemap_factor2 = (1.0f / output_headroom); |
| 2147 | } |
| 2148 | |
| 2149 | if (textureData->YCbCr_matrix) { |
| 2150 | SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); |
| 2151 | } |
| 2152 | } |
| 2153 | } |
| 2154 | |
| 2155 | static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, |
| 2156 | D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants, |
| 2157 | const int numShaderResources, ID3D11ShaderResourceView **shaderResources, |
| 2158 | ID3D11SamplerState *sampler, const Float4X4 *matrix) |
| 2159 | |
| 2160 | { |
| 2161 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 2162 | const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; |
| 2163 | ID3D11RasterizerState *rasterizerState; |
| 2164 | ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); |
| 2165 | ID3D11ShaderResourceView *shaderResource; |
| 2166 | const SDL_BlendMode blendMode = cmd->data.draw.blend; |
| 2167 | ID3D11BlendState *blendState = NULL; |
| 2168 | bool updateSubresource = false; |
| 2169 | D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader]; |
| 2170 | D3D11_PixelShaderConstants solid_constants; |
| 2171 | |
| 2172 | if (numShaderResources > 0) { |
| 2173 | shaderResource = shaderResources[0]; |
| 2174 | } else { |
| 2175 | shaderResource = NULL; |
| 2176 | } |
| 2177 | |
| 2178 | // Make sure the render target isn't bound to a shader |
| 2179 | if (shaderResource != rendererData->currentShaderResource) { |
| 2180 | ID3D11ShaderResourceView *pNullResource = NULL; |
| 2181 | ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); |
| 2182 | rendererData->currentShaderResource = NULL; |
| 2183 | } |
| 2184 | |
| 2185 | if (renderTargetView != rendererData->currentRenderTargetView) { |
| 2186 | ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, |
| 2187 | 1, |
| 2188 | &renderTargetView, |
| 2189 | NULL); |
| 2190 | rendererData->currentRenderTargetView = renderTargetView; |
| 2191 | } |
| 2192 | |
| 2193 | if (rendererData->viewportDirty) { |
| 2194 | if (D3D11_UpdateViewport(renderer)) { |
| 2195 | // vertexShaderConstantsData.projectionAndView has changed |
| 2196 | updateSubresource = true; |
| 2197 | } |
| 2198 | } |
| 2199 | |
| 2200 | if (rendererData->cliprectDirty) { |
| 2201 | if (!rendererData->currentCliprectEnabled) { |
| 2202 | ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL); |
| 2203 | } else { |
| 2204 | D3D11_RECT scissorRect; |
| 2205 | if (!D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { |
| 2206 | // D3D11_GetViewportAlignedD3DRect will have set the SDL error |
| 2207 | return false; |
| 2208 | } |
| 2209 | ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect); |
| 2210 | } |
| 2211 | rendererData->cliprectDirty = false; |
| 2212 | } |
| 2213 | |
| 2214 | if (!rendererData->currentCliprectEnabled) { |
| 2215 | rasterizerState = rendererData->mainRasterizer; |
| 2216 | } else { |
| 2217 | rasterizerState = rendererData->clippedRasterizer; |
| 2218 | } |
| 2219 | if (rasterizerState != rendererData->currentRasterizerState) { |
| 2220 | ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState); |
| 2221 | rendererData->currentRasterizerState = rasterizerState; |
| 2222 | } |
| 2223 | |
| 2224 | if (blendMode != SDL_BLENDMODE_NONE) { |
| 2225 | int i; |
| 2226 | for (i = 0; i < rendererData->blendModesCount; ++i) { |
| 2227 | if (blendMode == rendererData->blendModes[i].blendMode) { |
| 2228 | blendState = rendererData->blendModes[i].blendState; |
| 2229 | break; |
| 2230 | } |
| 2231 | } |
| 2232 | if (!blendState) { |
| 2233 | blendState = D3D11_CreateBlendState(renderer, blendMode); |
