mirror of https://github.com/encounter/SDL.git
Implemented YV12 and IYUV texture support for the D3D11 renderer
This commit is contained in:
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@ -105,6 +105,16 @@ typedef struct
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int lockedTexturePositionX;
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int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
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/* YV12 texture support */
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SDL_bool yuv;
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ID3D11Texture2D *mainTextureU;
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ID3D11ShaderResourceView *mainTextureResourceViewU;
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ID3D11Texture2D *mainTextureV;
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ID3D11ShaderResourceView *mainTextureResourceViewV;
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Uint8 *pixels;
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int pitch;
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SDL_Rect locked_rect;
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} D3D11_TextureData;
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/* Private renderer data */
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@ -120,8 +130,9 @@ typedef struct
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ID3D11InputLayout *inputLayout;
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ID3D11Buffer *vertexBuffer;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *texturePixelShader;
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ID3D11PixelShader *colorPixelShader;
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ID3D11PixelShader *texturePixelShader;
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ID3D11PixelShader *yuvPixelShader;
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ID3D11BlendState *blendModeBlend;
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ID3D11BlendState *blendModeAdd;
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ID3D11BlendState *blendModeMod;
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@ -188,6 +199,79 @@ static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36,
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#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
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#endif
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/* The color-only-rendering pixel shader:
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--- D3D11_PixelShader_Colors.hlsl ---
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return input.color;
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}
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#else
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#error "An appropriate 'colors' pixel shader is not defined."
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#endif
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/* The texture-rendering pixel shader:
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--- D3D11_PixelShader_Textures.hlsl ---
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@ -284,77 +368,178 @@ static const DWORD D3D11_PixelShader_Textures[] = {
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#error "An appropriate 'textures' pixel shader is not defined"
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#endif
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/* The color-only-rendering pixel shader:
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/* The yuv-rendering pixel shader:
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--- D3D11_PixelShader_Colors.hlsl ---
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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--- D3D11_PixelShader_YUV.hlsl ---
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0625, -0.5, -0.5};
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const float3 Rcoeff = {1.164, 0.000, 1.596};
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const float3 Gcoeff = {1.164, -0.391, -0.813};
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const float3 Bcoeff = {1.164, 2.018, 0.000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.y = theTextureU.Sample(theSampler, input.tex).r;
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yuv.z = theTextureV.Sample(theSampler, input.tex).r;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return input.color;
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}
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
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0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
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0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
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0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
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0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
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0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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static const DWORD D3D11_PixelShader_YUV[] = {
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0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
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0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
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0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
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0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
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0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
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0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
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0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
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0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
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0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
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0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
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0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
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0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
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0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
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0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
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0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
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0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
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0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
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0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
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0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
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0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
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0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
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0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
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0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
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0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
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0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
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0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
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0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
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0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
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0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
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0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
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0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
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0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012,
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0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
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0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
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0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
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0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
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0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
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0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
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0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
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0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
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0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
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0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
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0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
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0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
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0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
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0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
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0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
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0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
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0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
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0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
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0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
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0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_Colors[] = {
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0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
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0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
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0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
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0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
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0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
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0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
|
||||
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
|
||||
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
|
||||
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
|
||||
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
|
||||
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
|
||||
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
|
||||
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
|
||||
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
|
||||
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
||||
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
||||
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
|
||||
static const DWORD D3D11_PixelShader_YUV[] = {
|
||||
0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001,
|
||||
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
|
||||
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
|
||||
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
|
||||
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
|
||||
0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051,
|
||||
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
|
||||
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
|
||||
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
|
||||
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
|
||||
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
|
||||
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
|
||||
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
|
||||
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
|
||||
0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
|
||||
0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
|
||||
0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
|
||||
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
|
||||
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
|
||||
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
||||
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
|
||||
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
|
||||
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
||||
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
|
||||
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
|
||||
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
|
||||
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
|
||||
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
|
||||
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
|
||||
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
|
||||
0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000,
|
||||
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
|
||||
0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
|
||||
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
|
||||
0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
|
||||
0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000,
|
||||
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
|
||||
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
|
||||
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
|
||||
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
|
||||
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
|
||||
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
||||
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
|
||||
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
|
||||
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
|
||||
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
|
||||
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
|
||||
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
|
||||
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
|
||||
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
|
||||
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
|
||||
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
|
||||
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
|
||||
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
|
||||
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
|
||||
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
||||
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
|
||||
0x45475241, 0xabab0054
|
||||
};
|
||||
#else
|
||||
#error "An appropriate 'colors' pixel shader is not defined."
