render: D3D11 renderer patched to compile.
parent
6e6f7382a7
commit
a9094a21a8
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@ -154,6 +154,7 @@ typedef struct
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SDL_Rect currentViewport;
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int currentViewportRotation;
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SDL_bool viewportDirty;
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Float4X4 identity;
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} D3D11_RenderData;
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@ -216,6 +217,8 @@ SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
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}
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}
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static void D3D11_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void
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D3D11_ReleaseAll(SDL_Renderer * renderer)
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{
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@ -338,7 +341,7 @@ static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
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}
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}
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static SDL_bool
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static ID3D11BlendState *
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D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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@ -367,21 +370,21 @@ D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
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return SDL_FALSE;
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return NULL;
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}
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blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
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if (!blendModes) {
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SAFE_RELEASE(blendState);
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SDL_OutOfMemory();
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return SDL_FALSE;
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return NULL;
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}
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blendModes[data->blendModesCount].blendMode = blendMode;
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blendModes[data->blendModesCount].blendState = blendState;
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data->blendModes = blendModes;
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++data->blendModesCount;
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return SDL_TRUE;
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return blendState;
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}
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/* Create resources that depend on the device. */
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@ -825,6 +828,45 @@ done:
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return result;
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}
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static void
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D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
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ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
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SAFE_RELEASE(data->mainRenderTargetView);
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}
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static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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HRESULT
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D3D11_HandleDeviceLost(SDL_Renderer * renderer)
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{
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HRESULT result = S_OK;
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D3D11_ReleaseAll(renderer);
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result = D3D11_CreateDeviceResources(renderer);
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if (FAILED(result)) {
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/* D3D11_CreateDeviceResources will set the SDL error */
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return result;
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}
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result = D3D11_UpdateForWindowSizeChange(renderer);
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if (FAILED(result)) {
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/* D3D11_UpdateForWindowSizeChange will set the SDL error */
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return result;
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}
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/* Let the application know that the device has been reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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}
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return S_OK;
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}
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/* Initialize all resources that change when the window's size changes. */
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static HRESULT
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@ -941,35 +983,6 @@ D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
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return D3D11_CreateWindowSizeDependentResources(renderer);
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}
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HRESULT
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D3D11_HandleDeviceLost(SDL_Renderer * renderer)
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{
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HRESULT result = S_OK;
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D3D11_ReleaseAll(renderer);
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result = D3D11_CreateDeviceResources(renderer);
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if (FAILED(result)) {
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/* D3D11_CreateDeviceResources will set the SDL error */
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return result;
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}
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result = D3D11_UpdateForWindowSizeChange(renderer);
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if (FAILED(result)) {
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/* D3D11_UpdateForWindowSizeChange will set the SDL error */
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return result;
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}
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/* Let the application know that the device has been reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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}
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return S_OK;
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}
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void
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D3D11_Trim(SDL_Renderer * renderer)
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{
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@ -1551,13 +1564,13 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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for (i = 0; i < count; i++) {
