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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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@@ -166,6 +166,9 @@ struct SDL_RenderDriver
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#if SDL_VIDEO_RENDER_D3D
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extern SDL_RenderDriver D3D_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_D3D11
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extern SDL_RenderDriver D3D11_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_OGL
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extern SDL_RenderDriver GL_RenderDriver;
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#endif
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12
src/render/direct3d11/SDL_D3D11_PixelShader_FixedColor.hlsl
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12
src/render/direct3d11/SDL_D3D11_PixelShader_FixedColor.hlsl
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@@ -0,0 +1,12 @@
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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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@@ -0,0 +1,14 @@
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Texture2D theTexture : register(t0);
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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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return theTexture.Sample(theSampler, input.tex) * input.color;
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}
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41
src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
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41
src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
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@@ -0,0 +1,41 @@
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#pragma pack_matrix( row_major )
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cbuffer SDL_VertexShaderConstants : register(b0)
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{
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matrix model;
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matrix view;
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matrix projection;
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};
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struct VertexShaderInput
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{
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float3 pos : POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VertexShaderOutput
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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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VertexShaderOutput main(VertexShaderInput input)
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{
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VertexShaderOutput output;
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float4 pos = float4(input.pos, 1.0f);
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// Transform the vertex position into projected space.
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pos = mul(pos, model);
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pos = mul(pos, view);
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pos = mul(pos, projection);
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output.pos = pos;
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// Pass through texture coordinates and color values without transformation
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output.tex = input.tex;
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output.color = input.color;
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return output;
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}
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1807
src/render/direct3d11/SDL_render_d3d11.cpp
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1807
src/render/direct3d11/SDL_render_d3d11.cpp
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File diff suppressed because it is too large
Load Diff
84
src/render/direct3d11/SDL_render_d3d11_cpp.h
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84
src/render/direct3d11/SDL_render_d3d11_cpp.h
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@@ -0,0 +1,84 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#include <D3D11_1.h>
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#include <DirectXMath.h>
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#include <wrl/client.h>
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#include <vector>
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struct SDL_VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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DirectX::XMFLOAT4X4 projection;
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};
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
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Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
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Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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DirectX::XMFLOAT2 windowSizeInDIPs;
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DirectX::XMFLOAT2 renderTargetSize;
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Windows::Graphics::Display::DisplayOrientations orientation;
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// Transform used for display orientation.
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DirectX::XMFLOAT4X4 orientationTransform3D;
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} D3D11_RenderData;
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
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Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
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SDL_PixelFormat * pixelFormat;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
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DirectX::XMINT2 lockedTexturePosition;
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} D3D11_TextureData;
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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DirectX::XMFLOAT4 color;
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};
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/* vi: set ts=4 sw=4 expandtab: */
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