Upgrade to SDL2.0.3.

This commit is contained in:
rude
2014-03-23 15:09:12 +01:00
parent 2fb789ce68
commit 4a4f1f3329
934 changed files with 9280 additions and 124156 deletions
+131
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@@ -0,0 +1,131 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_internal.h"
#include "SDL_stdinc.h"
#include "SDL_d3dmath.h"
/* Direct3D matrix math functions */
Float4X4 MatrixIdentity()
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
{
Float4X4 m;
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
return m;
}
Float4X4 MatrixScaling(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = x;
m._22 = y;
m._33 = z;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixTranslation(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
m._41 = x;
m._42 = y;
m._43 = z;
return m;
}
Float4X4 MatrixRotationX(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = cosR;
m._23 = sinR;
m._32 = -sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationY(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._13 = -sinR;
m._22 = 1.0f;
m._31 = sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationZ(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._12 = sinR;
m._21 = -sinR;
m._22 = cosR;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
/* vi: set ts=4 sw=4 expandtab: */
+69
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@@ -0,0 +1,69 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_internal.h"
/* Direct3D matrix math functions */
typedef struct
{
float x;
float y;
} Float2;
typedef struct
{
float x;
float y;
float z;
} Float3;
typedef struct
{
float x;
float y;
float z;
float w;
} Float4;
typedef struct
{
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
float m[4][4];
};
} Float4X4;
Float4X4 MatrixIdentity();
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2);
Float4X4 MatrixScaling(float x, float y, float z);
Float4X4 MatrixTranslation(float x, float y, float z);
Float4X4 MatrixRotationX(float r);
Float4X4 MatrixRotationY(float r);
Float4X4 MatrixRotationZ(float r);
/* vi: set ts=4 sw=4 expandtab: */
+3
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@@ -50,6 +50,9 @@ static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
&D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_D3D11
&D3D11_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL
&GL_RenderDriver,
#endif
+3
View File
@@ -171,6 +171,9 @@ struct SDL_RenderDriver
#if SDL_VIDEO_RENDER_D3D
extern SDL_RenderDriver D3D_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_D3D11
extern SDL_RenderDriver D3D11_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_OGL
extern SDL_RenderDriver GL_RenderDriver;
#endif
+12 -122
View File
@@ -31,6 +31,7 @@
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include "../../video/windows/SDL_windowsvideo.h"
#if SDL_VIDEO_RENDER_D3D
@@ -39,89 +40,6 @@
#endif
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
DEFINE_GUID(IID_ID3DXMatrixStack,
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
#undef INTERFACE
#define INTERFACE ID3DXMatrixStack
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD(Pop)(THIS) PURE;
STDMETHOD(Push)(THIS) PURE;
STDMETHOD(LoadIdentity)(THIS) PURE;
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
};
#undef INTERFACE
#if !defined(__cplusplus) || defined(CINTERFACE)
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
#else
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define ID3DXMatrixStack_AddRef(p) (p)->AddRef()
#define ID3DXMatrixStack_Release(p) (p)->Release()
#define ID3DXMatrixStack_Pop(p) (p)->Pop()
#define ID3DXMatrixStack_Push(p) (p)->Push()
#define ID3DXMatrixStack_LoadIdentity(p) (p)->LoadIdentity()
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->LoadMatrix(a)
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->MultMatrix(a)
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->MultMatrixLocal(a)
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->RotateAxis(a,b)
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->RotateAxisLocal(a,b)
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->RotateYawPitchRollLocal(a,b,c)
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->Scale(a,b,c)
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->ScaleLocal(a,b,c)
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->Translate(a,b,c)
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->TranslateLocal(a,b,c)
#define ID3DXMatrixStack_GetTop(p) (p)->GetTop()
#endif
#ifdef __cplusplus
extern "C" {
#endif
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
#ifdef __cplusplus
}
#endif
#ifdef ASSEMBLE_SHADER
/**************************************************************************
* ID3DXBuffer:
@@ -266,7 +184,6 @@ typedef struct
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
void* d3dxDLL;
ID3DXMatrixStack *matrixStack;
LPDIRECT3DPIXELSHADER9 ps_yuv;
} D3D_RenderData;
@@ -582,8 +499,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
int d3dxVersion;
char d3dxDLLFile[50];
int displayIndex;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
@@ -599,29 +514,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
if (D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
LPTSTR dllName;
SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
dllName = WIN_UTF8ToString(d3dxDLLFile);
data->d3dxDLL = (void *)LoadLibrary(dllName); /* not using SDL_LoadObject() as we want silently fail - no error message */
SDL_free(dllName);
if (data->d3dxDLL) {
HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
