From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- .../render/direct3d11/D3D11_PixelShader_Advanced.h | 1060 ++++++++ .../direct3d11/D3D11_PixelShader_Advanced.hlsl | 7 + .../render/direct3d11/D3D11_PixelShader_Colors.h | 284 ++ .../direct3d11/D3D11_PixelShader_Colors.hlsl | 7 + .../direct3d11/D3D11_PixelShader_Common.hlsli | 235 ++ .../render/direct3d11/D3D11_PixelShader_Textures.h | 332 +++ .../direct3d11/D3D11_PixelShader_Textures.hlsl | 9 + .../src/render/direct3d11/D3D11_VertexShader.h | 339 +++ .../src/render/direct3d11/D3D11_VertexShader.hlsl | 38 + .../src/render/direct3d11/SDL_render_d3d11.c | 2767 ++++++++++++++++++++ .../src/render/direct3d11/SDL_shaders_d3d11.c | 116 + .../src/render/direct3d11/SDL_shaders_d3d11.h | 35 + .../src/render/direct3d11/compile_shaders.bat | 4 + 13 files changed, 5233 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h create mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat (limited to 'contrib/SDL-3.2.8/src/render/direct3d11') diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h new file mode 100644 index 0000000..a1297c9 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h @@ -0,0 +1,1060 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 10.1 +// +// +// Buffer Definitions: +// +// cbuffer Constants +// { +// +// float scRGB_output; // Offset: 0 Size: 4 +// float texture_type; // Offset: 4 Size: 4 +// float input_type; // Offset: 8 Size: 4 +// float color_scale; // Offset: 12 Size: 4 +// float tonemap_method; // Offset: 16 Size: 4 +// float tonemap_factor1; // Offset: 20 Size: 4 +// float tonemap_factor2; // Offset: 24 Size: 4 +// float sdr_white_point; // Offset: 28 Size: 4 +// float4 Yoffset; // Offset: 32 Size: 16 +// float4 Rcoeff; // Offset: 48 Size: 16 +// float4 Gcoeff; // Offset: 64 Size: 16 +// float4 Bcoeff; // Offset: 80 Size: 16 +// +// } +// +// +// Resource Bindings: +// +// Name Type Format Dim HLSL Bind Count +// ------------------------------ ---------- ------- ----------- -------------- ------ +// sampler0 sampler NA NA s0 1 +// texture0 texture float4 2d t0 1 +// texture1 texture float4 2d t1 1 +// texture2 texture float4 2d t2 1 +// Constants cbuffer NA NA cb0 1 +// +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// COLOR 0 xyzw 2 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_TARGET 0 xyzw 0 TARGET float xyzw +// +ps_5_0 +dcl_globalFlags refactoringAllowed +dcl_constantbuffer CB0[6], immediateIndexed +dcl_sampler s0, mode_default +dcl_resource_texture2d (float,float,float,float) t0 +dcl_resource_texture2d (float,float,float,float) t1 +dcl_resource_texture2d (float,float,float,float) t2 +dcl_input_ps linear v1.xy +dcl_input_ps linear v2.xyzw +dcl_output o0.xyzw +dcl_temps 7 +eq r0.xyzw, cb0[0].yzzz, l(0.000000, 3.000000, 2.000000, 1.000000) +if_nz r0.x + mov r1.xyzw, l(1.000000,1.000000,1.000000,1.000000) +else + eq r0.x, cb0[0].y, l(1.000000) + if_nz r0.x + sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0 + else + eq r0.x, cb0[0].y, l(2.000000) + if_nz r0.x + sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 + sample_indexable(texture2d)(float,float,float,float) r2.yz, v1.xyxx, t1.zxyw, s0 + add r2.xyz, r2.xyzx, cb0[2].xyzx + dp3 r1.x, r2.xyzx, cb0[3].xyzx + dp3 r1.y, r2.xyzx, cb0[4].xyzx + dp3 r1.z, r2.xyzx, cb0[5].xyzx + else + eq r0.x, cb0[0].y, l(3.000000) + if_nz r0.x + sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 + sample_indexable(texture2d)(float,float,float,float) r2.yz, v1.xyxx, t1.zyxw, s0 + add r2.xyz, r2.xyzx, cb0[2].xyzx + dp3 r1.x, r2.xyzx, cb0[3].xyzx + dp3 r1.y, r2.xyzx, cb0[4].xyzx + dp3 r1.z, r2.xyzx, cb0[5].xyzx + else + eq r0.x, cb0[0].y, l(4.000000) + if_nz r0.x + sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 + sample_indexable(texture2d)(float,float,float,float) r2.y, v1.xyxx, t1.yxzw, s0 + sample_indexable(texture2d)(float,float,float,float) r2.z, v1.xyxx, t2.yzxw, s0 + add r2.xyz, r2.xyzx, cb0[2].xyzx + dp3 r1.x, r2.xyzx, cb0[3].xyzx + dp3 r1.y, r2.xyzx, cb0[4].xyzx + dp3 r1.z, r2.xyzx, cb0[5].xyzx + else + mov r1.xyz, l(1.000000,0,0,0) + endif + endif + endif + mov r1.w, l(1.000000) + endif +endif +log r2.xyz, |r1.xyzx| +mul r2.xyz, r2.xyzx, l(0.012683, 0.012683, 0.012683, 0.000000) +exp r2.xyz, r2.xyzx +add r3.xyz, r2.xyzx, l(-0.835938, -0.835938, -0.835938, 0.000000) +max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) +mad r2.xyz, -r2.xyzx, l(18.687500, 18.687500, 18.687500, 0.000000), l(18.851562, 18.851562, 18.851562, 0.000000) +div r2.xyz, r3.xyzx, r2.xyzx +log r2.xyz, |r2.xyzx| +mul r2.xyz, r2.xyzx, l(6.277395, 6.277395, 6.277395, 0.000000) +exp r2.xyz, r2.xyzx +mul r2.xyz, r2.xyzx, l(10000.000000, 10000.000000, 10000.000000, 0.000000) +div r2.xyz, r2.xyzx, cb0[1].wwww +movc r2.xyz, r0.yyyy, r2.xyzx, r1.xyzx +ne r0.x, cb0[1].x, l(0.000000) +mul r3.xyz, r2.xyzx, cb0[1].yyyy +eq r4.xy, cb0[1].xxxx, l(1.000000, 2.000000, 0.000000, 0.000000) +dp3 r5.x, l(0.627404, 0.329283, 0.043313, 0.000000), r2.xyzx +dp3 r5.y, l(0.069097, 0.919541, 0.011362, 0.000000), r2.xyzx +dp3 r5.z, l(0.016391, 0.088013, 0.895595, 0.000000), r2.xyzx +movc r5.xyz, r0.zzzz, r5.xyzx, r2.xyzx +max r2.w, r5.z, r5.y +max r2.w, r2.w, r5.x +lt r3.w, l(0.000000), r2.w +mad r4.zw, cb0[1].yyyz, r2.wwww, l(0.000000, 0.000000, 1.000000, 1.000000) +div r2.w, r4.z, r4.w +mul r6.xyz, r2.wwww, r5.xyzx +movc r5.xyz, r3.wwww, r6.xyzx, r5.xyzx +dp3 r6.x, l(1.660496, -0.587656, -0.072840, 0.000000), r5.xyzx +dp3 r6.y, l(-0.124547, 1.132895, -0.008348, 0.000000), r5.xyzx +dp3 r6.z, l(-0.018154, -0.100597, 1.118751, 0.000000), r5.xyzx +movc r5.xyz, r0.zzzz, r6.xyzx, r5.xyzx +movc r4.yzw, r4.yyyy, r5.xxyz, r2.xxyz +movc r3.xyz, r4.xxxx, r3.xyzx, r4.yzwy +movc r2.xyz, r0.xxxx, r3.xyzx, r2.xyzx +if_nz r0.w + ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x + if_nz r0.x + ge r3.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r2.xyzx + mul r4.xyz, r2.xyzx, l(0.077399, 0.077399, 0.077399, 0.000000) + add r5.xyz, r2.xyzx, l(0.055000, 0.055000, 0.055000, 0.000000) + mul r5.xyz, |r5.xyzx|, l(0.947867, 0.947867, 0.947867, 0.000000) + log r5.xyz, r5.xyzx + mul r5.xyz, r5.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000) + exp r5.xyz, r5.xyzx + movc r2.xyz, r3.xyzx, r4.xyzx, r5.xyzx + endif + mul r1.xyz, r2.xyzx, cb0[0].wwww +else + if_nz r0.z + mul r1.xyz, r2.xyzx, cb0[0].wwww + ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x + if_z r0.x + ge r0.xzw, l(0.003131, 0.000000, 0.003131, 0.003131), r1.xxyz + mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000) + log r4.xyz, |r1.xyzx| + mul r4.xyz, r4.xyzx, l(0.416667, 0.416667, 0.416667, 0.000000) + exp r4.xyz, r4.xyzx + mad r4.xyz, r4.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000) + movc_sat r1.xyz, r0.xzwx, r3.xyzx, r4.xyzx + endif + else + if_nz r0.y + dp3 r0.x, l(1.660496, -0.587656, -0.072840, 0.000000), r2.xyzx + dp3 r0.y, l(-0.124547, 1.132895, -0.008348, 0.000000), r2.xyzx + dp3 r0.z, l(-0.018154, -0.100597, 1.118751, 0.000000), r2.xyzx + mul r1.xyz, r0.xyzx, cb0[0].wwww + ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x + if_z r0.x + ge r0.xyz, l(0.003131, 0.003131, 0.003131, 0.000000), r1.xyzx + mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 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0, + 61, 10, 135, 63, 61, 10, + 135, 63, 61, 10, 135, 63, + 0, 0, 0, 0, 2, 64, + 0, 0, 174, 71, 97, 189, + 174, 71, 97, 189, 174, 71, + 97, 189, 0, 0, 0, 0, + 55, 32, 0, 9, 114, 0, + 16, 0, 1, 0, 0, 0, + 70, 2, 16, 0, 0, 0, + 0, 0, 70, 2, 16, 0, + 3, 0, 0, 0, 70, 2, + 16, 0, 4, 0, 0, 0, + 21, 0, 0, 1, 18, 0, + 0, 1, 56, 0, 0, 8, + 114, 0, 16, 0, 1, 0, + 0, 0, 70, 2, 16, 0, + 2, 0, 0, 0, 246, 143, + 32, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 21, 0, + 0, 1, 21, 0, 0, 1, + 21, 0, 0, 1, 56, 0, + 0, 7, 242, 32, 16, 0, + 0, 0, 0, 0, 70, 14, + 16, 0, 1, 0, 0, 0, + 70, 30, 16, 0, 2, 0, + 0, 0, 62, 0, 0, 1, + 83, 84, 65, 84, 148, 0, + 0, 0, 126, 0, 0, 0, + 7, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 71, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 9, 0, 0, 0, 11, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 8, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 10, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0 +}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl new file mode 100644 index 0000000..aad7b77 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl @@ -0,0 +1,7 @@ + +#include "D3D11_PixelShader_Common.hlsli" + +float4 main(PixelShaderInput input) : SV_TARGET +{ + return AdvancedPixelShader(input); +} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h new file mode 100644 index 0000000..6658e4d --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h @@ -0,0 +1,284 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 10.1 +// +// +// Buffer Definitions: +// +// cbuffer Constants +// { +// +// float scRGB_output; // Offset: 0 Size: 4 [unused] +// float texture_type; // Offset: 4 Size: 4 [unused] +// float input_type; // Offset: 8 Size: 4 [unused] +// float color_scale; // Offset: 12 Size: 4 +// float tonemap_method; // Offset: 16 Size: 4 [unused] +// float tonemap_factor1; // Offset: 20 Size: 4 [unused] +// float tonemap_factor2; // Offset: 24 Size: 4 [unused] +// float sdr_white_point; // Offset: 28 Size: 4 [unused] +// float4 Yoffset; // Offset: 32 Size: 16 [unused] +// float4 Rcoeff; // Offset: 48 Size: 16 [unused] +// float4 Gcoeff; // Offset: 64 Size: 16 [unused] +// float4 Bcoeff; // Offset: 80 Size: 16 [unused] +// +// } +// +// +// Resource Bindings: +// +// Name Type Format Dim HLSL Bind Count +// ------------------------------ ---------- ------- ----------- -------------- ------ +// Constants cbuffer NA NA cb0 1 +// +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float +// COLOR 0 xyzw 2 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_TARGET 0 xyzw 0 TARGET float xyzw +// +// +// Constant buffer to DX9 shader constant mappings: +// +// Target Reg Buffer Start Reg # of Regs Data Conversion +// ---------- ------- --------- --------- ---------------------- +// c0 cb0 0 1 ( FLT, FLT, FLT, FLT) +// +// +// Level9 shader bytecode: +// + ps_2_0 + dcl t1 + mul r0.xyz, t1, c0.w + mov r0.w, t1.w + mov oC0, r0 + +// approximately 3 instruction slots used +ps_4_0 +dcl_constantbuffer CB0[1], immediateIndexed +dcl_input_ps linear v2.xyzw +dcl_output o0.xyzw +dcl_temps 1 +mov r0.x, cb0[0].w +mov r0.w, l(1.000000) +mul o0.xyzw, r0.xxxw, v2.xyzw +ret +// Approximately 4 instruction slots used +#endif + +const BYTE g_main[] = +{ + 68, 88, 66, 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82, 71, 66, 95, + 111, 117, 116, 112, 117, 116, + 0, 171, 171, 171, 0, 0, + 3, 0, 1, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 116, 101, 120, 116, + 117, 114, 101, 95, 116, 121, + 112, 101, 0, 105, 110, 112, + 117, 116, 95, 116, 121, 112, + 101, 0, 99, 111, 108, 111, + 114, 95, 115, 99, 97, 108, + 101, 0, 116, 111, 110, 101, + 109, 97, 112, 95, 109, 101, + 116, 104, 111, 100, 0, 116, + 111, 110, 101, 109, 97, 112, + 95, 102, 97, 99, 116, 111, + 114, 49, 0, 116, 111, 110, + 101, 109, 97, 112, 95, 102, + 97, 99, 116, 111, 114, 50, + 0, 115, 100, 114, 95, 119, + 104, 105, 116, 101, 95, 112, + 111, 105, 110, 116, 0, 89, + 111, 102, 102, 115, 101, 116, + 0, 171, 1, 0, 3, 0, + 1, 0, 4, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 82, 99, 111, 101, 102, 102, + 0, 71, 99, 111, 101, 102, + 102, 0, 66, 99, 111, 101, + 102, 102, 0, 77, 105, 99, + 114, 111, 115, 111, 102, 116, + 32, 40, 82, 41, 32, 72, + 76, 83, 76, 32, 83, 104, + 97, 100, 101, 114, 32, 67, + 111, 109, 112, 105, 108, 101, + 114, 32, 49, 48, 46, 49, + 0, 171, 171, 171, 73, 83, + 71, 78, 108, 0, 0, 0, + 3, 0, 0, 0, 8, 0, + 0, 0, 80, 0, 0, 0, + 0, 0, 0, 0, 1, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 15, 0, + 0, 0, 92, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 0, 0, 3, 0, + 0, 0, 101, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 2, 0, 0, 0, 15, 15, + 0, 0, 83, 86, 95, 80, + 79, 83, 73, 84, 73, 79, + 78, 0, 84, 69, 88, 67, + 79, 79, 82, 68, 0, 67, + 79, 76, 79, 82, 0, 171, + 79, 83, 71, 78, 44, 0, + 0, 0, 1, 0, 0, 0, + 8, 0, 0, 0, 32, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 3, 0, + 0, 0, 0, 0, 0, 0, + 15, 0, 0, 0, 83, 86, + 95, 84, 65, 82, 71, 69, + 84, 0, 171, 171 +}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl new file mode 100644 index 0000000..5757491 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl @@ -0,0 +1,7 @@ + +#include "D3D11_PixelShader_Common.hlsli" + +float4 main(PixelShaderInput input) : SV_TARGET +{ + return GetOutputColor(1.0) * input.color; +} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli new file mode 100644 index 0000000..b940c0c --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli @@ -0,0 +1,235 @@ + +Texture2D