| 2234 | if (!blendState) { |
| 2235 | return false; |
| 2236 | } |
| 2237 | } |
| 2238 | } |
| 2239 | if (blendState != rendererData->currentBlendState) { |
| 2240 | ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF); |
| 2241 | rendererData->currentBlendState = blendState; |
| 2242 | } |
| 2243 | |
| 2244 | if (!shader_constants) { |
| 2245 | D3D11_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); |
| 2246 | shader_constants = &solid_constants; |
| 2247 | } |
| 2248 | |
| 2249 | if (!shader_state->constants || |
| 2250 | SDL_memcmp(shader_constants, &shader_state->shader_constants, sizeof(*shader_constants)) != 0) { |
| 2251 | SAFE_RELEASE(shader_state->constants); |
| 2252 | |
| 2253 | D3D11_BUFFER_DESC desc; |
| 2254 | SDL_zero(desc); |
| 2255 | desc.Usage = D3D11_USAGE_DEFAULT; |
| 2256 | desc.ByteWidth = sizeof(*shader_constants); |
| 2257 | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| 2258 | |
| 2259 | D3D11_SUBRESOURCE_DATA data; |
| 2260 | SDL_zero(data); |
| 2261 | data.pSysMem = shader_constants; |
| 2262 | |
| 2263 | HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &shader_state->constants); |
| 2264 | if (FAILED(result)) { |
| 2265 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]" ), result); |
| 2266 | return false; |
| 2267 | } |
| 2268 | SDL_memcpy(&shader_state->shader_constants, shader_constants, sizeof(*shader_constants)); |
| 2269 | |
| 2270 | // Force the shader parameters to be re-set |
| 2271 | rendererData->currentShader = SHADER_NONE; |
| 2272 | } |
| 2273 | if (shader != rendererData->currentShader) { |
| 2274 | if (!rendererData->pixelShaders[shader]) { |
| 2275 | if (!D3D11_CreatePixelShader(rendererData->d3dDevice, shader, &rendererData->pixelShaders[shader])) { |
| 2276 | return false; |
| 2277 | } |
| 2278 | } |
| 2279 | ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, rendererData->pixelShaders[shader], NULL, 0); |
| 2280 | if (shader_state->constants) { |
| 2281 | ID3D11DeviceContext_PSSetConstantBuffers(rendererData->d3dContext, 0, 1, &shader_state->constants); |
| 2282 | } |
| 2283 | rendererData->currentShader = shader; |
| 2284 | } |
| 2285 | if (shaderResource != rendererData->currentShaderResource) { |
| 2286 | ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); |
| 2287 | rendererData->currentShaderResource = shaderResource; |
| 2288 | } |
| 2289 | if (sampler != rendererData->currentSampler) { |
| 2290 | ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler); |
| 2291 | rendererData->currentSampler = sampler; |
| 2292 | } |
| 2293 | |
| 2294 | if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { |
| 2295 | SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix); |
| 2296 | ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext, |
| 2297 | (ID3D11Resource *)rendererData->vertexShaderConstants, |
| 2298 | 0, |
| 2299 | NULL, |
| 2300 | &rendererData->vertexShaderConstantsData, |
| 2301 | 0, |
| 2302 | 0); |
| 2303 | } |
| 2304 | |
| 2305 | return true; |
| 2306 | } |
| 2307 | |
| 2308 | static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) |
| 2309 | { |
| 2310 | SDL_Texture *texture = cmd->data.draw.texture; |
| 2311 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 2312 | D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; |
| 2313 | ID3D11SamplerState *textureSampler; |
| 2314 | D3D11_PixelShaderConstants constants; |
| 2315 | |
| 2316 | if (!textureData) { |
| 2317 | return SDL_SetError("Texture is not currently available" ); |
| 2318 | } |
| 2319 | |
| 2320 | D3D11_SetupShaderConstants(renderer, cmd, texture, &constants); |