if (D3DXCreateMatrixStack) {
D3DXCreateMatrixStack(0, &data->matrixStack);
break;
}
}
}
if (!data->matrixStack) {
if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
}
}
if (!data->d3d || !data->matrixStack) {
if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
SDL_free(renderer);
SDL_free(data);
SDL_SetError("Unable to create Direct3D interface");
@@ -648,10 +541,9 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
@@ -1698,6 +1590,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
float centerx, centery;
DWORD color;
Vertex vertices[4];
Float4X4 modelMatrix;
HRESULT result;
if (D3D_ActivateRenderer(renderer) < 0) {
@@ -1769,11 +1662,11 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
D3D_SetBlendMode(data, texture->blendMode);
/* Rotate and translate */
ID3DXMatrixStack_Push(data->matrixStack);
ID3DXMatrixStack_LoadIdentity(data->matrixStack);
ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
modelMatrix = MatrixMultiply(
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
D3D_UpdateTextureScaleMode(data, texturedata, 0);
@@ -1823,11 +1716,9 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
return D3D_SetError("SetShader()", result);
}
}
ID3DXMatrixStack_Pop(data->matrixStack);
ID3DXMatrixStack_Push(data->matrixStack);
ID3DXMatrixStack_LoadIdentity(data->matrixStack);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
ID3DXMatrixStack_Pop(data->matrixStack);
modelMatrix = MatrixIdentity();
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
return 0;
}
@@ -1961,7 +1852,6 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
}
if (data->d3d) {
IDirect3D9_Release(data->d3d);
ID3DXMatrixStack_Release(data->matrixStack);
SDL_UnloadObject(data->d3dDLL);
}
SDL_free(data);
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,119 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_syswm.h"
extern "C" {
#include "../SDL_sysrender.h"
}
#include <windows.ui.core.h>
#include <windows.graphics.display.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#include <DXGI.h>
#include "SDL_render_winrt.h"
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
{
SDL_Window * sdlWindow = renderer->window;
if ( ! renderer->window ) {
return NULL;
}
SDL_SysWMinfo sdlWindowInfo;
SDL_VERSION(&sdlWindowInfo.version);
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
return NULL;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
return NULL;
}
if (!sdlWindowInfo.info.winrt.window) {
return NULL;
}
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
return NULL;
}
IUnknown *coreWindowAsIUnknown = NULL;
coreWindow->QueryInterface(&coreWindowAsIUnknown);
coreWindow->Release();
return coreWindowAsIUnknown;
}
extern "C" DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
#if NTDDI_VERSION > NTDDI_WIN8
const DisplayOrientations currentOrientation = DisplayInformation::GetForCurrentView()->CurrentOrientation;
#else
const DisplayOrientations currentOrientation = DisplayProperties::CurrentOrientation;
#endif
switch (currentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
#else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
}
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,40 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_render.h"
#ifdef __cplusplus
extern "C" {
#endif
void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
#ifdef __cplusplus
}
#endif
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
+21
View File
@@ -1,3 +1,24 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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.
*/
/* list of OpenGL functions sorted alphabetically
If you need to use a GL function from the SDL video subsystem,
change its entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
+1 -1
View File
@@ -447,7 +447,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
@@ -1,3 +1,24 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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.
*/
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
@@ -103,7 +103,7 @@ SDL_RenderDriver GLES_RenderDriver = {
GLES_CreateRenderer,
{
"opengles",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC ),
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
1,
{SDL_PIXELFORMAT_ABGR8888},
0,
@@ -1,3 +1,24 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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.
*/
SDL_PROC(void, glActiveTexture, (GLenum))
SDL_PROC(void, glAttachShader, (GLuint, GLuint))
SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
@@ -47,4 +68,4 @@ SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
@@ -1784,7 +1784,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
return NULL;
}
renderer->info = GLES2_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
@@ -1805,6 +1805,14 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
return NULL;
}
#if __WINRT__
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
* is turned on. Not doing so will freeze the screen's contents to that
* of the first drawn frame.
*/
flags |= SDL_RENDERER_PRESENTVSYNC;
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
+1 -1
View File
@@ -375,7 +375,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->DestroyTexture = PSP_DestroyTexture;
renderer->DestroyRenderer = PSP_DestroyRenderer;
renderer->info = PSP_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
@@ -1,3 +1,24 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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.
*/
#ifndef MIN
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#endif