texture0 : register(t0); +Texture2D texture1 : register(t1); +Texture2D texture2 : register(t2); +SamplerState sampler0 : register(s0); + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; +}; + +// These should mirror the definitions in SDL_render_d3d11.c +static const float TONEMAP_NONE = 0; +static const float TONEMAP_LINEAR = 1; +static const float TONEMAP_CHROME = 2; + +static const float TEXTURETYPE_NONE = 0; +static const float TEXTURETYPE_RGB = 1; +static const float TEXTURETYPE_NV12 = 2; +static const float TEXTURETYPE_NV21 = 3; +static const float TEXTURETYPE_YUV = 4; + +static const float INPUTTYPE_UNSPECIFIED = 0; +static const float INPUTTYPE_SRGB = 1; +static const float INPUTTYPE_SCRGB = 2; +static const float INPUTTYPE_HDR10 = 3; + +cbuffer Constants : register(b0) +{ + float scRGB_output; + float texture_type; + float input_type; + float color_scale; + + float tonemap_method; + float tonemap_factor1; + float tonemap_factor2; + float sdr_white_point; + + float4 Yoffset; + float4 Rcoeff; + float4 Gcoeff; + float4 Bcoeff; +}; + +static const float3x3 mat709to2020 = { + { 0.627404, 0.329283, 0.043313 }, + { 0.069097, 0.919541, 0.011362 }, + { 0.016391, 0.088013, 0.895595 } +}; + +static const float3x3 mat2020to709 = { + { 1.660496, -0.587656, -0.072840 }, + { -0.124547, 1.132895, -0.008348 }, + { -0.018154, -0.100597, 1.118751 } +}; + +float sRGBtoLinear(float v) +{ + if (v <= 0.04045) { + v = (v / 12.92); + } else { + v = pow(abs(v + 0.055) / 1.055, 2.4); + } + return v; +} + +float sRGBfromLinear(float v) +{ + if (v <= 0.0031308) { + v = (v * 12.92); + } else { + v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055); + } + return v; +} + +float3 PQtoLinear(float3 v) +{ + const float c1 = 0.8359375; + const float c2 = 18.8515625; + const float c3 = 18.6875; + const float oo_m1 = 1.0 / 0.1593017578125; + const float oo_m2 = 1.0 / 78.84375; + + float3 num = max(pow(abs(v), oo_m2) - c1, 0.0); + float3 den = c2 - c3 * pow(abs(v), oo_m2); + return (10000.0 * pow(abs(num / den), oo_m1) / sdr_white_point); +} + +float3 ApplyTonemap(float3 v) +{ + if (tonemap_method == TONEMAP_LINEAR) { + v *= tonemap_factor1; + } else if (tonemap_method == TONEMAP_CHROME) { + if (input_type == INPUTTYPE_SCRGB) { + // Convert to BT.2020 colorspace for tone mapping + v = mul(mat709to2020, v); + } + + float vmax = max(v.r, max(v.g, v.b)); + if (vmax > 0.0) { + float scale = (1.0 + tonemap_factor1 * vmax) / (1.0 + tonemap_factor2 * vmax); + v *= scale; + } + + if (input_type == INPUTTYPE_SCRGB) { + // Convert to BT.709 colorspace after tone mapping + v = mul(mat2020to709, v); + } + } + return v; +} + +float4 GetInputColor(PixelShaderInput input) +{ + float4 rgba; + + if (texture_type == TEXTURETYPE_NONE) { + rgba = 1.0; + } else if (texture_type == TEXTURETYPE_RGB) { + rgba = texture0.Sample(sampler0, input.tex); + } else if (texture_type == TEXTURETYPE_NV12) { + float3 yuv; + yuv.x = texture0.Sample(sampler0, input.tex).r; + yuv.yz = texture1.Sample(sampler0, input.tex).rg; + + yuv += Yoffset.xyz; + rgba.r = dot(yuv, Rcoeff.xyz); + rgba.g = dot(yuv, Gcoeff.xyz); + rgba.b = dot(yuv, Bcoeff.xyz); + rgba.a = 1.0; + } else if (texture_type == TEXTURETYPE_NV21) { + float3 yuv; + yuv.x = texture0.Sample(sampler0, input.tex).r; + yuv.yz = texture1.Sample(sampler0, input.tex).gr; + + yuv += Yoffset.xyz; + rgba.r = dot(yuv, Rcoeff.xyz); + rgba.g = dot(yuv, Gcoeff.xyz); + rgba.b = dot(yuv, Bcoeff.xyz); + rgba.a = 1.0; + } else if (texture_type == TEXTURETYPE_YUV) { + float3 yuv; + yuv.x = texture0.Sample(sampler0, input.tex).r; + yuv.y = texture1.Sample(sampler0, input.tex).r; + yuv.z = texture2.Sample(sampler0, input.tex).r; + + yuv += Yoffset.xyz; + rgba.r = dot(yuv, Rcoeff.xyz); + rgba.g = dot(yuv, Gcoeff.xyz); + rgba.b = dot(yuv, Bcoeff.xyz); + rgba.a = 1.0; + } else { + // Error! + rgba.r = 1.0; + rgba.g = 0.0; + rgba.b = 0.0; + rgba.a = 1.0; + } + return rgba; +} + +float4 GetOutputColor(float4 rgba) +{ + float4 output; + + output.rgb = rgba.rgb * color_scale; + output.a = rgba.a; + + return output; +} + +float3 GetOutputColorFromSRGB(float3 rgb) +{ + float3 output; + + if (scRGB_output) { + rgb.r = sRGBtoLinear(rgb.r); + rgb.g = sRGBtoLinear(rgb.g); + rgb.b = sRGBtoLinear(rgb.b); + } + + output.rgb = rgb * color_scale; + + return output; +} + +float3 GetOutputColorFromLinear(float3 rgb) +{ + float3 output; + + output.rgb = rgb * color_scale; + + if (!scRGB_output) { + output.r = sRGBfromLinear(output.r); + output.g = sRGBfromLinear(output.g); + output.b = sRGBfromLinear(output.b); + output.rgb = saturate(output.rgb); + } + + return output; +} + +float4 AdvancedPixelShader(PixelShaderInput input) +{ + float4 rgba = GetInputColor(input); + float4 output; + + if (input_type == INPUTTYPE_HDR10) { + rgba.rgb = PQtoLinear(rgba.rgb); + } + + if (tonemap_method != TONEMAP_NONE) { + rgba.rgb = ApplyTonemap(rgba.rgb); + } + + if (input_type == INPUTTYPE_SRGB) { + output.rgb = GetOutputColorFromSRGB(rgba.rgb); + output.a = rgba.a; + } else if (input_type == INPUTTYPE_SCRGB) { + output.rgb = GetOutputColorFromLinear(rgba.rgb); + output.a = rgba.a; + } else if (input_type == INPUTTYPE_HDR10) { + rgba.rgb = mul(mat2020to709, rgba.rgb); + output.rgb = GetOutputColorFromLinear(rgba.rgb); + output.a = rgba.a; + } else { + output = GetOutputColor(rgba); + } + + return output * input.color; +} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h new file mode 100644 index 0000000..996cac6 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h @@ -0,0 +1,332 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 10.1 +// +// +// Buffer Definitions: +// +// cbuffer Constants +// { +// +// float scRGB_output; // Offset: 0 Size: 4 [unused] +// float texture_type; // Offset: 4 Size: 4 [unused] +// float input_type; // Offset: 8 Size: 4 [unused] +// float color_scale; // Offset: 12 Size: 4 +// float tonemap_method; // Offset: 16 Size: 4 [unused] +// float tonemap_factor1; // Offset: 20 Size: 4 [unused] +// float tonemap_factor2; // Offset: 24 Size: 4 [unused] +// float sdr_white_point; // Offset: 28 Size: 4 [unused] +// float4 Yoffset; // Offset: 32 Size: 16 [unused] +// float4 Rcoeff; // Offset: 48 Size: 16 [unused] +// float4 Gcoeff; // Offset: 64 Size: 16 [unused] +// float4 Bcoeff; // Offset: 80 Size: 16 [unused] +// +// } +// +// +// Resource Bindings: +// +// Name Type Format Dim HLSL Bind Count +// ------------------------------ ---------- ------- ----------- -------------- ------ +// theSampler sampler NA NA s0 1 +// theTexture texture float4 2d t0 1 +// Constants cbuffer NA NA cb0 1 +// +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// COLOR 0 xyzw 2 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_TARGET 0 xyzw 0 TARGET float xyzw +// +// +// Constant buffer to DX9 shader constant mappings: +// +// Target Reg Buffer Start Reg # of Regs Data Conversion +// ---------- ------- --------- --------- ---------------------- +// c0 cb0 0 1 ( FLT, FLT, FLT, FLT) +// +// +// Sampler/Resource to DX9 shader sampler mappings: +// +// Target Sampler Source Sampler Source Resource +// -------------- --------------- ---------------- +// s0 s0 t0 +// +// +// Level9 shader bytecode: +// + ps_2_0 + dcl t0.xy + dcl t1 + dcl_2d s0 + texld r0, t0, s0 + mul r0.xyz, r0, c0.w + mul r0, r0, t1 + mov oC0, r0 + +// approximately 4 instruction slots used (1 texture, 3 arithmetic) +ps_4_0 +dcl_constantbuffer CB0[1], immediateIndexed +dcl_sampler s0, mode_default +dcl_resource_texture2d (float,float,float,float) t0 +dcl_input_ps linear v1.xy +dcl_input_ps linear v2.xyzw +dcl_output o0.xyzw +dcl_temps 1 +sample r0.xyzw, v1.xyxx, t0.xyzw, s0 +mul r0.xyz, r0.xyzx, cb0[0].wwww +mul o0.xyzw, r0.xyzw, v2.xyzw +ret +// Approximately 4 instruction slots used +#endif + +const BYTE g_main[] = +{ + 68, 88, 66, 67, 8, 152, + 224, 210, 182, 254, 37, 89, + 68, 213, 13, 174, 95, 42, + 2, 11, 1, 0, 0, 0, + 132, 5, 0, 0, 6, 0, + 0, 0, 56, 0, 0, 0, + 220, 0, 0, 0, 168, 1, + 0, 0, 36, 2, 0, 0, + 220, 4, 0, 0, 80, 5, + 0, 0, 65, 111, 110, 57, + 156, 0, 0, 0, 156, 0, + 0, 0, 0, 2, 255, 255, + 104, 0, 0, 0, 52, 0, + 0, 0, 1, 0, 40, 0, + 0, 0, 52, 0, 0, 0, + 52, 0, 1, 0, 36, 0, + 0, 0, 52, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 2, 255, 255, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 128, 1, 0, 15, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 66, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 176, + 0, 8, 228, 160, 5, 0, + 0, 3, 0, 0, 7, 128, + 0, 0, 228, 128, 0, 0, + 255, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 128, 1, 0, 228, 176, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0, 83, 72, + 68, 82, 196, 0, 0, 0, + 64, 0, 0, 0, 49, 0, + 0, 0, 89, 0, 0, 4, + 70, 142, 32, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 90, 0, 0, 3, 0, 96, + 16, 0, 0, 0, 0, 0, + 88, 24, 0, 4, 0, 112, + 16, 0, 0, 0, 0, 0, + 85, 85, 0, 0, 98, 16, + 0, 3, 50, 16, 16, 0, + 1, 0, 0, 0, 98, 16, + 0, 3, 242, 16, 16, 0, + 2, 0, 0, 0, 101, 0, + 0, 3, 242, 32, 16, 0, + 0, 0, 0, 0, 104, 0, + 0, 2, 1, 0, 0, 0, + 69, 0, 0, 9, 242, 0, + 16, 0, 0, 0, 0, 0, + 70, 16, 16, 0, 1, 0, + 0, 0, 70, 126, 16, 0, + 0, 0, 0, 0, 0, 96, + 16, 0, 0, 0, 0, 0, + 56, 0, 0, 8, 114, 0, + 16, 0, 0, 0, 0, 0, + 70, 2, 16, 0, 0, 0, + 0, 0, 246, 143, 32, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 56, 0, 0, 7, + 242, 32, 16, 0, 0, 0, + 0, 0, 70, 14, 16, 0, + 0, 0, 0, 0, 70, 30, + 16, 0, 2, 0, 0, 0, + 62, 0, 0, 1, 83, 84, + 65, 84, 116, 0, 0, 0, + 4, 0, 0, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 2, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 82, 68, 69, 70, + 176, 2, 0, 0, 1, 0, + 0, 0, 156, 0, 0, 0, + 3, 0, 0, 0, 28, 0, + 0, 0, 0, 4, 255, 255, + 0, 1, 0, 0, 133, 2, + 0, 0, 124, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 1, 0, 0, 0, 135, 0, + 0, 0, 2, 0, 0, 0, + 5, 0, 0, 0, 4, 0, + 0, 0, 255, 255, 255, 255, + 0, 0, 0, 0, 1, 0, + 0, 0, 13, 0, 0, 0, + 146, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 1, 0, + 0, 0, 116, 104, 101, 83, + 97, 109, 112, 108, 101, 114, + 0, 116, 104, 101, 84, 101, + 120, 116, 117, 114, 101, 0, + 67, 111, 110, 115, 116, 97, + 110, 116, 115, 0, 146, 0, + 0, 0, 12, 0, 0, 0, + 180, 0, 0, 0, 96, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 212, 1, + 0, 0, 0, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 244, 1, + 0, 0, 4, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 1, 2, + 0, 0, 8, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 12, 2, + 0, 0, 12, 0, 0, 0, + 4, 0, 0, 0, 2, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 24, 2, + 0, 0, 16, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 39, 2, + 0, 0, 20, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 55, 2, + 0, 0, 24, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 71, 2, + 0, 0, 28, 0, 0, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 228, 1, 0, 0, + 0, 0, 0, 0, 87, 2, + 0, 0, 32, 0, 0, 0, + 16, 0, 0, 0, 0, 0, + 0, 0, 96, 2, 0, 0, + 0, 0, 0, 0, 112, 2, + 0, 0, 48, 0, 0, 0, + 16, 0, 0, 0, 0, 0, + 0, 0, 96, 2, 0, 0, + 0, 0, 0, 0, 119, 2, + 0, 0, 64, 0, 0, 0, + 16, 0, 0, 0, 0, 0, + 0, 0, 96, 2, 0, 0, + 0, 0, 0, 0, 126, 2, + 0, 0, 80, 0, 0, 0, + 16, 0, 0, 0, 0, 0, + 0, 0, 96, 2, 0, 0, + 0, 0, 0, 0, 115, 99, + 82, 71, 66, 95, 111, 117, + 116, 112, 117, 116, 0, 171, + 171, 171, 0, 0, 3, 0, + 1, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 116, 101, 120, 116, 117, 114, + 101, 95, 116, 121, 112, 101, + 0, 105, 110, 112, 117, 116, + 95, 116, 121, 112, 101, 0, + 99, 111, 108, 111, 114, 95, + 115, 99, 97, 108, 101, 0, + 116, 111, 110, 101, 109, 97, + 112, 95, 109, 101, 116, 104, + 111, 100, 0, 116, 111, 110, + 101, 109, 97, 112, 95, 102, + 97, 99, 116, 111, 114, 49, + 0, 116, 111, 110, 101, 109, + 97, 112, 95, 102, 97, 99, + 116, 111, 114, 50, 0, 115, + 100, 114, 95, 119, 104, 105, + 116, 101, 95, 112, 111, 105, + 110, 116, 0, 89, 111, 102, + 102, 115, 101, 116, 0, 171, + 1, 0, 3, 0, 1, 0, + 4, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 82, 99, + 111, 101, 102, 102, 0, 71, + 99, 111, 101, 102, 102, 0, + 66, 99, 111, 101, 102, 102, + 0, 77, 105, 99, 114, 111, + 115, 111, 102, 116, 32, 40, + 82, 41, 32, 72, 76, 83, + 76, 32, 83, 104, 97, 100, + 101, 114, 32, 67, 111, 109, + 112, 105, 108, 101, 114, 32, + 49, 48, 46, 49, 0, 171, + 171, 171, 73, 83, 71, 78, + 108, 0, 0, 0, 3, 0, + 0, 0, 8, 0, 0, 0, + 80, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 15, 0, 0, 0, + 92, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 1, 0, + 0, 0, 3, 3, 0, 0, + 101, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 2, 0, + 0, 0, 15, 15, 0, 0, + 83, 86, 95, 80, 79, 83, + 73, 84, 73, 79, 78, 0, + 84, 69, 88, 67, 79, 79, + 82, 68, 0, 67, 79, 76, + 79, 82, 0, 171, 79, 83, + 71, 78, 44, 0, 0, 0, + 1, 0, 0, 0, 8, 0, + 