| 2321 | |
| 2322 | switch (cmd->data.draw.texture_scale_mode) { |
| 2323 | case SDL_SCALEMODE_NEAREST: |
| 2324 | switch (cmd->data.draw.texture_address_mode) { |
| 2325 | case SDL_TEXTURE_ADDRESS_CLAMP: |
| 2326 | textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP]; |
| 2327 | break; |
| 2328 | case SDL_TEXTURE_ADDRESS_WRAP: |
| 2329 | textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_WRAP]; |
| 2330 | break; |
| 2331 | default: |
| 2332 | return SDL_SetError("Unknown texture address mode: %d" , cmd->data.draw.texture_address_mode); |
| 2333 | } |
| 2334 | break; |
| 2335 | case SDL_SCALEMODE_PIXELART: // Uses linear sampling |
| 2336 | case SDL_SCALEMODE_LINEAR: |
| 2337 | switch (cmd->data.draw.texture_address_mode) { |
| 2338 | case SDL_TEXTURE_ADDRESS_CLAMP: |
| 2339 | textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP]; |
| 2340 | break; |
| 2341 | case SDL_TEXTURE_ADDRESS_WRAP: |
| 2342 | textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_WRAP]; |
| 2343 | break; |
| 2344 | default: |
| 2345 | return SDL_SetError("Unknown texture address mode: %d" , cmd->data.draw.texture_address_mode); |
| 2346 | } |
| 2347 | break; |
| 2348 | default: |
| 2349 | return SDL_SetError("Unknown scale mode: %d" , cmd->data.draw.texture_scale_mode); |
| 2350 | } |
| 2351 | #ifdef SDL_HAVE_YUV |
| 2352 | if (textureData->yuv) { |
| 2353 | ID3D11ShaderResourceView *shaderResources[3]; |
| 2354 | |
| 2355 | shaderResources[0] = textureData->mainTextureResourceView; |
| 2356 | shaderResources[1] = textureData->mainTextureResourceViewU; |
| 2357 | shaderResources[2] = textureData->mainTextureResourceViewV; |
| 2358 | |
| 2359 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, |
| 2360 | SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| 2361 | |
| 2362 | } else if (textureData->nv12) { |
| 2363 | ID3D11ShaderResourceView *shaderResources[2]; |
| 2364 | |
| 2365 | shaderResources[0] = textureData->mainTextureResourceView; |
| 2366 | shaderResources[1] = textureData->mainTextureResourceViewNV; |
| 2367 | |
| 2368 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, |
| 2369 | SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); |
| 2370 | } |
| 2371 | #endif // SDL_HAVE_YUV |
| 2372 | return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, |
| 2373 | 1, &textureData->mainTextureResourceView, textureSampler, matrix); |
| 2374 | } |
| 2375 | |
| 2376 | static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) |
| 2377 | { |
| 2378 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 2379 | ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology); |
| 2380 | ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart); |
| 2381 | } |
| 2382 | |
| 2383 | static void D3D11_InvalidateCachedState(SDL_Renderer *renderer) |
| 2384 | { |
| 2385 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 2386 | data->currentRenderTargetView = NULL; |
| 2387 | data->currentRasterizerState = NULL; |
| 2388 | data->currentBlendState = NULL; |
| 2389 | data->currentShader = SHADER_NONE; |
| 2390 | data->currentShaderResource = NULL; |
| 2391 | data->currentSampler = NULL; |
| 2392 | data->cliprectDirty = true; |
| 2393 | data->viewportDirty = true; |
| 2394 | } |
| 2395 | |
| 2396 | static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| 2397 | { |
| 2398 | D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; |
| 2399 | const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer); |
| 2400 | |
| 2401 | if (!rendererData->d3dDevice) { |
| 2402 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 2403 | } |