|
||||
#error "An appropriate 'yuv' pixel shader is not defined."
|
||||
#endif
|
||||
|
||||
/* The sole vertex shader:
|
||||
|
@ -644,6 +829,11 @@ static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
|||
static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect, const void *srcPixels,
|
||||
int srcPitch);
|
||||
static int D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect,
|
||||
const Uint8 *Yplane, int Ypitch,
|
||||
const Uint8 *Uplane, int Upitch,
|
||||
const Uint8 *Vplane, int Vpitch);
|
||||
static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect, void **pixels, int *pitch);
|
||||
static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
||||
|
@ -685,10 +875,12 @@ SDL_RenderDriver D3D11_RenderDriver = {
|
|||
SDL_RENDERER_PRESENTVSYNC |
|
||||
SDL_RENDERER_TARGETTEXTURE
|
||||
), /* flags. see SDL_RendererFlags */
|
||||
2, /* num_texture_formats */
|
||||
4, /* num_texture_formats */
|
||||
{ /* texture_formats */
|
||||
SDL_PIXELFORMAT_ARGB8888,
|
||||
SDL_PIXELFORMAT_RGB888,
|
||||
SDL_PIXELFORMAT_ARGB8888
|
||||
SDL_PIXELFORMAT_YV12,
|
||||
SDL_PIXELFORMAT_IYUV
|
||||
},
|
||||
0, /* max_texture_width: will be filled in later */
|
||||
0 /* max_texture_height: will be filled in later */
|
||||
|
@ -716,6 +908,9 @@ SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
|
|||
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
return DXGI_FORMAT_B8G8R8X8_UNORM;
|
||||
case SDL_PIXELFORMAT_YV12:
|
||||
case SDL_PIXELFORMAT_IYUV:
|
||||
return DXGI_FORMAT_R8_UNORM;
|
||||
default:
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
|
@ -742,6 +937,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
renderer->WindowEvent = D3D11_WindowEvent;
|
||||
renderer->CreateTexture = D3D11_CreateTexture;
|
||||
renderer->UpdateTexture = D3D11_UpdateTexture;
|
||||
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
|
||||
renderer->LockTexture = D3D11_LockTexture;
|
||||
renderer->UnlockTexture = D3D11_UnlockTexture;
|
||||
renderer->SetRenderTarget = D3D11_SetRenderTarget;
|
||||
|
@ -797,8 +993,9 @@ D3D11_DestroyRenderer(SDL_Renderer * renderer)
|
|||
SAFE_RELEASE(data->inputLayout);
|
||||
SAFE_RELEASE(data->vertexBuffer);
|
||||
SAFE_RELEASE(data->vertexShader);
|
||||
SAFE_RELEASE(data->texturePixelShader);
|
||||
SAFE_RELEASE(data->colorPixelShader);
|
||||
SAFE_RELEASE(data->texturePixelShader);
|
||||
SAFE_RELEASE(data->yuvPixelShader);
|
||||
SAFE_RELEASE(data->blendModeBlend);
|
||||
SAFE_RELEASE(data->blendModeAdd);
|
||||
SAFE_RELEASE(data->blendModeMod);
|
||||
|
@ -995,6 +1192,17 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
}
|
||||
|
||||
/* Load in SDL's pixel shaders */
|
||||
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
||||
D3D11_PixelShader_Colors,
|
||||
sizeof(D3D11_PixelShader_Colors),
|
||||
NULL,
|
||||
&data->colorPixelShader
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
|
||||
goto done;
|
||||
}
|
||||
|
||||
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
||||
D3D11_PixelShader_Textures,
|
||||
sizeof(D3D11_PixelShader_Textures),
|
||||
|
@ -1007,13 +1215,13 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
}
|
||||
|
||||
result = ID3D11Device_CreatePixelShader(data->d3dDevice,
|
||||
D3D11_PixelShader_Colors,
|
||||
sizeof(D3D11_PixelShader_Colors),
|
||||
D3D11_PixelShader_YUV,
|
||||
sizeof(D3D11_PixelShader_YUV),
|
||||
NULL,
|
||||
&data->colorPixelShader
|
||||
&data->yuvPixelShader
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['yuv' shader]", result);
|
||||
goto done;
|
||||
}
|
||||
|
||||
|
@ -1606,19 +1814,32 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
return -1;
|
||||
}
|
||||
|
||||
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
|
||||
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
||||
renderTargetViewDesc.Format = textureDesc.Format;
|
||||
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
renderTargetViewDesc.Texture2D.MipSlice = 0;
|
||||
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
||||
texture->format == SDL_PIXELFORMAT_IYUV) {