0, 0, 32, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 15, 0, + 0, 0, 83, 86, 95, 84, + 65, 82, 71, 69, 84, 0, + 171, 171 +}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl new file mode 100644 index 0000000..f2ecf18 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl @@ -0,0 +1,9 @@ +Texture2D theTexture : register(t0); +SamplerState theSampler : register(s0); + +#include "D3D11_PixelShader_Common.hlsli" + +float4 main(PixelShaderInput input) : SV_TARGET +{ + return GetOutputColor(theTexture.Sample(theSampler, input.tex)) * input.color; +} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h new file mode 100644 index 0000000..97beaa3 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h @@ -0,0 +1,339 @@ +#if 0 +// +// Generated by Microsoft (R) HLSL Shader Compiler 10.1 +// +// +// Buffer Definitions: +// +// cbuffer VertexShaderConstants +// { +// +// row_major float4x4 model; // Offset: 0 Size: 64 +// row_major float4x4 projectionAndView;// Offset: 64 Size: 64 +// +// } +// +// +// Resource Bindings: +// +// Name Type Format Dim HLSL Bind Count +// ------------------------------ ---------- ------- ----------- -------------- ------ +// VertexShaderConstants cbuffer NA NA cb0 1 +// +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xyz 0 NONE float xyz +// TEXCOORD 0 xy 1 NONE float xy +// COLOR 0 xyzw 2 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float xyzw +// TEXCOORD 0 xy 1 NONE float xy +// COLOR 0 xyzw 2 NONE float xyzw +// +// +// Constant buffer to DX9 shader constant mappings: +// +// Target Reg Buffer Start Reg # of Regs Data Conversion +// ---------- ------- --------- --------- ---------------------- +// c1 cb0 0 8 ( FLT, FLT, FLT, FLT) +// +// +// Runtime generated constant mappings: +// +// Target Reg Constant Description +// ---------- -------------------------------------------------- +// c0 Vertex Shader position offset +// +// +// Level9 shader bytecode: +// + vs_2_0 + dcl_texcoord v0 + dcl_texcoord1 v1 + dcl_texcoord2 v2 + mul r0, v0.y, c2 + mad r0, v0.x, c1, r0 + mad r0, v0.z, c3, r0 + add r0, r0, c4 + mul r1, r0.y, c6 + mad r1, r0.x, c5, r1 + mad r1, r0.z, c7, r1 + mad r0, r0.w, c8, r1 + mad oPos.xy, r0.w, c0, r0 + mov oPos.zw, r0 + mov oT0.xy, v1 + mov oT1, v2 + +// approximately 12 instruction slots used +vs_4_0 +dcl_constantbuffer CB0[8], immediateIndexed +dcl_input v0.xyz +dcl_input v1.xy +dcl_input v2.xyzw +dcl_output_siv o0.xyzw, position +dcl_output o1.xy +dcl_output o2.xyzw +dcl_temps 2 +mul r0.xyzw, v0.yyyy, cb0[1].xyzw +mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw +mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw +add r0.xyzw, r0.xyzw, cb0[3].xyzw +mul r1.xyzw, r0.yyyy, cb0[5].xyzw +mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw +mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw +mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw +mov o1.xy, v1.xyxx +mov o2.xyzw, v2.xyzw +ret +// Approximately 11 instruction slots used +#endif + +const BYTE g_main[] = +{ + 68, 88, 66, 67, 152, 172, + 81, 45, 198, 200, 12, 38, + 143, 4, 178, 228, 158, 175, + 169, 64, 1, 0, 0, 0, + 140, 5, 0, 0, 6, 0, + 0, 0, 56, 0, 0, 0, + 108, 1, 0, 0, 52, 3, + 0, 0, 176, 3, 0, 0, + 168, 4, 0, 0, 24, 5, + 0, 0, 65, 111, 110, 57, + 44, 1, 0, 0, 44, 1, + 0, 0, 0, 2, 254, 255, + 248, 0, 0, 0, 52, 0, + 0, 0, 1, 0, 36, 0, + 0, 0, 48, 0, 0, 0, + 48, 0, 0, 0, 36, 0, + 1, 0, 48, 0, 0, 0, + 0, 0, 8, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 2, 254, 255, + 31, 0, 0, 2, 5, 0, + 0, 128, 0, 0, 15, 144, + 31, 0, 0, 2, 5, 0, + 1, 128, 1, 0, 15, 144, + 31, 0, 0, 2, 5, 0, + 2, 128, 2, 0, 15, 144, + 5, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 85, 144, + 2, 0, 228, 160, 4, 0, + 0, 4, 0, 0, 15, 128, + 0, 0, 0, 144, 1, 0, + 228, 160, 0, 0, 228, 128, + 4, 0, 0, 4, 0, 0, + 15, 128, 0, 0, 170, 144, + 3, 0, 228, 160, 0, 0, + 228, 128, 2, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 128, 4, 0, 228, 160, + 5, 0, 0, 3, 1, 0, + 15, 128, 0, 0, 85, 128, + 6, 0, 228, 160, 4, 0, + 0, 4, 1, 0, 15, 128, + 0, 0, 0, 128, 5, 0, + 228, 160, 1, 0, 228, 128, + 4, 0, 0, 4, 1, 0, + 15, 128, 0, 0, 170, 128, + 7, 0, 228, 160, 1, 0, + 228, 128, 4, 0, 0, 4, + 0, 0, 15, 128, 0, 0, + 255, 128, 8, 0, 228, 160, + 1, 0, 228, 128, 4, 0, + 0, 4, 0, 0, 3, 192, + 0, 0, 255, 128, 0, 0, + 228, 160, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 12, 192, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 3, 224, 1, 0, 228, 144, + 1, 0, 0, 2, 1, 0, + 15, 224, 2, 0, 228, 144, + 255, 255, 0, 0, 83, 72, + 68, 82, 192, 1, 0, 0, + 64, 0, 1, 0, 112, 0, + 0, 0, 89, 0, 0, 4, + 70, 142, 32, 0, 0, 0, + 0, 0, 8, 0, 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100644 index 0000000..63e5172 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl @@ -0,0 +1,38 @@ +#pragma pack_matrix( row_major ) + +cbuffer VertexShaderConstants : register(b0) +{ + matrix model; + matrix projectionAndView; +}; + +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, projectionAndView); + output.pos = pos; + + // Pass through texture coordinates and color values without transformation + output.tex = input.tex; + output.color = input.color; + + return output; +} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c new file mode 100644 index 0000000..dc1a722 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c @@ -0,0 +1,2767 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 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_internal.h" + +#ifdef SDL_VIDEO_RENDER_D3D11 + +#define COBJMACROS +#include "../../core/windows/SDL_windows.h" +#include "../../video/windows/SDL_windowswindow.h" +#include "../SDL_sysrender.h" +#include "../SDL_d3dmath.h" +#include "../../video/SDL_pixels_c.h" + +#include +#include +#include + +#include "SDL_shaders_d3d11.h" + +#if defined(_MSC_VER) && !defined(__clang__) +#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str +#else +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str +#endif + +#define SAFE_RELEASE(X) \ + if ((X)) { \ + IUnknown_Release(SDL_static_cast(IUnknown *, X)); \ + X = NULL; \ + } + +/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when + !!! FIXME: textures are needed. */ + +// Sampler types +typedef enum +{ + D3D11_SAMPLER_NEAREST_CLAMP, + D3D11_SAMPLER_NEAREST_WRAP, + D3D11_SAMPLER_LINEAR_CLAMP, + D3D11_SAMPLER_LINEAR_WRAP, + D3D11_SAMPLER_COUNT +} D3D11_Sampler; + +// Vertex shader, common values +typedef struct +{ + Float4X4 model; + Float4X4 projectionAndView; +} D3D11_VertexShaderConstants; + +// These should mirror the definitions in D3D11_PixelShader_Common.hlsli +//static const float TONEMAP_NONE = 0; +//static const float TONEMAP_LINEAR = 1; +static const float TONEMAP_CHROME = 2; + +//static const float TEXTURETYPE_NONE = 0; +static const float TEXTURETYPE_RGB = 1; +static const float TEXTURETYPE_NV12 = 2; +static const float TEXTURETYPE_NV21 = 3; +static const float TEXTURETYPE_YUV = 4; + +static const float INPUTTYPE_UNSPECIFIED = 0; +static const float INPUTTYPE_SRGB = 1; +static const float INPUTTYPE_SCRGB = 2; +static const float INPUTTYPE_HDR10 = 3; + +typedef struct +{ + float scRGB_output; + float texture_type; + float input_type; + float color_scale; + + float tonemap_method; + float tonemap_factor1; + float tonemap_factor2; + float sdr_white_point; + + float YCbCr_matrix[16]; +} D3D11_PixelShaderConstants; + +typedef struct +{ + ID3D11Buffer *constants; + D3D11_PixelShaderConstants shader_constants; +} D3D11_PixelShaderState; + +// Per-vertex data +typedef struct +{ + Float2 pos; + Float2 tex; + SDL_FColor color; +} D3D11_VertexPositionColor; + +// Per-texture data +typedef struct +{ + int w, h; + ID3D11Texture2D *mainTexture; + ID3D11ShaderResourceView *mainTextureResourceView; + ID3D11RenderTargetView *mainTextureRenderTargetView; + ID3D11Texture2D *stagingTexture; + int lockedTexturePositionX; + int lockedTexturePositionY; + D3D11_FILTER scaleMode; + D3D11_Shader shader; + const float *YCbCr_matrix; +#ifdef SDL_HAVE_YUV + // YV12 texture support + bool yuv; + ID3D11Texture2D *mainTextureU; + ID3D11ShaderResourceView *mainTextureResourceViewU; + ID3D11Texture2D *mainTextureV; + ID3D11ShaderResourceView *mainTextureResourceViewV; + + // NV12 texture support + bool nv12; + ID3D11ShaderResourceView *mainTextureResourceViewNV; + + Uint8 *pixels; + int pitch; + SDL_Rect locked_rect; +#endif +} D3D11_TextureData; + +// Blend mode data +typedef struct +{ + SDL_BlendMode blendMode; + ID3D11BlendState *blendState; +} D3D11_BlendMode; + +// Private renderer data +typedef struct +{ + SDL_SharedObject *hDXGIMod; + SDL_SharedObject *hD3D11Mod; + IDXGIFactory2 *dxgiFactory; + IDXGIAdapter *dxgiAdapter; + IDXGIDebug *dxgiDebug; + ID3D11Device1 *d3dDevice; + ID3D11DeviceContext1 *d3dContext; + IDXGISwapChain1 *swapChain; + DXGI_SWAP_EFFECT swapEffect; + UINT syncInterval; + UINT presentFlags; + ID3D11RenderTargetView *mainRenderTargetView; + ID3D11RenderTargetView *currentOffscreenRenderTargetView; + ID3D11InputLayout *inputLayout; + ID3D11Buffer *vertexBuffers[8]; + size_t vertexBufferSizes[8]; + ID3D11VertexShader *vertexShader; + ID3D11PixelShader *pixelShaders[NUM_SHADERS]; + int blendModesCount; + D3D11_BlendMode *blendModes; + ID3D11SamplerState *samplers[D3D11_SAMPLER_COUNT]; + D3D_FEATURE_LEVEL featureLevel; + bool pixelSizeChanged; + + // Rasterizers + ID3D11RasterizerState *mainRasterizer; + ID3D11RasterizerState *clippedRasterizer; + + // Vertex buffer constants + D3D11_VertexShaderConstants vertexShaderConstantsData; + ID3D11Buffer *vertexShaderConstants; + + // Cached renderer properties + DXGI_MODE_ROTATION rotation; + ID3D11RenderTargetView *currentRenderTargetView; + ID3D11RasterizerState *currentRasterizerState; + ID3D11BlendState *currentBlendState; + D3D11_Shader currentShader; + D3D11_PixelShaderState currentShaderState[NUM_SHADERS]; + ID3D11ShaderResourceView *currentShaderResource; + ID3D11SamplerState *currentSampler; + bool cliprectDirty; + bool currentCliprectEnabled; + SDL_Rect currentCliprect; + SDL_Rect currentViewport; + int currentViewportRotation; + bool viewportDirty; + Float4X4 identity; + int currentVertexBuffer; +} D3D11_RenderData; + +// Define D3D GUIDs here so we don't have to include uuid.lib. + +#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wunused-const-variable" +#endif + +static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; +static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; +static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; +static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; +static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; +static const GUID SDL_IID_IDXGISwapChain2 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; +static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; +static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; +static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; + +#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA +#pragma GCC diagnostic pop +#endif + +SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) +{ + switch (dxgiFormat) { + case DXGI_FORMAT_B8G8R8A8_UNORM: + case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: + return SDL_PIXELFORMAT_ARGB8888; + case DXGI_FORMAT_R8G8B8A8_UNORM: + case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: + return SDL_PIXELFORMAT_ABGR8888; + case DXGI_FORMAT_B8G8R8X8_UNORM: + case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: + return SDL_PIXELFORMAT_XRGB8888; + case DXGI_FORMAT_R10G10B10A2_UNORM: + return SDL_PIXELFORMAT_ABGR2101010; + case DXGI_FORMAT_R16G16B16A16_FLOAT: + return SDL_PIXELFORMAT_RGBA64_FLOAT; + default: + return SDL_PIXELFORMAT_UNKNOWN; + } +} + +static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) +{ + switch (format) { + case SDL_PIXELFORMAT_RGBA64_FLOAT: + return DXGI_FORMAT_R16G16B16A16_FLOAT; + case SDL_PIXELFORMAT_ABGR2101010: + return DXGI_FORMAT_R10G10B10A2_UNORM; + case SDL_PIXELFORMAT_ARGB8888: + if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; + } + return DXGI_FORMAT_B8G8R8A8_UNORM; + case SDL_PIXELFORMAT_ABGR8888: + if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + } + return DXGI_FORMAT_R8G8B8A8_UNORM; + case SDL_PIXELFORMAT_XRGB8888: + if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; + } + return DXGI_FORMAT_B8G8R8X8_UNORM; + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + return DXGI_FORMAT_R8_UNORM; + case SDL_PIXELFORMAT_NV12: + case SDL_PIXELFORMAT_NV21: + return DXGI_FORMAT_NV12; + case SDL_PIXELFORMAT_P010: + return DXGI_FORMAT_P010; + default: + return DXGI_FORMAT_UNKNOWN; + } +} + +static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) +{ + switch (format) { + case SDL_PIXELFORMAT_RGBA64_FLOAT: + return DXGI_FORMAT_R16G16B16A16_FLOAT; + case