| 2404 | |
| 2405 | if (rendererData->pixelSizeChanged) { |
| 2406 | D3D11_UpdateForWindowSizeChange(renderer); |
| 2407 | rendererData->pixelSizeChanged = false; |
| 2408 | } |
| 2409 | |
| 2410 | if (rendererData->currentViewportRotation != viewportRotation) { |
| 2411 | rendererData->currentViewportRotation = viewportRotation; |
| 2412 | rendererData->viewportDirty = true; |
| 2413 | } |
| 2414 | |
| 2415 | if (!D3D11_UpdateVertexBuffer(renderer, vertices, vertsize)) { |
| 2416 | return false; |
| 2417 | } |
| 2418 | |
| 2419 | while (cmd) { |
| 2420 | switch (cmd->command) { |
| 2421 | case SDL_RENDERCMD_SETDRAWCOLOR: |
| 2422 | { |
| 2423 | break; // this isn't currently used in this render backend. |
| 2424 | } |
| 2425 | |
| 2426 | case SDL_RENDERCMD_SETVIEWPORT: |
| 2427 | { |
| 2428 | SDL_Rect *viewport = &rendererData->currentViewport; |
| 2429 | if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| 2430 | SDL_copyp(viewport, &cmd->data.viewport.rect); |
| 2431 | rendererData->viewportDirty = true; |
| 2432 | rendererData->cliprectDirty = true; |
| 2433 | } |
| 2434 | break; |
| 2435 | } |
| 2436 | |
| 2437 | case SDL_RENDERCMD_SETCLIPRECT: |
| 2438 | { |
| 2439 | const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| 2440 | if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { |
| 2441 | rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; |
| 2442 | rendererData->cliprectDirty = true; |
| 2443 | } |
| 2444 | if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { |
| 2445 | SDL_copyp(&rendererData->currentCliprect, rect); |
| 2446 | rendererData->cliprectDirty = true; |
| 2447 | } |
| 2448 | break; |
| 2449 | } |
| 2450 | |
| 2451 | case SDL_RENDERCMD_CLEAR: |
| 2452 | { |
| 2453 | bool convert_color = SDL_RenderingLinearSpace(renderer); |
| 2454 | SDL_FColor color = cmd->data.color.color; |
| 2455 | if (convert_color) { |
| 2456 | SDL_ConvertToLinear(&color); |
| 2457 | } |
| 2458 | color.r *= cmd->data.color.color_scale; |
| 2459 | color.g *= cmd->data.color.color_scale; |
| 2460 | color.b *= cmd->data.color.color_scale; |
| 2461 | ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), &color.r); |
| 2462 | break; |
| 2463 | } |
| 2464 | |
| 2465 | case SDL_RENDERCMD_DRAW_POINTS: |
| 2466 | { |
| 2467 | const size_t count = cmd->data.draw.count; |
| 2468 | const size_t first = cmd->data.draw.first; |
| 2469 | const size_t start = first / sizeof(D3D11_VertexPositionColor); |
| 2470 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); |
| 2471 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); |
| 2472 | break; |
| 2473 | } |
| 2474 | |
| 2475 | case SDL_RENDERCMD_DRAW_LINES: |
| 2476 | { |
| 2477 | const size_t count = cmd->data.draw.count; |
| 2478 | const size_t first = cmd->data.draw.first; |
| 2479 | const size_t start = first / sizeof(D3D11_VertexPositionColor); |
| 2480 | const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first); |
| 2481 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); |
| 2482 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); |
| 2483 | if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { |
| 2484 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); |
| 2485 | } |
| 2486 | break; |
| 2487 | } |
| 2488 | |
| 2489 | case SDL_RENDERCMD_FILL_RECTS: // unused |
| 2490 | break; |
| 2491 | |
| 2492 | case SDL_RENDERCMD_COPY: // unused |
| 2493 | break; |
| 2494 | |
| 2495 | case SDL_RENDERCMD_COPY_EX: // unused |
| 2496 | break; |
| 2497 | |
| 2498 | case SDL_RENDERCMD_GEOMETRY: |
| 2499 | { |
| 2500 | SDL_Texture *texture = cmd->data.draw.texture; |