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verts->pos.x = points[i].x + 0.5f;
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verts->pos.y = points[i].y + 0.5f;
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verts->pos.z = 0.0f
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verts->tex.u = 0.0f
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verts->tex.v = 0.0f
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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}
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@ -1581,46 +1594,46 @@ D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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for (i = 0; i < count; i++) {
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verts->pos.x = rects[i].x;
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verts->pos.y = rects[i].y;
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verts->pos.z = 0.0f
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verts->tex.u = 0.0f
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verts->tex.v = 0.0f
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = rects[i].x;
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verts->pos.y = rects[i].y + rects[i].h;
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verts->pos.z = 0.0f
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verts->tex.u = 0.0f
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verts->tex.v = 0.0f
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = rects[i].x + rects[i].w;
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verts->pos.y = rects[i].y;
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verts->pos.z = 0.0f
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verts->tex.u = 0.0f
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verts->tex.v = 0.0f
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = rects[i].x + rects[i].w;
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verts->pos.y = rects[i].y + rects[i].h;
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verts->pos.z = 0.0f
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verts->tex.u = 0.0f
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verts->tex.v = 0.0f
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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}
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@ -1631,7 +1644,7 @@ static int
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D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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const float r = (float)(cmd->data.draw.r / 255.0f);
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const float g = (float)(cmd->data.draw.g / 255.0f);
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const float b = (float)(cmd->data.draw.b / 255.0f);
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@ -1650,10 +1663,10 @@ D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = minv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = dstrect->x;
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@ -1661,10 +1674,10 @@ D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = maxv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = dstrect->x + dstrect->w;
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@ -1672,10 +1685,10 @@ D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = minv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = dstrect->x + dstrect->w;
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@ -1683,10 +1696,10 @@ D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = maxv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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return 0;
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@ -1697,7 +1710,7 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 5 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 5 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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const float r = (float)(cmd->data.draw.r / 255.0f);
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const float g = (float)(cmd->data.draw.g / 255.0f);
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const float b = (float)(cmd->data.draw.b / 255.0f);
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@ -1713,7 +1726,6 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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maxu = (float) srcrect->x / texture->w;
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}
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}
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if (flip & SDL_FLIP_VERTICAL) {
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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@ -1732,10 +1744,10 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = minv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = minx;
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@ -1743,10 +1755,10 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = maxv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = maxx;
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@ -1754,10 +1766,10 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = minv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = maxx;
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@ -1765,21 +1777,21 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = maxv;
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verts->color.r = r;
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verts->color.g = g;
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verts->color.b = b;
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verts->color.a = a;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts++;
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verts->pos.x = dstrect->x + center->x; /* X translation */
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verts->pos.y = dstrect->y + center->y; /* Y translation */
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verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
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verts->tex.u = 0.0f;
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verts->tex.v = 0.0f;
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verts->color.r = 0;
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verts->color.g = 0;
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verts->color.b = 0;
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verts->color.a = 0;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = 0;
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verts->color.y = 0;
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verts->color.z = 0;
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verts->color.w = 0;
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verts++;
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return 0;
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@ -1947,6 +1959,18 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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return 0;
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}
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static ID3D11RenderTargetView *
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D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
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{
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D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
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if (data->currentOffscreenRenderTargetView) {
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return data->currentOffscreenRenderTargetView;
