WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)

This commit is contained in:
David Ludwig
2013-08-12 22:29:55 -04:00
parent 1ad936eb29
commit f7049b93d5
66 changed files with 10152 additions and 2459 deletions

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struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
}

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Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}

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#pragma pack_matrix( row_major )
cbuffer SDL_VertexShaderConstants : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#include <D3D11_1.h>
#include <DirectXMath.h>
#include <wrl/client.h>
#include <vector>
struct SDL_VertexShaderConstants
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
D3D_FEATURE_LEVEL featureLevel;
// Vertex buffer constants:
SDL_VertexShaderConstants vertexShaderConstantsData;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
// Cached renderer properties.
DirectX::XMFLOAT2 windowSizeInDIPs;
DirectX::XMFLOAT2 renderTargetSize;
Windows::Graphics::Display::DisplayOrientations orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 orientationTransform3D;
} D3D11_RenderData;
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
SDL_PixelFormat * pixelFormat;
Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
DirectX::XMINT2 lockedTexturePosition;
} D3D11_TextureData;
struct VertexPositionColor
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
DirectX::XMFLOAT4 color;
};
/* vi: set ts=4 sw=4 expandtab: */