SDL_PIXELFORMAT_ABGR2101010: + return DXGI_FORMAT_R10G10B10A2_UNORM; + case SDL_PIXELFORMAT_ARGB8888: + if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; + } + return DXGI_FORMAT_B8G8R8A8_UNORM; + case SDL_PIXELFORMAT_ABGR8888: + if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + } + return DXGI_FORMAT_R8G8B8A8_UNORM; + case SDL_PIXELFORMAT_XRGB8888: + if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; + } + return DXGI_FORMAT_B8G8R8X8_UNORM; + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + case SDL_PIXELFORMAT_NV12: // For the Y texture + case SDL_PIXELFORMAT_NV21: // For the Y texture + return DXGI_FORMAT_R8_UNORM; + case SDL_PIXELFORMAT_P010: // For the Y texture + return DXGI_FORMAT_R16_UNORM; + default: + return DXGI_FORMAT_UNKNOWN; + } +} + +static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); + +static void D3D11_ReleaseAll(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + + // Release all textures + for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { + D3D11_DestroyTexture(renderer, texture); + } + + // Release/reset everything else + if (data) { + int i; + + // Make sure the swap chain is fully released + if (data->d3dContext) { + ID3D11DeviceContext_ClearState(data->d3dContext); + ID3D11DeviceContext_Flush(data->d3dContext); + } + + SAFE_RELEASE(data->vertexShaderConstants); + SAFE_RELEASE(data->clippedRasterizer); + SAFE_RELEASE(data->mainRasterizer); + for (i = 0; i < SDL_arraysize(data->samplers); ++i) { + SAFE_RELEASE(data->samplers[i]); + } + + if (data->blendModesCount > 0) { + for (i = 0; i < data->blendModesCount; ++i) { + SAFE_RELEASE(data->blendModes[i].blendState); + } + SDL_free(data->blendModes); + data->blendModes = NULL; + data->blendModesCount = 0; + } + for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { + SAFE_RELEASE(data->pixelShaders[i]); + } + for (i = 0; i < SDL_arraysize(data->currentShaderState); ++i) { + SAFE_RELEASE(data->currentShaderState[i].constants); + } + SAFE_RELEASE(data->vertexShader); + for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { + SAFE_RELEASE(data->vertexBuffers[i]); + } + SAFE_RELEASE(data->inputLayout); + SAFE_RELEASE(data->mainRenderTargetView); + SAFE_RELEASE(data->swapChain); + + SAFE_RELEASE(data->d3dContext); + SAFE_RELEASE(data->d3dDevice); + SAFE_RELEASE(data->dxgiAdapter); + SAFE_RELEASE(data->dxgiFactory); + + data->swapEffect = (DXGI_SWAP_EFFECT)0; + data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED; + data->currentOffscreenRenderTargetView = NULL; + data->currentRenderTargetView = NULL; + data->currentRasterizerState = NULL; + data->currentBlendState = NULL; + data->currentShader = SHADER_NONE; + SDL_zero(data->currentShaderState); + data->currentShaderResource = NULL; + data->currentSampler = NULL; + + // Check for any leaks if in debug mode + if (data->dxgiDebug) { + DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); + IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); + SAFE_RELEASE(data->dxgiDebug); + } + + /* 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->internal; + if (data) { + D3D11_ReleaseAll(renderer); + SDL_free(data); + } +} + +static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) +{ + switch (factor) { + case SDL_BLENDFACTOR_ZERO: + return D3D11_BLEND_ZERO; + case SDL_BLENDFACTOR_ONE: + return D3D11_BLEND_ONE; + case SDL_BLENDFACTOR_SRC_COLOR: + return D3D11_BLEND_SRC_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: + return D3D11_BLEND_INV_SRC_COLOR; + case SDL_BLENDFACTOR_SRC_ALPHA: + return D3D11_BLEND_SRC_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: + return D3D11_BLEND_INV_SRC_ALPHA; + case SDL_BLENDFACTOR_DST_COLOR: + return D3D11_BLEND_DEST_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: + return D3D11_BLEND_INV_DEST_COLOR; + case SDL_BLENDFACTOR_DST_ALPHA: + return D3D11_BLEND_DEST_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: + return D3D11_BLEND_INV_DEST_ALPHA; + default: + return (D3D11_BLEND)0; + } +} + +static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) +{ + switch (operation) { + case SDL_BLENDOPERATION_ADD: + return D3D11_BLEND_OP_ADD; + case SDL_BLENDOPERATION_SUBTRACT: + return D3D11_BLEND_OP_SUBTRACT; + case SDL_BLENDOPERATION_REV_SUBTRACT: + return D3D11_BLEND_OP_REV_SUBTRACT; + case SDL_BLENDOPERATION_MINIMUM: + return D3D11_BLEND_OP_MIN; + case SDL_BLENDOPERATION_MAXIMUM: + return D3D11_BLEND_OP_MAX; + default: + return (D3D11_BLEND_OP)0; + } +} + +static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + ID3D11BlendState *blendState = NULL; + D3D11_BlendMode *blendModes; + HRESULT result = S_OK; + + D3D11_BLEND_DESC blendDesc; + SDL_zero(blendDesc); + blendDesc.AlphaToCoverageEnable = FALSE; + blendDesc.IndependentBlendEnable = FALSE; + blendDesc.RenderTarget[0].BlendEnable = TRUE; + blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); + blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); + blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); + blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); + blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); + blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); + blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result); + return NULL; + } + + blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes)); + if (!blendModes) { + SAFE_RELEASE(blendState); + return NULL; + } + blendModes[data->blendModesCount].blendMode = blendMode; + blendModes[data->blendModesCount].blendState = blendState; + data->blendModes = blendModes; + ++data->blendModesCount; + + return blendState; +} + +// Create resources that depend on the device. +static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer) +{ + typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); + typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY2)(UINT flags, REFIID riid, void **ppFactory); + PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc = NULL; + PFN_CREATE_DXGI_FACTORY2 CreateDXGIFactory2Func = NULL; + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; + ID3D11Device *d3dDevice = NULL; + ID3D11DeviceContext *d3dContext = NULL; + IDXGIDevice1 *dxgiDevice = NULL; + HRESULT result = S_OK; + UINT creationFlags = 0; + bool createDebug; + + /* This array defines the set of DirectX hardware feature levels this app will support. + * Note the ordering should be preserved. + * Don't forget to declare your application's minimum required feature level in its + * description. All applications are assumed to support 9.1 unless otherwise stated. + */ + D3D_FEATURE_LEVEL featureLevels[] = { + D3D_FEATURE_LEVEL_11_1, + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_10_1, + D3D_FEATURE_LEVEL_10_0, + D3D_FEATURE_LEVEL_9_3, + D3D_FEATURE_LEVEL_9_2, + D3D_FEATURE_LEVEL_9_1 + }; + + D3D11_BUFFER_DESC constantBufferDesc; + D3D11_SAMPLER_DESC samplerDesc; + D3D11_RASTERIZER_DESC rasterDesc; + + // See if we need debug interfaces + createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); + + data->hDXGIMod = SDL_LoadObject("dxgi.dll"); + if (!data->hDXGIMod) { + result = E_FAIL; + goto done; + } + + CreateDXGIFactory2Func = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); + if (!CreateDXGIFactory2Func) { + CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory"); + if (!CreateDXGIFactoryFunc) { + result = E_FAIL; + goto done; + } + } + + data->hD3D11Mod = SDL_LoadObject("d3d11.dll"); + if (!data->hD3D11Mod) { + result = E_FAIL; + goto done; + } + + D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice"); + if (!D3D11CreateDeviceFunc) { + result = E_FAIL; + goto done; + } + + if (createDebug) { +#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ + IDXGIInfoQueue *dxgiInfoQueue = NULL; + PFN_CREATE_DXGI_FACTORY2 DXGIGetDebugInterfaceFunc; + + // If the debug hint is set, also create the DXGI factory in debug mode + DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); + if (!DXGIGetDebugInterfaceFunc) { + result = E_FAIL; + goto done; + } + + result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); + goto done; + } + + result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); + goto done; + } + + IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); + IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); + SAFE_RELEASE(dxgiInfoQueue); +#endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ + creationFlags = DXGI_CREATE_FACTORY_DEBUG; + } + + if (CreateDXGIFactory2Func) { + result = CreateDXGIFactory2Func(creationFlags, &SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); + } else { + result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); + } + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); + goto done; + } + + // FIXME: Should we use the default adapter? + result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); + goto done; + } + + /* This flag adds support for surfaces with a different color channel ordering + * than the API default. It is required for compatibility with Direct2D. + */ + creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + + // Make sure Direct3D's debugging feature gets used, if the app requests it. + if (createDebug) { + creationFlags |= D3D11_CREATE_DEVICE_DEBUG; + } + + // Create a single-threaded device unless the app requests otherwise. + if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { + creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; + } + + // Create the Direct3D 11 API device object and a corresponding context. + result = D3D11CreateDeviceFunc( + data->dxgiAdapter, + D3D_DRIVER_TYPE_UNKNOWN, + NULL, + creationFlags, // Set set debug and Direct2D compatibility flags. + featureLevels, // List of feature levels this app can support. + SDL_arraysize(featureLevels), + D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. + &d3dDevice, // Returns the Direct3D device created. + &data->featureLevel, // Returns feature level of device created. + &d3dContext // Returns the device immediate context. + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); + goto done; + } + + result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result); + goto done; + } + + result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result); + goto done; + } + + result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result); + goto done; + } + + /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and + * ensures that the application will only render after each VSync, minimizing power consumption. + */ + result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result); + goto done; + } + + /* Make note of the maximum texture size + * Max texture sizes are documented on MSDN, at: + * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx + */ + switch (data->featureLevel) { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); + break; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 8192); + break; + + case D3D_FEATURE_LEVEL_9_3: + SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 4096); + break; + + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 2048); + break; + + default: + SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel); + result = E_FAIL; + goto done; + } + + if (!D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout)) { + goto done; + } + + // Setup space to hold vertex shader constants: + SDL_zero(constantBufferDesc); + constantBufferDesc.ByteWidth = sizeof(D3D11_VertexShaderConstants); + constantBufferDesc.Usage = D3D11_USAGE_DEFAULT; + constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + result = ID3D11Device_CreateBuffer(data->d3dDevice, + &constantBufferDesc, + NULL, + &data->vertexShaderConstants); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result); + goto done; + } + + // Create samplers to use when drawing textures: + static struct + { + D3D11_FILTER filter; + D3D11_TEXTURE_ADDRESS_MODE address; + } samplerParams[] = { + { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP }, + { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP }, + { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP }, + { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP }, + }; + SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D11_SAMPLER_COUNT); + SDL_zero(samplerDesc); + samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + samplerDesc.MipLODBias = 0.0f; + samplerDesc.MaxAnisotropy = 1; + samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + samplerDesc.MinLOD = 0.0f; + samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; + for (int i = 0; i < SDL_arraysize(samplerParams); ++i) { + samplerDesc.Filter = samplerParams[i].filter; + samplerDesc.AddressU = samplerParams[i].address; + samplerDesc.AddressV = samplerParams[i].address; + result = ID3D11Device_CreateSamplerState(data->d3dDevice, + &samplerDesc, + &data->samplers[i]); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result); + goto done; + } + } + + // Setup Direct3D rasterizer states + SDL_zero(rasterDesc); + rasterDesc.AntialiasedLineEnable = FALSE; + rasterDesc.CullMode = D3D11_CULL_NONE; + rasterDesc.DepthBias = 0; + rasterDesc.DepthBiasClamp = 0.0f; + rasterDesc.DepthClipEnable = TRUE; + rasterDesc.FillMode = D3D11_FILL_SOLID; + rasterDesc.FrontCounterClockwise = FALSE; + rasterDesc.MultisampleEnable = FALSE; + rasterDesc.ScissorEnable = FALSE; + rasterDesc.SlopeScaledDepthBias = 0.0f; + result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result); + goto done; + } + + rasterDesc.ScissorEnable = TRUE; + result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result); + goto done; + } + + // Create blending states: + if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND)) { + // D3D11_CreateBlendState will set the SDL error, if it fails + goto done; + } + + // Setup render state that doesn't change + ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout); + ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0); + ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants); + + SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice); + +done: + SAFE_RELEASE(d3dDevice); + SAFE_RELEASE(d3dContext); + SAFE_RELEASE(dxgiDevice); + return result; +} + +static DXGI_MODE_ROTATION D3D11_GetCurrentRotation(void) +{ + // FIXME + return DXGI_MODE_ROTATION_IDENTITY; +} + +static BOOL D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) +{ + switch (rotation) { + case DXGI_MODE_ROTATION_ROTATE90: + case DXGI_MODE_ROTATION_ROTATE270: + return TRUE; + default: + return FALSE; + } +} + +static int D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + if (data->currentOffscreenRenderTargetView) { + return DXGI_MODE_ROTATION_IDENTITY; + } else { + return data->rotation; + } +} + +static bool D3D11_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D11_RECT *outRect, BOOL includeViewportOffset) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); + const SDL_Rect *viewport = &data->currentViewport; + + switch (rotation) { + case DXGI_MODE_ROTATION_IDENTITY: + outRect->left = sdlRect->x; + outRect->right = (LONG)sdlRect->x + sdlRect->w; + outRect->top = sdlRect->y; + outRect->bottom = (LONG)sdlRect->y + sdlRect->h; + if (includeViewportOffset) { + outRect->left += viewport->x; + outRect->right += viewport->x; + outRect->top += viewport->y; + outRect->bottom += viewport->y; + } + break; + case DXGI_MODE_ROTATION_ROTATE270: + outRect->left = sdlRect->y; + outRect->right = (LONG)sdlRect->y + sdlRect->h; + outRect->top = viewport->w - sdlRect->x - sdlRect->w; + outRect->bottom = viewport->w - sdlRect->x; + break; + case DXGI_MODE_ROTATION_ROTATE180: + outRect->left = viewport->w - sdlRect->x - sdlRect->w; + outRect->right = viewport->w - sdlRect->x; + outRect->top = viewport->h - sdlRect->y - sdlRect->h; + outRect->bottom = viewport->h - sdlRect->y; + break; + case DXGI_MODE_ROTATION_ROTATE90: + outRect->left = viewport->h - sdlRect->y - sdlRect->h; + outRect->right = viewport->h - sdlRect->y; + outRect->top = sdlRect->x; + outRect->bottom = (LONG)sdlRect->x + sdlRect->h; + break; + default: + return SDL_SetError("The physical display is in an unknown or unsupported rotation"); + } + return true; +} + +static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + IUnknown *coreWindow = NULL; + IDXGISwapChain3 *swapChain3 = NULL; + HRESULT result = S_OK; + + // Create a swap chain using the same adapter as the existing Direct3D device. + DXGI_SWAP_CHAIN_DESC1 swapChainDesc; + SDL_zero(swapChainDesc); + swapChainDesc.Width = w; + swapChainDesc.Height = h; + switch (renderer->output_colorspace) { + case SDL_COLORSPACE_SRGB_LINEAR: + swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; + break; + case SDL_COLORSPACE_HDR10: + swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; + break; + default: + swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. + break; + } + swapChainDesc.Stereo = FALSE; + swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. + swapChainDesc.SampleDesc.Quality = 0; + swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. + if (WIN_IsWindows8OrGreater()) { + swapChainDesc.Scaling = DXGI_SCALING_NONE; + } else { + swapChainDesc.Scaling = DXGI_SCALING_STRETCH; + } + if (SDL_GetWindowFlags(renderer->window) & SDL_WINDOW_TRANSPARENT) { + swapChainDesc.Scaling = DXGI_SCALING_STRETCH; + swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + } else { + swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. + } + swapChainDesc.Flags = 0; + + if (coreWindow) { + result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory, + (IUnknown *)data->d3dDevice, + coreWindow, + &swapChainDesc, + NULL, // Allow on all displays. + &data->swapChain); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result); + goto done; + } + } else { +#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) + HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); + if (!hwnd) { + SDL_SetError("Couldn't get window handle"); + result = E_FAIL; + goto done; + } + + result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, + (IUnknown *)data->d3dDevice, + hwnd, + &swapChainDesc, + NULL, + NULL, // Allow on all displays. + &data->swapChain); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); + goto done; + } + + IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); +#else + SDL_SetError(__FUNCTION__ ", Unable to find something to attach a swap chain to"); + goto done; +#endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) / else + } + data->swapEffect = swapChainDesc.SwapEffect; + + if (SUCCEEDED(IDXGISwapChain1_QueryInterface(data->swapChain, &SDL_IID_IDXGISwapChain2, (void **)&swapChain3))) { + UINT colorspace_support = 0; + DXGI_COLOR_SPACE_TYPE colorspace; + switch (renderer->output_colorspace) { + case SDL_COLORSPACE_SRGB_LINEAR: + colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; + break; + case SDL_COLORSPACE_HDR10: + colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; + break; + default: + // sRGB + colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; + break; + } + if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(swapChain3, colorspace, &colorspace_support)) && + (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { + result = IDXGISwapChain3_SetColorSpace1(swapChain3, colorspace); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); + goto done; + } + } else if (colorspace != DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709) { + // Not the default, we're not going to be able to present in this colorspace + SDL_SetError("Unsupported output colorspace"); + result = DXGI_ERROR_UNSUPPORTED; + } + } + + SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER, data->swapChain); + +done: + SAFE_RELEASE(swapChain3); + SAFE_RELEASE(coreWindow); + return result; +} + +static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL); + SAFE_RELEASE(data->mainRenderTargetView); +} + +// Initialize all resources that change when the window's size changes. +static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + ID3D11Texture2D *backBuffer = NULL; + HRESULT result = S_OK; + int w, h; + + // Release the previous render target view + D3D11_ReleaseMainRenderTargetView(renderer); + + /* The width and height of the swap chain must be based on the display's + * non-rotated size. + */ + SDL_GetWindowSizeInPixels(renderer->window, &w, &h); + data->rotation = D3D11_GetCurrentRotation(); + // SDL_Log("%s: windowSize={%d,%d}, orientation=%d", __FUNCTION__, w, h, (int)data->rotation); + if (D3D11_IsDisplayRotated90Degrees(data->rotation)) { + int tmp = w; + w = h; + h = tmp; + } + + if (data->swapChain) { + // If the swap chain already exists, resize it. + result = IDXGISwapChain_ResizeBuffers(data->swapChain, + 0, + w, h, + DXGI_FORMAT_UNKNOWN, + 0); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); + goto done; + } + } else { + result = D3D11_CreateSwapChain(renderer, w, h); + if (FAILED(result) || !data->swapChain) { + goto done; + } + } + + // Set the proper rotation for the swap chain. + if (WIN_IsWindows8OrGreater()) { + if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { + result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result); + goto done; + } + } + } + + result = IDXGISwapChain_GetBuffer(data->swapChain, + 0, + &SDL_IID_ID3D11Texture2D, + (void **)&backBuffer); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result); + goto done; + } + + // Create a render target view of the swap chain back buffer. + result = ID3D11Device_CreateRenderTargetView(data->d3dDevice, + (ID3D11Resource *)backBuffer, + NULL, + &data->mainRenderTargetView); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result); + goto done; + } + + /* Set the swap chain target immediately, so that a target is always set + * even before we get to SetDrawState. Without this it's possible to hit + * null references in places like ReadPixels! + */ + ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, + 1, + &data->mainRenderTargetView, + NULL); + + data->viewportDirty = true; + +done: + SAFE_RELEASE(backBuffer); + return result; +} + +static bool D3D11_HandleDeviceLost(SDL_Renderer *renderer) +{ + bool recovered = false; + + D3D11_ReleaseAll(renderer); + + if (SUCCEEDED(D3D11_CreateDeviceResources(renderer)) && + SUCCEEDED(D3D11_CreateWindowSizeDependentResources(renderer))) { + recovered = true; + } else { + SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s", SDL_GetError()); + D3D11_ReleaseAll(renderer); + } + + // Let the application know that the device has been reset or lost + SDL_Event event; + SDL_zero(event); + event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; + event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); + SDL_PushEvent(&event); + + return recovered; +} + +// This method is called when the window's size changes. +static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer) +{ + return D3D11_CreateWindowSizeDependentResources(renderer); +} + +static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + + if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { + data->pixelSizeChanged = true; + } +} + +static bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) +{ + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + + if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || + !GetBlendEquation(colorOperation) || + !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || + !GetBlendEquation(alphaOperation)) { + return false; + } + return true; +} + +static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture) +{ + IUnknown *unknown = SDL_GetPointerProperty(props, name, NULL); + if (unknown) { + HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(name, result); + } + } + return true; +} + +static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData; + HRESULT result; + DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); + D3D11_TEXTURE2D_DESC textureDesc; + D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; + + if (!rendererData->d3dDevice) { + return SDL_SetError("Device lost and couldn't be recovered"); + } + + if (textureFormat == DXGI_FORMAT_UNKNOWN) { + return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", + __FUNCTION__, texture->format); + } + + textureData = (D3D11_TextureData *)SDL_calloc(1, sizeof(*textureData)); + if (!textureData) { + return false; + } + textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; + + texture->internal = textureData; + + SDL_zero(textureDesc); + textureDesc.Width = texture->w; + textureDesc.Height = texture->h; + textureDesc.MipLevels = 1; + textureDesc.ArraySize = 1; + textureDesc.Format = textureFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.SampleDesc.Quality = 0; + textureDesc.MiscFlags = 0; + + // NV12 textures must have even width and height + if (texture->format == SDL_PIXELFORMAT_NV12 || + texture->format == SDL_PIXELFORMAT_NV21 || + texture->format == SDL_PIXELFORMAT_P010) { + textureDesc.Width = (textureDesc.Width + 1) & ~1; + textureDesc.Height = (textureDesc.Height + 1) & ~1; + } + textureData->w = (int)textureDesc.Width; + textureData->h = (int)textureDesc.Height; + if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { + textureData->shader = SHADER_RGB; + } else { + textureData->shader = SHADER_ADVANCED; + } + + if (texture->access == SDL_TEXTUREACCESS_STREAMING) { + textureDesc.Usage = D3D11_USAGE_DYNAMIC; + textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + } else { + textureDesc.Usage = D3D11_USAGE_DEFAULT; + textureDesc.CPUAccessFlags = 0; + } + + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; + } else { + textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + } + + if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER, &textureData->mainTexture)) { + return false; + } + if (!textureData->mainTexture) { + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTexture); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); + } + } + SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture); +#ifdef SDL_HAVE_YUV + if (texture->format == SDL_PIXELFORMAT_YV12 || + texture->format == SDL_PIXELFORMAT_IYUV) { + textureData->yuv = true; + + textureDesc.Width = (textureDesc.Width + 1) / 2; + textureDesc.Height = (textureDesc.Height + 1) / 2; + + if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER, &textureData->mainTextureU)) { + return false; + } + if (!textureData->mainTextureU) { + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTextureU); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); + } + } + SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU); + + if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER, &textureData->mainTextureV)) { + return false; + } + if (!textureData->mainTextureV) { + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTextureV); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); + } + } + SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV); + + textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); + if (!textureData->YCbCr_matrix) { + return SDL_SetError("Unsupported YUV colorspace"); + } + } + if (texture->format == SDL_PIXELFORMAT_NV12 || + texture->format == SDL_PIXELFORMAT_NV21 || + texture->format == SDL_PIXELFORMAT_P010) { + int bits_per_pixel; + + textureData->nv12 = true; + + switch (texture->format) { + case SDL_PIXELFORMAT_P010: + bits_per_pixel = 10; + break; + default: + bits_per_pixel = 8; + break; + } + textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); + if (!textureData->YCbCr_matrix) { + return SDL_SetError("Unsupported YUV colorspace"); + } + } +#endif // SDL_HAVE_YUV + SDL_zero(resourceViewDesc); + resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); + resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + resourceViewDesc.Texture2D.MostDetailedMip = 0; + resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTexture, + &resourceViewDesc, + &textureData->mainTextureResourceView); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); + } +#ifdef SDL_HAVE_YUV + if (textureData->yuv) { + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTextureU, + &resourceViewDesc, + &textureData->mainTextureResourceViewU); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); + } + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTextureV, + &resourceViewDesc, + &textureData->mainTextureResourceViewV); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); + } + } + + if (textureData->nv12) { + D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; + + if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { + nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; + } else if (texture->format == SDL_PIXELFORMAT_P010) { + nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; + } + + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTexture, + &nvResourceViewDesc, + &textureData->mainTextureResourceViewNV); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); + } + } +#endif // SDL_HAVE_YUV + + if (texture->access & SDL_TEXTUREACCESS_TARGET) { + D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; + SDL_zero(renderTargetViewDesc); + renderTargetViewDesc.Format = textureDesc.Format; + renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + renderTargetViewDesc.Texture2D.MipSlice = 0; + + result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTexture, + &renderTargetViewDesc, + &textureData->mainTextureRenderTargetView); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result); + } + } + + return true; +} + +static void D3D11_DestroyTexture(SDL_Renderer *renderer, + SDL_Texture *texture) +{ + D3D11_TextureData *data = (D3D11_TextureData *)texture->internal; + + if (!data) { + return; + } + + SAFE_RELEASE(data->mainTexture); + SAFE_RELEASE(data->mainTextureResourceView); + SAFE_RELEASE(data->mainTextureRenderTargetView); + SAFE_RELEASE(data->stagingTexture); +#ifdef SDL_HAVE_YUV + SAFE_RELEASE(data->mainTextureU); + SAFE_RELEASE(data->mainTextureResourceViewU); + SAFE_RELEASE(data->mainTextureV); + SAFE_RELEASE(data->mainTextureResourceViewV); + SAFE_RELEASE(data->mainTextureResourceViewNV); + SDL_free(data->pixels); +#endif + SDL_free(data); + texture->internal = NULL; +} + +static bool D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch) +{ + ID3D11Texture2D *stagingTexture; + const Uint8 *src; + Uint8 *dst; + int row; + UINT length; + HRESULT result; + D3D11_TEXTURE2D_DESC stagingTextureDesc; + D3D11_MAPPED_SUBRESOURCE textureMemory; + + // Create a 'staging' texture, which will be used to write to a portion of the main texture. + ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc); + stagingTextureDesc.Width = w; + stagingTextureDesc.Height = h; + stagingTextureDesc.BindFlags = 0; + stagingTextureDesc.MiscFlags = 0; + stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + stagingTextureDesc.Usage = D3D11_USAGE_STAGING; + if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || + stagingTextureDesc.Format == DXGI_FORMAT_P010) { + stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; + stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; + } + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &stagingTextureDesc, + NULL, + &stagingTexture); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); + } + + // Get a write-only pointer to data in the staging texture: + result = ID3D11DeviceContext_Map(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0, + D3D11_MAP_WRITE, + 0, + &textureMemory); + if (FAILED(result)) { + SAFE_RELEASE(stagingTexture); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); + } + + src = (const Uint8 *)pixels; + dst = (Uint8 *)textureMemory.pData; + length = w * bpp; + if (length == (UINT)pitch && length == textureMemory.RowPitch) { + SDL_memcpy(dst, src, (size_t)length * h); + } else { + if (length > (UINT)pitch) { + length = pitch; + } + if (length > textureMemory.RowPitch) { + length = textureMemory.RowPitch; + } + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += textureMemory.RowPitch; + } + } + + if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || + stagingTextureDesc.Format == DXGI_FORMAT_P010) { + // Copy the UV plane as well + h = (h + 1) / 2; + if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { + length = (length + 3) & ~3; + pitch = (pitch + 3) & ~3; + } else { + length = (length + 1) & ~1; + pitch = (pitch + 1) & ~1; + } + dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += textureMemory.RowPitch; + } + } + + // Commit the pixel buffer's changes back to the staging texture: + ID3D11DeviceContext_Unmap(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0); + + // Copy the staging texture's contents back to the texture: + ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, + (ID3D11Resource *)texture, + 0, + x, + y, + 0, + (ID3D11Resource *)stagingTexture, + 0, + NULL); + + SAFE_RELEASE(stagingTexture); + + return true; +} + +#ifdef SDL_HAVE_YUV +static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); +#endif + +static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, const void *srcPixels, + int srcPitch) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + + if (!textureData) { + return SDL_SetError("Texture is not currently available"); + } + +#ifdef SDL_HAVE_YUV + if (textureData->nv12) { + const Uint8 *Yplane = (const Uint8 *)srcPixels; + const Uint8 *UVplane = Yplane + rect->h * srcPitch; + + return D3D11_UpdateTextureNV(renderer, texture, rect, Yplane, srcPitch, UVplane, srcPitch); + + } else if (textureData->yuv) { + int Ypitch = srcPitch; + int UVpitch = ((Ypitch + 1) / 2); + const Uint8 *Yplane = (const Uint8 *)srcPixels; + const Uint8 *Uplane = Yplane + rect->h * Ypitch; + const Uint8 *Vplane = Uplane + ((rect->h + 1) / 2) * UVpitch; + + if (texture->format == SDL_PIXELFORMAT_YV12) { + return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Vplane, UVpitch, Uplane, UVpitch); + } else { + return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, UVpitch, Vplane, UVpitch); + } + } +#endif + + if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch)) { + return false; + } + return true; +} + +#ifdef SDL_HAVE_YUV +static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + + if (!textureData) { + return SDL_SetError("Texture is not currently available"); + } + + if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { + return false; + } + if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { + return false; + } + if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { + return false; + } + return true; +} + +static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + ID3D11Texture2D *stagingTexture; + const Uint8 *src; + Uint8 *dst; + int w, h, row; + UINT length; + HRESULT result; + D3D11_TEXTURE2D_DESC stagingTextureDesc; + D3D11_MAPPED_SUBRESOURCE textureMemory; + + if (!textureData) { + return SDL_SetError("Texture is not currently available"); + } + + w = rect->w; + h = rect->h; + + // Create a 'staging' texture, which will be used to write to a portion of the main texture. + ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); + stagingTextureDesc.Width = w; + stagingTextureDesc.Height = h; + stagingTextureDesc.BindFlags = 0; + stagingTextureDesc.MiscFlags = 0; + stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + stagingTextureDesc.Usage = D3D11_USAGE_STAGING; + if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || + stagingTextureDesc.Format == DXGI_FORMAT_P010) { + stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; + stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; + } + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &stagingTextureDesc, + NULL, + &stagingTexture); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); + } + + // Get a write-only pointer to data in the staging texture: + result = ID3D11DeviceContext_Map(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0, + D3D11_MAP_WRITE, + 0, + &textureMemory); + if (FAILED(result)) { + SAFE_RELEASE(stagingTexture); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); + } + + src = Yplane; + dst = (Uint8 *)textureMemory.pData; + length = w; + if (length == (UINT)Ypitch && length == textureMemory.RowPitch) { + SDL_memcpy(dst, src, (size_t)length * h); + } else { + if (length > (UINT)Ypitch) { + length = Ypitch; + } + if (length > textureMemory.RowPitch) { + length = textureMemory.RowPitch; + } + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += Ypitch; + dst += textureMemory.RowPitch; + } + } + + src = UVplane; + length = w; + h = (h + 1) / 2; + if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { + length = (length + 3) & ~3; + UVpitch = (UVpitch + 3) & ~3; + } else { + length = (length + 1) & ~1; + UVpitch = (UVpitch + 1) & ~1; + } + dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += UVpitch; + dst += textureMemory.RowPitch; + } + + // Commit the pixel buffer's changes back to the staging texture: + ID3D11DeviceContext_Unmap(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0); + + // Copy the staging texture's contents back to the texture: + ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, + (ID3D11Resource *)textureData->mainTexture, + 0, + rect->x, + rect->y, + 0, + (ID3D11Resource *)stagingTexture, + 0, + NULL); + + SAFE_RELEASE(stagingTexture); + + return true; +} +#endif + +static bool D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, void **pixels, int *pitch) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + HRESULT result = S_OK; + D3D11_TEXTURE2D_DESC stagingTextureDesc; + D3D11_MAPPED_SUBRESOURCE textureMemory; + + if (!textureData) { + return SDL_SetError("Texture is not currently available"); + } +#ifdef SDL_HAVE_YUV + if (textureData->yuv || textureData->nv12) { + // It's more efficient to upload directly... + if (!textureData->pixels) { + textureData->pitch = texture->w; + textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); + if (!textureData->pixels) { + return false; + } + } + textureData->locked_rect = *rect; + *pixels = + (void *)(textureData->pixels + rect->y * textureData->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + *pitch = textureData->pitch; + return true; + } +#endif + if (textureData->stagingTexture) { + return SDL_SetError("texture is already locked"); + } + + /* Create a 'staging' texture, which will be used to write to a portion + * of the main texture. This is necessary, as Direct3D 11.1 does not + * have the ability to write a CPU-bound pixel