| 2501 | const size_t count = cmd->data.draw.count; |
| 2502 | const size_t first = cmd->data.draw.first; |
| 2503 | const size_t start = first / sizeof(D3D11_VertexPositionColor); |
| 2504 | |
| 2505 | if (texture) { |
| 2506 | D3D11_SetCopyState(renderer, cmd, NULL); |
| 2507 | } else { |
| 2508 | D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); |
| 2509 | } |
| 2510 | |
| 2511 | D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); |
| 2512 | break; |
| 2513 | } |
| 2514 | |
| 2515 | case SDL_RENDERCMD_NO_OP: |
| 2516 | break; |
| 2517 | } |
| 2518 | |
| 2519 | cmd = cmd->next; |
| 2520 | } |
| 2521 | |
| 2522 | return true; |
| 2523 | } |
| 2524 | |
| 2525 | static SDL_Surface *D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) |
| 2526 | { |
| 2527 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 2528 | ID3D11RenderTargetView *renderTargetView = NULL; |
| 2529 | ID3D11Texture2D *backBuffer = NULL; |
| 2530 | ID3D11Texture2D *stagingTexture = NULL; |
| 2531 | HRESULT result; |
| 2532 | D3D11_TEXTURE2D_DESC stagingTextureDesc; |
| 2533 | D3D11_RECT srcRect = { 0, 0, 0, 0 }; |
| 2534 | D3D11_BOX srcBox; |
| 2535 | D3D11_MAPPED_SUBRESOURCE textureMemory; |
| 2536 | SDL_Surface *output = NULL; |
| 2537 | |
| 2538 | renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); |
| 2539 | if (!renderTargetView) { |
| 2540 | SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed" , __FUNCTION__); |
| 2541 | goto done; |
| 2542 | } |
| 2543 | |
| 2544 | ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer); |
| 2545 | if (!backBuffer) { |
| 2546 | SDL_SetError("%s, ID3D11View::GetResource failed" , __FUNCTION__); |
| 2547 | goto done; |
| 2548 | } |
| 2549 | |
| 2550 | // Create a staging texture to copy the screen's data to: |
| 2551 | ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc); |
| 2552 | stagingTextureDesc.Width = rect->w; |
| 2553 | stagingTextureDesc.Height = rect->h; |
| 2554 | stagingTextureDesc.BindFlags = 0; |
| 2555 | stagingTextureDesc.MiscFlags = 0; |
| 2556 | stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; |
| 2557 | stagingTextureDesc.Usage = D3D11_USAGE_STAGING; |
| 2558 | result = ID3D11Device_CreateTexture2D(data->d3dDevice, |
| 2559 | &stagingTextureDesc, |
| 2560 | NULL, |
| 2561 | &stagingTexture); |
| 2562 | if (FAILED(result)) { |
| 2563 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]" ), result); |
| 2564 | goto done; |
| 2565 | } |
| 2566 | |
| 2567 | // Copy the desired portion of the back buffer to the staging texture: |
| 2568 | if (!D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { |
| 2569 | // D3D11_GetViewportAlignedD3DRect will have set the SDL error |
| 2570 | goto done; |
| 2571 | } |
| 2572 | |
| 2573 | srcBox.left = srcRect.left; |
| 2574 | srcBox.right = srcRect.right; |
| 2575 | srcBox.top = srcRect.top; |
| 2576 | srcBox.bottom = srcRect.bottom; |
| 2577 | srcBox.front = 0; |
| 2578 | srcBox.back = 1; |
| 2579 | ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext, |
| 2580 | (ID3D11Resource *)stagingTexture, |
| 2581 | 0, |
| 2582 | 0, 0, 0, |
| 2583 | (ID3D11Resource *)backBuffer, |
| 2584 | 0, |
| 2585 | &srcBox); |
| 2586 | |
| 2587 | // Map the staging texture's data to CPU-accessible memory: |
| 2588 | result = ID3D11DeviceContext_Map(data->d3dContext, |
| 2589 | (ID3D11Resource *)stagingTexture, |
| 2590 | 0, |
| 2591 | D3D11_MAP_READ, |
| 2592 | 0, |
| 2593 | &textureMemory); |
| 2594 | if (FAILED(result)) { |
| 2595 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]" ), result); |
| 2596 | goto done; |
| 2597 | } |
| 2598 | |
