Added SDL 1c0f6952e65e.

This commit is contained in:
rude
2015-03-15 15:47:43 +01:00
parent 4d04ac181e
commit 6a2aff6450
1109 changed files with 160136 additions and 33995 deletions
@@ -29,12 +29,17 @@
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
/* #include "SDL_log.h" */
#include <d3d11_1.h>
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
#include <DXGI1_3.h>
#endif
#include "SDL_render_winrt.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
@@ -134,6 +139,7 @@ typedef struct
/* Defined here so we don't have to include uuid.lib */
static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
@@ -357,7 +363,7 @@ static const DWORD D3D11_PixelShader_Textures[] = {
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0625, -0.5, -0.5};
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.164, 0.000, 1.596};
const float3 Gcoeff = {1.164, -0.391, -0.813};
const float3 Bcoeff = {1.164, 2.018, 0.000};
@@ -381,12 +387,12 @@ static const DWORD D3D11_PixelShader_Textures[] = {
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_YUV[] = {
0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
0x43425844, 0x2321c6c6, 0xf14df2d1, 0xc79d068d, 0x8e672abf, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
@@ -413,7 +419,7 @@ static const DWORD D3D11_PixelShader_YUV[] = {
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012,
0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
@@ -447,12 +453,12 @@ static const DWORD D3D11_PixelShader_YUV[] = {
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_YUV[] = {
0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001,
0x43425844, 0x6ede7360, 0x45ff5f8a, 0x34ac92ba, 0xb865f5e0, 0x00000001,
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
@@ -477,7 +483,7 @@ static const DWORD D3D11_PixelShader_YUV[] = {
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000,
0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
@@ -823,9 +829,24 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
* Failure to use it seems to either result in:
*
* - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
* off (framerate doesn't get capped), but nothing appears on-screen
*
* - with the D3D11 debug runtime turned ON, vsync gets automatically
* turned back on, and the following gets output to the debug console:
*
* DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
*/
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
#endif
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
* order to give init functions access to the underlying window handle:
@@ -846,10 +867,17 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
D3D11_ReleaseAll(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
}
/* Release/reset everything else */
if (data) {
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
@@ -873,12 +901,35 @@ D3D11_DestroyRenderer(SDL_Renderer * renderer)
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
data->currentRasterizerState = NULL;
data->currentBlendState = NULL;
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
/* Unload the D3D libraries. This should be done last, in order
* to prevent IUnknown::Release() calls from crashing.
*/
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
data->hD3D11Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
D3D11_ReleaseAll(renderer);
if (data) {
SDL_free(data);
}
SDL_free(renderer);
@@ -1293,11 +1344,23 @@ D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
}
}
static int
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
switch (data->rotation) {
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w;
@@ -1355,6 +1418,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
/* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
#else
if (usingXAML) {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
@@ -1417,6 +1481,8 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result);
goto done;
}
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
#else
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
goto done;
@@ -1447,6 +1513,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
*/
SDL_GetWindowSize(renderer->window, &w, &h);
data->rotation = D3D11_GetCurrentRotation();
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
int tmp = w;
w = h;
@@ -1463,7 +1530,15 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
DXGI_FORMAT_UNKNOWN,
0
);
if (FAILED(result)) {
if (result == DXGI_ERROR_DEVICE_REMOVED) {
/* If the device was removed for any reason, a new device and swap chain will need to be created. */
D3D11_HandleDeviceLost(renderer);
/* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
* and correctly set up the new device.
*/
goto done;
} else if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::ResizeBuffers", result);
goto done;
}
@@ -1476,11 +1551,21 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
/* Set the proper rotation for the swap chain, and generate the
* 3D matrix transformation for rendering to the rotated swap chain.
/* Set the proper rotation for the swap chain.
*
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
* on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
* on Windows Phone 8.0, nor is it supported there.
*
* IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
* however I've yet to find a way to make it work. It might have something to
* do with IDXGISwapChain::ResizeBuffers appearing to not being available on
* Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
* The call doesn't appear to be entirely necessary though, and is a performance-related
* call, at least according to the following page on MSDN:
* http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
* -- David L.
*
* TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
*/
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
@@ -1537,7 +1622,7 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer)
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
/* FIXME: Need to release all resources - all textures are invalid! */
D3D11_ReleaseAll(renderer);
result = D3D11_CreateDeviceResources(renderer);
if (FAILED(result)) {
@@ -1551,9 +1636,37 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer)
return result;
}
/* Let the application know that the device has been reset */
{
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
}
return S_OK;
}
void
D3D11_Trim(SDL_Renderer * renderer)
{
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
HRESULT result = S_OK;
IDXGIDevice3 *dxgiDevice = NULL;
result = ID3D11Device_QueryInterface(data->d3dDevice, &IID_IDXGIDevice3, &dxgiDevice);
if (FAILED(result)) {
//WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
return;
}
IDXGIDevice3_Trim(dxgiDevice);
SAFE_RELEASE(dxgiDevice);
#endif
#endif
}
static void
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
@@ -2065,12 +2178,14 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
SDL_FRect orientationAlignedViewport;
BOOL swapDimensions;
D3D11_VIEWPORT viewport;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
/* If the viewport is empty, assume that it is because
* SDL_CreateRenderer is calling it, and will call it again later
* with a non-empty viewport.
*/
/* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
return 0;
}
@@ -2079,7 +2194,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* default coordinate system) so rotations will be done in the opposite
* direction of the DXGI_MODE_ROTATION enumeration.
*/
switch (data->rotation) {
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
break;
@@ -2130,7 +2245,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
* for Windows Phone devices.
*/
swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation);
swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) renderer->viewport.y;
orientationAlignedViewport.y = (float) renderer->viewport.x;
@@ -2150,6 +2265,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
viewport.Height = orientationAlignedViewport.h;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
/* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, viewport.TopLeftX, viewport.TopLeftY, viewport.Width, viewport.Height); */
ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &viewport);
return 0;
@@ -2159,13 +2275,12 @@ static int
D3D11_UpdateClipRect(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
const SDL_Rect *rect = &renderer->clip_rect;
if (SDL_RectEmpty(rect)) {
if (!renderer->clipping_enabled) {
ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 0, NULL);
} else {
D3D11_RECT scissorRect;
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &scissorRect) != 0) {
if (D3D11_GetViewportAlignedD3DRect(renderer, &renderer->clip_rect, &scissorRect) != 0) {
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
return -1;
}
@@ -2293,7 +2408,7 @@ D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
rendererData->currentRenderTargetView = renderTargetView;
}
if (SDL_RectEmpty(&renderer->clip_rect)) {
if (!renderer->clipping_enabled) {
rasterizerState = rendererData->mainRasterizer;
} else {
rasterizerState = rendererData->clippedRasterizer;
@@ -2827,6 +2942,8 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
HRESULT result;
DXGI_PRESENT_PARAMETERS parameters;
SDL_zero(parameters);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
syncInterval = 1;
presentFlags = 0;
@@ -2844,7 +2961,6 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
* rects to improve efficiency in certain scenarios.
* This option is not available on Windows Phone 8, to note.
*/
SDL_zero(parameters);
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, &parameters);
#endif