buffer to a rectangular + * subrect of a texture. Direct3D 11.1 can, however, write a pixel + * buffer to an entire texture, hence the use of a staging texture. + */ + ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); + stagingTextureDesc.Width = rect->w; + stagingTextureDesc.Height = rect->h; + stagingTextureDesc.BindFlags = 0; + stagingTextureDesc.MiscFlags = 0; + stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + stagingTextureDesc.Usage = D3D11_USAGE_STAGING; + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &stagingTextureDesc, + NULL, + &textureData->stagingTexture); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); + } + + // Get a write-only pointer to data in the staging texture: + result = ID3D11DeviceContext_Map(rendererData->d3dContext, + (ID3D11Resource *)textureData->stagingTexture, + 0, + D3D11_MAP_WRITE, + 0, + &textureMemory); + if (FAILED(result)) { + SAFE_RELEASE(textureData->stagingTexture); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); + } + + /* Make note of where the staging texture will be written to + * (on a call to SDL_UnlockTexture): + */ + textureData->lockedTexturePositionX = rect->x; + textureData->lockedTexturePositionY = rect->y; + + /* Make sure the caller has information on the texture's pixel buffer, + * then return: + */ + *pixels = textureMemory.pData; + *pitch = textureMemory.RowPitch; + return true; +} + +static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + + if (!textureData) { + return; + } +#ifdef SDL_HAVE_YUV + if (textureData->yuv || textureData->nv12) { + const SDL_Rect *rect = &textureData->locked_rect; + void *pixels = + (void *)(textureData->pixels + rect->y * textureData->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); + return; + } +#endif + // Commit the pixel buffer's changes back to the staging texture: + ID3D11DeviceContext_Unmap(rendererData->d3dContext, + (ID3D11Resource *)textureData->stagingTexture, + 0); + + // Copy the staging texture's contents back to the main texture: + ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, + (ID3D11Resource *)textureData->mainTexture, + 0, + textureData->lockedTexturePositionX, + textureData->lockedTexturePositionY, + 0, + (ID3D11Resource *)textureData->stagingTexture, + 0, + NULL); + + SAFE_RELEASE(textureData->stagingTexture); +} + +static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) +{ + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + + if (!textureData) { + return; + } + + textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; +} + +static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = NULL; + + if (!texture) { + rendererData->currentOffscreenRenderTargetView = NULL; + return true; + } + + textureData = (D3D11_TextureData *)texture->internal; + + if (!textureData->mainTextureRenderTargetView) { + return SDL_SetError("specified texture is not a render target"); + } + + rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView; + + return true; +} + +static bool D3D11_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) +{ + return true; // nothing to do in this backend. +} + +static bool D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) +{ + D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); + int i; + SDL_FColor color = cmd->data.draw.color; + bool convert_color = SDL_RenderingLinearSpace(renderer); + + if (!verts) { + return false; + } + + cmd->data.draw.count = count; + + if (convert_color) { + SDL_ConvertToLinear(&color); + } + + for (i = 0; i < count; i++) { + verts->pos.x = points[i].x + 0.5f; + verts->pos.y = points[i].y + 0.5f; + verts->tex.x = 0.0f; + verts->tex.y = 0.0f; + verts->color = color; + verts++; + } + + return true; +} + +static bool D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, + const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, + int num_vertices, const void *indices, int num_indices, int size_indices, + float scale_x, float scale_y) +{ + int i; + int count = indices ? num_indices : num_vertices; + D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); + bool convert_color = SDL_RenderingLinearSpace(renderer); + D3D11_TextureData *textureData = texture ? (D3D11_TextureData *)texture->internal : NULL; + float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; + float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; + + if (!verts) { + return false; + } + + cmd->data.draw.count = count; + size_indices = indices ? size_indices : 0; + + for (i = 0; i < count; i++) { + int j; + float *xy_; + if (size_indices == 4) { + j = ((const Uint32 *)indices)[i]; + } else if (size_indices == 2) { + j = ((const Uint16 *)indices)[i]; + } else if (size_indices == 1) { + j = ((const Uint8 *)indices)[i]; + } else { + j = i; + } + + xy_ = (float *)((char *)xy + j * xy_stride); + + verts->pos.x = xy_[0] * scale_x; + verts->pos.y = xy_[1] * scale_y; + verts->color = *(SDL_FColor *)((char *)color + j * color_stride); + if (convert_color) { + SDL_ConvertToLinear(&verts->color); + } + + if (texture) { + float *uv_ = (float *)((char *)uv + j * uv_stride); + verts->tex.x = uv_[0] * u_scale; + verts->tex.y = uv_[1] * v_scale; + } else { + verts->tex.x = 0.0f; + verts->tex.y = 0.0f; + } + + verts += 1; + } + return true; +} + +static bool D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, + const void *vertexData, size_t dataSizeInBytes) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + HRESULT result = S_OK; + const int vbidx = rendererData->currentVertexBuffer; + const UINT stride = sizeof(D3D11_VertexPositionColor); + const UINT offset = 0; + + if (dataSizeInBytes == 0) { + return true; // nothing to do. + } + + if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) { + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = ID3D11DeviceContext_Map(rendererData->d3dContext, + (ID3D11Resource *)rendererData->vertexBuffers[vbidx], + 0, + D3D11_MAP_WRITE_DISCARD, + 0, + &mappedResource); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result); + } + SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); + ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0); + } else { + D3D11_BUFFER_DESC vertexBufferDesc; + D3D11_SUBRESOURCE_DATA vertexBufferData; + + SAFE_RELEASE(rendererData->vertexBuffers[vbidx]); + + SDL_zero(vertexBufferDesc); + vertexBufferDesc.ByteWidth = (UINT)dataSizeInBytes; + vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + + SDL_zero(vertexBufferData); + vertexBufferData.pSysMem = vertexData; + vertexBufferData.SysMemPitch = 0; + vertexBufferData.SysMemSlicePitch = 0; + + result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, + &vertexBufferDesc, + &vertexBufferData, + &rendererData->vertexBuffers[vbidx]); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result); + } + + rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes; + } + + ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext, + 0, + 1, + &rendererData->vertexBuffers[vbidx], + &stride, + &offset); + + rendererData->currentVertexBuffer++; + if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) { + rendererData->currentVertexBuffer = 0; + } + + return true; +} + +static bool D3D11_UpdateViewport(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + const SDL_Rect *viewport = &data->currentViewport; + Float4X4 projection; + Float4X4 view; + SDL_FRect orientationAlignedViewport; + BOOL swapDimensions; + D3D11_VIEWPORT d3dviewport; + const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); + + if (viewport->w == 0 || 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!", __FUNCTION__); + return false; + } + + /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. + * Keep in mind here that the Y-axis will be been inverted (from Direct3D's + * default coordinate system) so rotations will be done in the opposite + * direction of the DXGI_MODE_ROTATION enumeration. + */ + switch (rotation) { + case DXGI_MODE_ROTATION_IDENTITY: + projection = MatrixIdentity(); + break; + case DXGI_MODE_ROTATION_ROTATE270: + projection = MatrixRotationZ(SDL_PI_F * 0.5f); + break; + case DXGI_MODE_ROTATION_ROTATE180: + projection = MatrixRotationZ(SDL_PI_F); + break; + case DXGI_MODE_ROTATION_ROTATE90: + projection = MatrixRotationZ(-SDL_PI_F * 0.5f); + break; + default: + return SDL_SetError("An unknown DisplayOrientation is being used"); + } + + // Update the view matrix + SDL_zero(view); + view.m[0][0] = 2.0f / viewport->w; + view.m[1][1] = -2.0f / viewport->h; + view.m[2][2] = 1.0f; + view.m[3][0] = -1.0f; + view.m[3][1] = 1.0f; + view.m[3][3] = 1.0f; + + /* Combine the projection + view matrix together now, as both only get + * set here (as of this writing, on Dec 26, 2013). When done, store it + * for eventual transfer to the GPU. + */ + data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( + view, + projection); + + /* Update the Direct3D viewport, which seems to be aligned to the + * swap buffer's coordinate space, which is always in either + * a landscape mode, for all Windows 8/RT devices, or a portrait mode, + * for Windows Phone devices. + */ + swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); + if (swapDimensions) { + orientationAlignedViewport.x = (float)viewport->y; + orientationAlignedViewport.y = (float)viewport->x; + orientationAlignedViewport.w = (float)viewport->h; + orientationAlignedViewport.h = (float)viewport->w; + } else { + orientationAlignedViewport.x = (float)viewport->x; + orientationAlignedViewport.y = (float)viewport->y; + orientationAlignedViewport.w = (float)viewport->w; + orientationAlignedViewport.h = (float)viewport->h; + } + + d3dviewport.TopLeftX = orientationAlignedViewport.x; + d3dviewport.TopLeftY = orientationAlignedViewport.y; + d3dviewport.Width = orientationAlignedViewport.w; + d3dviewport.Height = orientationAlignedViewport.h; + d3dviewport.MinDepth = 0.0f; + d3dviewport.MaxDepth = 1.0f; + // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); + ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport); + + data->viewportDirty = false; + + return true; +} + +static ID3D11RenderTargetView *D3D11_GetCurrentRenderTargetView(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + if (data->currentOffscreenRenderTargetView) { + return data->currentOffscreenRenderTargetView; + } else { + return data->mainRenderTargetView; + } +} + +static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D11_PixelShaderConstants *constants) +{ + float output_headroom; + + SDL_zerop(constants); + + constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); + constants->color_scale = cmd->data.draw.color_scale; + + if (texture) { + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + + switch (texture->format) { + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + constants->texture_type = TEXTURETYPE_YUV; + constants->input_type = INPUTTYPE_SRGB; + break; + case SDL_PIXELFORMAT_NV12: + constants->texture_type = TEXTURETYPE_NV12; + constants->input_type = INPUTTYPE_SRGB; + break; + case SDL_PIXELFORMAT_NV21: + constants->texture_type = TEXTURETYPE_NV21; + constants->input_type = INPUTTYPE_SRGB; + break; + case SDL_PIXELFORMAT_P010: + constants->texture_type = TEXTURETYPE_NV12; + constants->input_type = INPUTTYPE_HDR10; + break; + default: + constants->texture_type = TEXTURETYPE_RGB; + if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { + constants->input_type = INPUTTYPE_SCRGB; + } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { + constants->input_type = INPUTTYPE_HDR10; + } else { + // The sampler will convert from sRGB to linear on load if working in linear colorspace + constants->input_type = INPUTTYPE_UNSPECIFIED; + } + break; + } + + constants->sdr_white_point = texture->SDR_white_point; + + if (renderer->target) { + output_headroom = renderer->target->HDR_headroom; + } else { + output_headroom = renderer->HDR_headroom; + } + + if (texture->HDR_headroom > output_headroom) { + constants->tonemap_method = TONEMAP_CHROME; + constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); + constants->tonemap_factor2 = (1.0f / output_headroom); + } + + if (textureData->YCbCr_matrix) { + SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); + } + } +} + +static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, + D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants, + const int numShaderResources, ID3D11ShaderResourceView **shaderResources, + ID3D11SamplerState *sampler, const Float4X4 *matrix) + +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; + ID3D11RasterizerState *rasterizerState; + ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); + ID3D11ShaderResourceView *shaderResource; + const SDL_BlendMode blendMode = cmd->data.draw.blend; + ID3D11BlendState *blendState = NULL; + bool updateSubresource = false; + D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader]; + D3D11_PixelShaderConstants