| 2599 | output = SDL_DuplicatePixels( |
| 2600 | rect->w, rect->h, |
| 2601 | D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format), |
| 2602 | renderer->target ? renderer->target->colorspace : renderer->output_colorspace, |
| 2603 | textureMemory.pData, |
| 2604 | textureMemory.RowPitch); |
| 2605 | |
| 2606 | // Unmap the texture: |
| 2607 | ID3D11DeviceContext_Unmap(data->d3dContext, |
| 2608 | (ID3D11Resource *)stagingTexture, |
| 2609 | 0); |
| 2610 | |
| 2611 | done: |
| 2612 | SAFE_RELEASE(backBuffer); |
| 2613 | SAFE_RELEASE(stagingTexture); |
| 2614 | return output; |
| 2615 | } |
| 2616 | |
| 2617 | static bool D3D11_RenderPresent(SDL_Renderer *renderer) |
| 2618 | { |
| 2619 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 2620 | HRESULT result; |
| 2621 | DXGI_PRESENT_PARAMETERS parameters; |
| 2622 | |
| 2623 | if (!data->d3dDevice) { |
| 2624 | return SDL_SetError("Device lost and couldn't be recovered" ); |
| 2625 | } |
| 2626 | |
| 2627 | SDL_zero(parameters); |
| 2628 | |
| 2629 | /* The application may optionally specify "dirty" or "scroll" |
| 2630 | * rects to improve efficiency in certain scenarios. |
| 2631 | */ |
| 2632 | result = IDXGISwapChain1_Present1(data->swapChain, data->syncInterval, data->presentFlags, ¶meters); |
| 2633 | |
| 2634 | /* Discard the contents of the render target. |
| 2635 | * This is a valid operation only when the existing contents will be entirely |
| 2636 | * overwritten. If dirty or scroll rects are used, this call should be removed. |
| 2637 | */ |
| 2638 | ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View *)data->mainRenderTargetView); |
| 2639 | |
| 2640 | // When the present flips, it unbinds the current view, so bind it again on the next draw call |
| 2641 | data->currentRenderTargetView = NULL; |
| 2642 | |
| 2643 | if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { |
| 2644 | /* If the device was removed either by a disconnect or a driver upgrade, we |
| 2645 | * must recreate all device resources. |
| 2646 | */ |
| 2647 | if (result == DXGI_ERROR_DEVICE_REMOVED) { |
| 2648 | if (D3D11_HandleDeviceLost(renderer)) { |
| 2649 | SDL_SetError("Present failed, device lost" ); |
| 2650 | } else { |
| 2651 | // Recovering from device lost failed, error is already set |
| 2652 | } |
| 2653 | } else if (result == DXGI_ERROR_INVALID_CALL) { |
| 2654 | // We probably went through a fullscreen <-> windowed transition |
| 2655 | D3D11_CreateWindowSizeDependentResources(renderer); |
| 2656 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present" ), result); |
| 2657 | } else { |
| 2658 | WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present" ), result); |
| 2659 | } |
| 2660 | return false; |
| 2661 | } |
| 2662 | return true; |
| 2663 | } |
| 2664 | |
| 2665 | static bool D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) |
| 2666 | { |
| 2667 | D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; |
| 2668 | |
| 2669 | if (vsync < 0) { |
| 2670 | return SDL_Unsupported(); |
| 2671 | } |
| 2672 | |
| 2673 | if (vsync > 0) { |
| 2674 | data->syncInterval = vsync; |
| 2675 | data->presentFlags = 0; |
| 2676 | } else { |
| 2677 | data->syncInterval = 0; |
| 2678 | data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; |
| 2679 | } |
| 2680 | return true; |
| 2681 | } |
| 2682 | |
| 2683 | static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) |
| 2684 | { |
| 2685 | D3D11_RenderData *data; |
| 2686 | |
| 2687 | HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| 2688 | if (!hwnd) { |
| 2689 | return SDL_SetError("Couldn't get window handle" ); |