|
||||
textureData->yuv = SDL_TRUE;
|
||||
|
||||
result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
|
||||
(ID3D11Resource *)textureData->mainTexture,
|
||||
&renderTargetViewDesc,
|
||||
&textureData->mainTextureRenderTargetView);
|
||||
textureDesc.Width /= 2;
|
||||
textureDesc.Height /= 2;
|
||||
|
||||
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
||||
&textureDesc,
|
||||
NULL,
|
||||
&textureData->mainTextureU
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
D3D11_DestroyTexture(renderer, texture);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
|
||||
return -1;
|
||||
}
|
||||
|
||||
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
||||
&textureDesc,
|
||||
NULL,
|
||||
&textureData->mainTextureV
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
D3D11_DestroyTexture(renderer, texture);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
@ -1639,6 +1860,46 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
return -1;
|
||||
}
|
||||
|
||||
if (textureData->yuv) {
|
||||
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
||||
(ID3D11Resource *)textureData->mainTextureU,
|
||||
&resourceViewDesc,
|
||||
&textureData->mainTextureResourceViewU
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
D3D11_DestroyTexture(renderer, texture);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
||||
return -1;
|
||||
}
|
||||
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
|
||||
(ID3D11Resource *)textureData->mainTextureV,
|
||||
&resourceViewDesc,
|
||||
&textureData->mainTextureResourceViewV
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
D3D11_DestroyTexture(renderer, texture);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
|
||||
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
|
||||
renderTargetViewDesc.Format = textureDesc.Format;
|
||||
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
renderTargetViewDesc.Texture2D.MipSlice = 0;
|
||||
|
||||
result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
|
||||
(ID3D11Resource *)textureData->mainTexture,
|
||||
&renderTargetViewDesc,
|
||||
&textureData->mainTextureRenderTargetView);
|
||||
if (FAILED(result)) {
|
||||
D3D11_DestroyTexture(renderer, texture);
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1656,37 +1917,156 @@ D3D11_DestroyTexture(SDL_Renderer * renderer,
|
|||
SAFE_RELEASE(data->mainTextureResourceView);
|
||||
SAFE_RELEASE(data->mainTextureRenderTargetView);
|
||||
SAFE_RELEASE(data->stagingTexture);
|
||||
SAFE_RELEASE(data->mainTextureU);
|
||||
SAFE_RELEASE(data->mainTextureResourceViewU);
|
||||
SAFE_RELEASE(data->mainTextureV);
|
||||
SAFE_RELEASE(data->mainTextureResourceViewV);
|
||||
SDL_free(data->pixels);
|
||||
SDL_free(data);
|
||||
texture->driverdata = NULL;
|
||||
}
|
||||
|
||||
static int
|
||||
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
|
||||
{
|
||||
ID3D11Texture2D *stagingTexture;
|
||||
const Uint8 *src;
|
||||
Uint8 *dst;
|
||||
int row;
|
||||
UINT length;
|
||||
HRESULT result;
|
||||
|
||||
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
|
||||
D3D11_TEXTURE2D_DESC stagingTextureDesc;
|
||||
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
|
||||
stagingTextureDesc.Width = w;
|
||||
stagingTextureDesc.Height = h;
|
||||
stagingTextureDesc.BindFlags = 0;
|
||||
stagingTextureDesc.MiscFlags = 0;
|
||||
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
|
||||
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
|
||||
&stagingTextureDesc,
|
||||
NULL,
|
||||
&stagingTexture);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Get a write-only pointer to data in the staging texture: */
|
||||
D3D11_MAPPED_SUBRESOURCE textureMemory;
|
||||
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
|
||||
(ID3D11Resource *)stagingTexture,
|
||||
0,
|
||||
D3D11_MAP_WRITE,
|
||||
0,
|
||||
&textureMemory
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
||||
SAFE_RELEASE(stagingTexture);
|
||||
return -1;
|
||||
}
|
||||
|
||||
src = (const Uint8 *)pixels;
|
||||
