/* Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga 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 #include #include #include struct SDL_VertexShaderConstants { DirectX::XMFLOAT4X4 model; DirectX::XMFLOAT4X4 view; DirectX::XMFLOAT4X4 projection; }; typedef struct { Microsoft::WRL::ComPtr d3dDevice; Microsoft::WRL::ComPtr d3dContext; Microsoft::WRL::ComPtr swapChain; Microsoft::WRL::ComPtr mainRenderTargetView; Microsoft::WRL::ComPtr currentOffscreenRenderTargetView; Microsoft::WRL::ComPtr inputLayout; Microsoft::WRL::ComPtr vertexBuffer; Microsoft::WRL::ComPtr vertexShader; Microsoft::WRL::ComPtr texturePixelShader; Microsoft::WRL::ComPtr colorPixelShader; Microsoft::WRL::ComPtr blendModeBlend; Microsoft::WRL::ComPtr blendModeAdd; Microsoft::WRL::ComPtr blendModeMod; Microsoft::WRL::ComPtr nearestPixelSampler; Microsoft::WRL::ComPtr linearSampler; Microsoft::WRL::ComPtr mainRasterizer; D3D_FEATURE_LEVEL featureLevel; // Vertex buffer constants: SDL_VertexShaderConstants vertexShaderConstantsData; Microsoft::WRL::ComPtr 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 mainTexture; Microsoft::WRL::ComPtr mainTextureResourceView; Microsoft::WRL::ComPtr mainTextureRenderTargetView; SDL_PixelFormat * pixelFormat; Microsoft::WRL::ComPtr stagingTexture; DirectX::XMINT2 lockedTexturePosition; D3D11_FILTER scaleMode; } D3D11_TextureData; struct VertexPositionColor { DirectX::XMFLOAT3 pos; DirectX::XMFLOAT2 tex; DirectX::XMFLOAT4 color; }; /* vi: set ts=4 sw=4 expandtab: */