| 2690 | } |
| 2691 | |
| 2692 | SDL_SetupRendererColorspace(renderer, create_props); |
| 2693 | |
| 2694 | if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && |
| 2695 | renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR |
| 2696 | /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { |
| 2697 | return SDL_SetError("Unsupported output colorspace" ); |
| 2698 | } |
| 2699 | |
| 2700 | data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); |
| 2701 | if (!data) { |
| 2702 | return false; |
| 2703 | } |
| 2704 | |
| 2705 | data->identity = MatrixIdentity(); |
| 2706 | |
| 2707 | renderer->WindowEvent = D3D11_WindowEvent; |
| 2708 | renderer->SupportsBlendMode = D3D11_SupportsBlendMode; |
| 2709 | renderer->CreateTexture = D3D11_CreateTexture; |
| 2710 | renderer->UpdateTexture = D3D11_UpdateTexture; |
| 2711 | #ifdef SDL_HAVE_YUV |
| 2712 | renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; |
| 2713 | renderer->UpdateTextureNV = D3D11_UpdateTextureNV; |
| 2714 | #endif |
| 2715 | renderer->LockTexture = D3D11_LockTexture; |
| 2716 | renderer->UnlockTexture = D3D11_UnlockTexture; |
| 2717 | renderer->SetRenderTarget = D3D11_SetRenderTarget; |
| 2718 | renderer->QueueSetViewport = D3D11_QueueNoOp; |
| 2719 | renderer->QueueSetDrawColor = D3D11_QueueNoOp; |
| 2720 | renderer->QueueDrawPoints = D3D11_QueueDrawPoints; |
| 2721 | renderer->QueueDrawLines = D3D11_QueueDrawPoints; // lines and points queue vertices the same way. |
| 2722 | renderer->QueueGeometry = D3D11_QueueGeometry; |
| 2723 | renderer->InvalidateCachedState = D3D11_InvalidateCachedState; |
| 2724 | renderer->RunCommandQueue = D3D11_RunCommandQueue; |
| 2725 | renderer->RenderReadPixels = D3D11_RenderReadPixels; |
| 2726 | renderer->RenderPresent = D3D11_RenderPresent; |
| 2727 | renderer->DestroyTexture = D3D11_DestroyTexture; |
| 2728 | renderer->DestroyRenderer = D3D11_DestroyRenderer; |
| 2729 | renderer->SetVSync = D3D11_SetVSync; |
| 2730 | renderer->internal = data; |
| 2731 | D3D11_InvalidateCachedState(renderer); |
| 2732 | |
| 2733 | renderer->name = D3D11_RenderDriver.name; |
| 2734 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); |
| 2735 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); |
| 2736 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); |
| 2737 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); |
| 2738 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); |
| 2739 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); |
| 2740 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); |
| 2741 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); |
| 2742 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); |
| 2743 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); |
| 2744 | |
| 2745 | data->syncInterval = 0; |
| 2746 | data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; |
| 2747 | |
| 2748 | /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in |
| 2749 | * order to give init functions access to the underlying window handle: |
| 2750 | */ |
| 2751 | renderer->window = window; |
| 2752 | |
| 2753 | // Initialize Direct3D resources |
| 2754 | if (FAILED(D3D11_CreateDeviceResources(renderer))) { |
| 2755 | return false; |
| 2756 | } |
| 2757 | if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { |
| 2758 | return false; |
| 2759 | } |
| 2760 | |
| 2761 | return true; |
| 2762 | } |
| 2763 | |
| 2764 | SDL_RenderDriver D3D11_RenderDriver = { |
| 2765 | D3D11_CreateRenderer, "direct3d11" |
| 2766 | }; |
| 2767 | |
| 2768 | #endif // SDL_VIDEO_RENDER_D3D11 |
| 2769 | |