dst = textureMemory.pData;
|
||||
length = w * SDL_BYTESPERPIXEL(format);
|
||||
if (length == pitch && length == textureMemory.RowPitch) {
|
||||
SDL_memcpy(dst, src, length*h);
|
||||
} else {
|
||||
if (length > (UINT)pitch) {
|
||||
length = pitch;
|
||||
}
|
||||
if (length > textureMemory.RowPitch) {
|
||||
length = textureMemory.RowPitch;
|
||||
}
|
||||
for (row = 0; row < h; ++row) {
|
||||
SDL_memcpy(dst, src, length);
|
||||
src += pitch;
|
||||
dst += textureMemory.RowPitch;
|
||||
}
|
||||
}
|
||||
|
||||
/* Commit the pixel buffer's changes back to the staging texture: */
|
||||
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
||||
(ID3D11Resource *)stagingTexture,
|
||||
0);
|
||||
|
||||
/* Copy the staging texture's contents back to the texture: */
|
||||
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
|
||||
(ID3D11Resource *)texture,
|
||||
0,
|
||||
x,
|
||||
y,
|
||||
0,
|
||||
(ID3D11Resource *)stagingTexture,
|
||||
0,
|
||||
NULL);
|
||||
|
||||
SAFE_RELEASE(stagingTexture);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect, const void * srcPixels,
|
||||
int srcPitch)
|
||||
{
|
||||
/* Lock the texture, retrieving a buffer to write pixel data to: */
|
||||
void * destPixels = NULL;
|
||||
int destPitch = 0;
|
||||
if (D3D11_LockTexture(renderer, texture, rect, &destPixels, &destPitch) != 0) {
|
||||
/* An error is already set. Attach some info to it, then return to the caller. */
|
||||
char errorMessage[1024];
|
||||
SDL_snprintf(errorMessage, sizeof(errorMessage), __FUNCTION__ ", Lock Texture Failed: %s", SDL_GetError());
|
||||
return SDL_SetError(errorMessage);
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
||||
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
||||
|
||||
if (!textureData) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Copy pixel data to the locked texture's memory: */
|
||||
for (int y = 0; y < rect->h; ++y) {
|
||||
SDL_memcpy(
|
||||
((Uint8 *)destPixels) + (destPitch * y),
|
||||
((Uint8 *)srcPixels) + (srcPitch * y),
|
||||
srcPitch
|
||||
);
|
||||
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Commit the texture's memory back to Direct3D: */
|
||||
D3D11_UnlockTexture(renderer, texture);
|
||||
if (textureData->yuv) {
|
||||
/* Skip to the correct offset into the next texture */
|
||||
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
|
||||
|
||||
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Skip to the correct offset into the next texture */
|
||||
srcPixels = (const void*)((const Uint8*)srcPixels + (rect->h * srcPitch) / 4);
|
||||
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect,
|
||||
const Uint8 *Yplane, int Ypitch,
|
||||
const Uint8 *Uplane, int Upitch,
|
||||
const Uint8 *Vplane, int Vpitch)
|
||||
{
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
|
||||
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
|
||||
|
||||
if (!textureData) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1698,6 +2078,28 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
||||
HRESULT result = S_OK;
|
||||
|
||||
if (!textureData) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (textureData->yuv) {
|
||||
/* It's more efficient to upload directly... */
|
||||
if (!textureData->pixels) {
|
||||
textureData->pitch = texture->w;
|
||||
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
|
||||
if (!textureData->pixels) {
|
||||
return SDL_OutOfMemory();
|
||||
}
|
||||
}
|
||||
textureData->locked_rect = *rect;
|
||||
*pixels =
|
||||
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
|
||||
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
||||
*pitch = textureData->pitch;
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (textureData->stagingTexture) {
|
||||
return SDL_SetError("texture is already locked");
|
||||
}
|
||||
|
@ -1761,6 +2163,19 @@ D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
{
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
||||
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
|
||||
|
||||
