Implemented YV12 and IYUV texture support for the D3D11 renderer

This commit is contained in:
Sam Lantinga 2014-03-10 05:44:34 -07:00
parent cb7a408f47
commit 9aa5b1d457
1 changed files with 564 additions and 109 deletions

View File

@ -105,6 +105,16 @@ typedef struct
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
/* YV12 texture support */
SDL_bool yuv;
ID3D11Texture2D *mainTextureU;
ID3D11ShaderResourceView *mainTextureResourceViewU;
ID3D11Texture2D *mainTextureV;
ID3D11ShaderResourceView *mainTextureResourceViewV;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
} D3D11_TextureData;
/* Private renderer data */
@ -120,8 +130,9 @@ typedef struct
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffer;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *texturePixelShader;
ID3D11PixelShader *colorPixelShader;
ID3D11PixelShader *texturePixelShader;
ID3D11PixelShader *yuvPixelShader;
ID3D11BlendState *blendModeBlend;
ID3D11BlendState *blendModeAdd;
ID3D11BlendState *blendModeMod;
@ -188,6 +199,79 @@ static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36,
#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
#endif
/* The color-only-rendering pixel shader:
--- D3D11_PixelShader_Colors.hlsl ---
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
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
};
#else
#error "An appropriate 'colors' pixel shader is not defined."
#endif
/* The texture-rendering pixel shader:
--- D3D11_PixelShader_Textures.hlsl ---
@ -284,9 +368,14 @@ static const DWORD D3D11_PixelShader_Textures[] = {
#error "An appropriate 'textures' pixel shader is not defined"
#endif
/* The color-only-rendering pixel shader:
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_YUV.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
--- D3D11_PixelShader_Colors.hlsl ---
struct PixelShaderInput
{
float4 pos : SV_POSITION;
@ -296,65 +385,161 @@ static const DWORD D3D11_PixelShader_Textures[] = {
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
const float3 offset = {-0.0625, -0.5, -0.5};
const float3 Rcoeff = {1.164, 0.000, 1.596};
const float3 Gcoeff = {1.164, -0.391, -0.813};
const float3 Bcoeff = {1.164, 2.018, 0.000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
static const DWORD D3D11_PixelShader_YUV[] = {
0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 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,
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,
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, 0x00000003, 0x00000065, 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
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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, 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
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");
}
@ -1762,6 +2164,19 @@ 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,
(ID3D11Resource *)textureData->stagingTexture,
@ -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);
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,
textureData->mainTextureResourceView,
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);
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,
textureData->mainTextureResourceView,
1,
&textureData->mainTextureResourceView,
textureSampler);
}
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));