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}
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else {
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return data->mainRenderTargetView;
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}
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}
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static int
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D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader * shader,
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const int numShaderResources, ID3D11ShaderResourceView ** shaderResources,
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@ -1954,8 +1978,7 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
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static const Float4X4 identity = MatrixIdentity();
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const Float4X4 *newmatrix = matrix ? matrix : &identity;
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const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
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ID3D11RasterizerState *rasterizerState;
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ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
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ID3D11ShaderResourceView *shaderResource;
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@ -1984,7 +2007,7 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
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/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
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return -1;
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}
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ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 1, &scissorRect);
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ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect);
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}
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rendererData->cliprectDirty = SDL_FALSE;
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}
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@ -2008,11 +2031,10 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
|
|||
}
|
||||
}
|
||||
if (!blendState) {
|
||||
if (D3D11_CreateBlendState(renderer, blendMode)) {
|
||||
/* Successfully created the blend state, try again */
|
||||
D3D11_RenderSetBlendMode(renderer, blendMode);
|
||||
blendState = D3D11_CreateBlendState(renderer, blendMode);
|
||||
if (!blendState) {
|
||||
return -1;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (blendState != rendererData->currentBlendState) {
|
||||
|
@ -2038,13 +2060,13 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
|
|||
rendererData->currentSampler = sampler;
|
||||
}
|
||||
|
||||
if (SDL_memcmp(&data->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
|
||||
SDL_memcpy(&data->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
|
||||
ID3D11DeviceContext_UpdateSubresource(data->d3dContext,
|
||||
(ID3D11Resource *)data->vertexShaderConstants,
|
||||
if (SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
|
||||
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
|
||||
ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
|
||||
(ID3D11Resource *)rendererData->vertexShaderConstants,
|
||||
0,
|
||||
NULL,
|
||||
&data->vertexShaderConstantsData,
|
||||
&rendererData->vertexShaderConstantsData,
|
||||
0,
|
||||
0
|
||||
);
|
||||
|
@ -2123,16 +2145,16 @@ D3D11_SetCopyState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, const
|
|||
|
||||
}
|
||||
|
||||
return D3D11_SetDrawState(renderer, cmd, renderer, rendererData->pixelShaders[SHADER_RGB],
|
||||
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB],
|
||||
1, &textureData->mainTextureResourceView, textureSampler, matrix);
|
||||
}
|
||||
|
||||
static void
|
||||
D3D11_DrawPrimitives(SDL_Renderer * renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const UINT vertexStart, const UINT vertexCount)
|
||||
D3D11_DrawPrimitives(SDL_Renderer * renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
|
||||
{
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
|
||||
ID3D11DeviceContext_Draw(rendererData->d3dContext, vertexCount, vertexStart);
|
||||
ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT) vertexCount, (UINT) vertexStart);
|
||||
}
|
||||
|
||||
static int
|
||||
|
@ -2161,7 +2183,7 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
SDL_Rect *viewport = &rendererData->currentViewport;
|
||||
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
|
||||
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
|
||||
data->drawstate.viewportDirty = SDL_TRUE;
|
||||
rendererData->viewportDirty = SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -2186,7 +2208,7 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
(cmd->data.color.b / 255.0f),
|
||||
(cmd->data.color.a / 255.0f)
|
||||
};
|
||||
ID3D11DeviceContext_ClearRenderTargetView(data->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2206,7 +2228,7 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
|
||||
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
|
||||
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
|
||||
if (verts[0].x != verts[count - 1].x || verts[0].y != verts[count - 1].y) {
|
||||
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
|
||||
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
|
||||
}
|
||||
break;
|
||||
|
@ -2227,7 +2249,7 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
case SDL_RENDERCMD_COPY: {
|
||||
const size_t first = cmd->data.draw.first;
|
||||
const size_t start = first / sizeof (VertexPositionColor);
|
||||
D3D11_SetCopyState(data, cmd, NULL);
|
||||
D3D11_SetCopyState(renderer, cmd, NULL);
|
||||
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
|
||||
break;
|
||||
}
|
||||
|
@ -2236,12 +2258,12 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
const size_t first = cmd->data.draw.first;
|
||||
const size_t start = first / sizeof (VertexPositionColor);
|
||||
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
|
||||
const Vertex *transvert = verts + 4;
|
||||
const VertexPositionColor *transvert = verts + 4;
|
||||
const float translatex = transvert->pos.x;
|
||||
const float translatey = transvert->pos.y;
|
||||
const float rotation = transvert->pos.z;
|
||||
const Float4X4 matrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
|
||||
D3D11_SetCopyState(data, cmd, &matrix);
|
||||
D3D11_SetCopyState(renderer, cmd, &matrix);
|
||||
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
|
||||
break;
|
||||
}
|
||||
|
@ -2256,26 +2278,6 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
return 0;
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
|
||||
{
|
||||
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
||||
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
|
||||
SAFE_RELEASE(data->mainRenderTargetView);
|
||||
}
|
||||
|
||||
static ID3D11RenderTargetView *
|
||||
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
|
||||
{
|
||||
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
||||
if (data->currentOffscreenRenderTargetView) {
|
||||
return data->currentOffscreenRenderTargetView;
|
||||
} else {
|
||||
return data->mainRenderTargetView;
|
||||
}
|
||||
}
|
||||
|
||||
static int
|
||||
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 format, void * pixels, int pitch)
|
||||
|
@ -2458,6 +2460,8 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
data->identity = MatrixIdentity();
|
||||
|
||||
renderer->WindowEvent = D3D11_WindowEvent;
|
||||
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
|
||||
renderer->CreateTexture = D3D11_CreateTexture;
|
||||
|
|
Loading…
Reference in New Issue