if (!textureData) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (textureData->yuv) {
|
||||
const SDL_Rect *rect = &textureData->locked_rect;
|
||||
void *pixels =
|
||||
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
|
||||
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
||||
D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Commit the pixel buffer's changes back to the staging texture: */
|
||||
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
|
||||
|
@ -2098,16 +2513,23 @@ D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|||
static void
|
||||
D3D11_SetPixelShader(SDL_Renderer * renderer,
|
||||
ID3D11PixelShader * shader,
|
||||
ID3D11ShaderResourceView * shaderResource,
|
||||
int numShaderResources,
|
||||
ID3D11ShaderResourceView ** shaderResources,
|
||||
ID3D11SamplerState * sampler)
|
||||
{
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
||||
ID3D11ShaderResourceView *shaderResource;
|
||||
if (shader != rendererData->currentShader) {
|
||||
ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
|
||||
rendererData->currentShader = shader;
|
||||
}
|
||||
if (numShaderResources > 0) {
|
||||
shaderResource = shaderResources[0];
|
||||
} else {
|
||||
shaderResource = NULL;
|
||||
}
|
||||
if (shaderResource != rendererData->currentShaderResource) {
|
||||
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &shaderResource);
|
||||
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
|
||||
rendererData->currentShaderResource = shaderResource;
|
||||
}
|
||||
if (sampler != rendererData->currentSampler) {
|
||||
|
@ -2155,6 +2577,7 @@ D3D11_RenderDrawPoints(SDL_Renderer * renderer,
|
|||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->colorPixelShader,
|
||||
0,
|
||||
NULL,
|
||||
NULL);
|
||||
|
||||
|
@ -2191,6 +2614,7 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
|
|||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->colorPixelShader,
|
||||
0,
|
||||
NULL,
|
||||
NULL);
|
||||
|
||||
|
@ -2228,6 +2652,7 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
|
|||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->colorPixelShader,
|
||||
0,
|
||||
NULL,
|
||||
NULL);
|
||||
|
||||
|
@ -2292,11 +2717,26 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
}
|
||||
|
||||
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->texturePixelShader,
|
||||
textureData->mainTextureResourceView,
|
||||
textureSampler);
|
||||
if (textureData->yuv) {
|
||||
ID3D11ShaderResourceView *shaderResources[] = {
|
||||
textureData->mainTextureResourceView,
|
||||
textureData->mainTextureResourceViewU,
|
||||
textureData->mainTextureResourceViewV
|
||||
};
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->yuvPixelShader,
|
||||
SDL_arraysize(shaderResources),
|
||||
shaderResources,
|
||||
textureSampler);
|
||||
} else {
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->texturePixelShader,
|
||||
1,
|
||||
&textureData->mainTextureResourceView,
|
||||
textureSampler);
|
||||
}
|
||||
|
||||
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
||||
|
||||
|
@ -2366,11 +2806,26 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
}
|
||||
|
||||
ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture);
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->texturePixelShader,
|
||||
textureData->mainTextureResourceView,
|
||||
textureSampler);
|
||||
if (textureData->yuv) {
|
||||
ID3D11ShaderResourceView *shaderResources[] = {
|
||||
textureData->mainTextureResourceView,
|
||||
textureData->mainTextureResourceViewU,
|
||||
textureData->mainTextureResourceViewV
|
||||
};
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->yuvPixelShader,
|
||||
SDL_arraysize(shaderResources),
|
||||
shaderResources,
|
||||
textureSampler);
|
||||
} else {
|
||||
D3D11_SetPixelShader(
|
||||
renderer,
|
||||
rendererData->texturePixelShader,
|
||||
1,
|
||||
&textureData->mainTextureResourceView,
|
||||
textureSampler);
|
||||
}
|
||||
|
||||
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
|
||||
|
||||
|
|
Loading…
Reference in New Issue