solid_constants; + + if (numShaderResources > 0) { + shaderResource = shaderResources[0]; + } else { + shaderResource = NULL; + } + + // Make sure the render target isn't bound to a shader + if (shaderResource != rendererData->currentShaderResource) { + ID3D11ShaderResourceView *pNullResource = NULL; + ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); + rendererData->currentShaderResource = NULL; + } + + if (renderTargetView != rendererData->currentRenderTargetView) { + ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, + 1, + &renderTargetView, + NULL); + rendererData->currentRenderTargetView = renderTargetView; + } + + if (rendererData->viewportDirty) { + if (D3D11_UpdateViewport(renderer)) { + // vertexShaderConstantsData.projectionAndView has changed + updateSubresource = true; + } + } + + if (rendererData->cliprectDirty) { + if (!rendererData->currentCliprectEnabled) { + ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL); + } else { + D3D11_RECT scissorRect; + if (!D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { + // D3D11_GetViewportAlignedD3DRect will have set the SDL error + return false; + } + ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect); + } + rendererData->cliprectDirty = false; + } + + if (!rendererData->currentCliprectEnabled) { + rasterizerState = rendererData->mainRasterizer; + } else { + rasterizerState = rendererData->clippedRasterizer; + } + if (rasterizerState != rendererData->currentRasterizerState) { + ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState); + rendererData->currentRasterizerState = rasterizerState; + } + + if (blendMode != SDL_BLENDMODE_NONE) { + int i; + for (i = 0; i < rendererData->blendModesCount; ++i) { + if (blendMode == rendererData->blendModes[i].blendMode) { + blendState = rendererData->blendModes[i].blendState; + break; + } + } + if (!blendState) { + blendState = D3D11_CreateBlendState(renderer, blendMode); + if (!blendState) { + return false; + } + } + } + if (blendState != rendererData->currentBlendState) { + ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF); + rendererData->currentBlendState = blendState; + } + + if (!shader_constants) { + D3D11_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); + shader_constants = &solid_constants; + } + + if (!shader_state->constants || + SDL_memcmp(shader_constants, &shader_state->shader_constants, sizeof(*shader_constants)) != 0) { + SAFE_RELEASE(shader_state->constants); + + D3D11_BUFFER_DESC desc; + SDL_zero(desc); + desc.Usage = D3D11_USAGE_DEFAULT; + desc.ByteWidth = sizeof(*shader_constants); + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + + D3D11_SUBRESOURCE_DATA data; + SDL_zero(data); + data.pSysMem = shader_constants; + + HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &shader_state->constants); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]"), result); + return false; + } + SDL_memcpy(&shader_state->shader_constants, shader_constants, sizeof(*shader_constants)); + + // Force the shader parameters to be re-set + rendererData->currentShader = SHADER_NONE; + } + if (shader != rendererData->currentShader) { + if (!rendererData->pixelShaders[shader]) { + if (!D3D11_CreatePixelShader(rendererData->d3dDevice, shader, &rendererData->pixelShaders[shader])) { + return false; + } + } + ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, rendererData->pixelShaders[shader], NULL, 0); + if (shader_state->constants) { + ID3D11DeviceContext_PSSetConstantBuffers(rendererData->d3dContext, 0, 1, &shader_state->constants); + } + rendererData->currentShader = shader; + } + if (shaderResource != rendererData->currentShaderResource) { + ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); + rendererData->currentShaderResource = shaderResource; + } + if (sampler != rendererData->currentSampler) { + ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler); + rendererData->currentSampler = sampler; + } + + if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { + SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix); + ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext, + (ID3D11Resource *)rendererData->vertexShaderConstants, + 0, + NULL, + &rendererData->vertexShaderConstantsData, + 0, + 0); + } + + return true; +} + +static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) +{ + SDL_Texture *texture = cmd->data.draw.texture; + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; + ID3D11SamplerState *textureSampler; + D3D11_PixelShaderConstants constants; + + if (!textureData) { + return SDL_SetError("Texture is not currently available"); + } + + D3D11_SetupShaderConstants(renderer, cmd, texture, &constants); + + switch (textureData->scaleMode) { + case D3D11_FILTER_MIN_MAG_MIP_POINT: + switch (cmd->data.draw.texture_address_mode) { + case SDL_TEXTURE_ADDRESS_CLAMP: + textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP]; + break; + case SDL_TEXTURE_ADDRESS_WRAP: + textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_WRAP]; + break; + default: + return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); + } + break; + case D3D11_FILTER_MIN_MAG_MIP_LINEAR: + switch (cmd->data.draw.texture_address_mode) { + case SDL_TEXTURE_ADDRESS_CLAMP: + textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP]; + break; + case SDL_TEXTURE_ADDRESS_WRAP: + textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_WRAP]; + break; + default: + return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); + } + break; + default: + return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode); + } +#ifdef SDL_HAVE_YUV + if (textureData->yuv) { + ID3D11ShaderResourceView *shaderResources[3]; + + shaderResources[0] = textureData->mainTextureResourceView; + shaderResources[1] = textureData->mainTextureResourceViewU; + shaderResources[2] = textureData->mainTextureResourceViewV; + + return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, + SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); + + } else if (textureData->nv12) { + ID3D11ShaderResourceView *shaderResources[2]; + + shaderResources[0] = textureData->mainTextureResourceView; + shaderResources[1] = textureData->mainTextureResourceViewNV; + + return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, + SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); + } +#endif // SDL_HAVE_YUV + return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, + 1, &textureData->mainTextureResourceView, textureSampler, matrix); +} + +static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology); + ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart); +} + +static void D3D11_InvalidateCachedState(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + data->currentRenderTargetView = NULL; + data->currentRasterizerState = NULL; + data->currentBlendState = NULL; + data->currentShader = SHADER_NONE; + data->currentShaderResource = NULL; + data->currentSampler = NULL; + data->cliprectDirty = true; + data->viewportDirty = true; +} + +static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; + const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer); + + if (!rendererData->d3dDevice) { + return SDL_SetError("Device lost and couldn't be recovered"); + } + + if (rendererData->pixelSizeChanged) { + D3D11_UpdateForWindowSizeChange(renderer); + rendererData->pixelSizeChanged = false; + } + + if (rendererData->currentViewportRotation != viewportRotation) { + rendererData->currentViewportRotation = viewportRotation; + rendererData->viewportDirty = true; + } + + if (!D3D11_UpdateVertexBuffer(renderer, vertices, vertsize)) { + return false; + } + + while (cmd) { + switch (cmd->command) { + case SDL_RENDERCMD_SETDRAWCOLOR: + { + break; // this isn't currently used in this render backend. + } + + case SDL_RENDERCMD_SETVIEWPORT: + { + SDL_Rect *viewport = &rendererData->currentViewport; + if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { + SDL_copyp(viewport, &cmd->data.viewport.rect); + rendererData->viewportDirty = true; + rendererData->cliprectDirty = true; + } + break; + } + + case SDL_RENDERCMD_SETCLIPRECT: + { + const SDL_Rect *rect = &cmd->data.cliprect.rect; + if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { + rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; + rendererData->cliprectDirty = true; + } + if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { + SDL_copyp(&rendererData->currentCliprect, rect); + rendererData->cliprectDirty = true; + } + break; + } + + case SDL_RENDERCMD_CLEAR: + { + bool convert_color = SDL_RenderingLinearSpace(renderer); + SDL_FColor color = cmd->data.color.color; + if (convert_color) { + SDL_ConvertToLinear(&color); + } + color.r *= cmd->data.color.color_scale; + color.g *= cmd->data.color.color_scale; + color.b *= cmd->data.color.color_scale; + ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), &color.r); + break; + } + + case SDL_RENDERCMD_DRAW_POINTS: + { + const size_t count = cmd->data.draw.count; + const size_t first = cmd->data.draw.first; + const size_t start = first / sizeof(D3D11_VertexPositionColor); + D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); + D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); + break; + } + + case SDL_RENDERCMD_DRAW_LINES: + { + const size_t count = cmd->data.draw.count; + const size_t first = cmd->data.draw.first; + const size_t start = first / sizeof(D3D11_VertexPositionColor); + const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first); + D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); + D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); + 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; + } + + case SDL_RENDERCMD_FILL_RECTS: // unused + break; + + case SDL_RENDERCMD_COPY: // unused + break; + + case SDL_RENDERCMD_COPY_EX: // unused + break; + + case SDL_RENDERCMD_GEOMETRY: + { + SDL_Texture *texture = cmd->data.draw.texture; + const size_t count = cmd->data.draw.count; + const size_t first = cmd->data.draw.first; + const size_t start = first / sizeof(D3D11_VertexPositionColor); + + if (texture) { + D3D11_SetCopyState(renderer, cmd, NULL); + } else { + D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); + } + + D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); + break; + } + + case SDL_RENDERCMD_NO_OP: + break; + } + + cmd = cmd->next; + } + + return true; +} + +static SDL_Surface *D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + ID3D11RenderTargetView *renderTargetView = NULL; + ID3D11Texture2D *backBuffer = NULL; + ID3D11Texture2D *stagingTexture = NULL; + HRESULT result; + D3D11_TEXTURE2D_DESC stagingTextureDesc; + D3D11_RECT srcRect = { 0, 0, 0, 0 }; + D3D11_BOX srcBox; + D3D11_MAPPED_SUBRESOURCE textureMemory; + SDL_Surface *output = NULL; + + renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); + if (!renderTargetView) { + SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__); + goto done; + } + + ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer); + if (!backBuffer) { + SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__); + goto done; + } + + // Create a staging texture to copy the screen's data to: + ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc); + stagingTextureDesc.Width = rect->w; + stagingTextureDesc.Height = rect->h; + stagingTextureDesc.BindFlags = 0; + stagingTextureDesc.MiscFlags = 0; + stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + stagingTextureDesc.Usage = D3D11_USAGE_STAGING; + result = ID3D11Device_CreateTexture2D(data->d3dDevice, + &stagingTextureDesc, + NULL, + &stagingTexture); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); + goto done; + } + + // Copy the desired portion of the back buffer to the staging texture: + if (!D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { + // D3D11_GetViewportAlignedD3DRect will have set the SDL error + goto done; + } + + srcBox.left = srcRect.left; + srcBox.right = srcRect.right; + srcBox.top = srcRect.top; + srcBox.bottom = srcRect.bottom; + srcBox.front = 0; + srcBox.back = 1; + ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext, + (ID3D11Resource *)stagingTexture, + 0, + 0, 0, 0, + (ID3D11Resource *)backBuffer, + 0, + &srcBox); + + // Map the staging texture's data to CPU-accessible memory: + result = ID3D11DeviceContext_Map(data->d3dContext, + (ID3D11Resource *)stagingTexture, + 0, + D3D11_MAP_READ, + 0, + &textureMemory); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); + goto done; + } + + output = SDL_DuplicatePixels( + rect->w, rect->h, + D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format), + renderer->target ? renderer->target->colorspace : renderer->output_colorspace, + textureMemory.pData, + textureMemory.RowPitch); + + // Unmap the texture: + ID3D11DeviceContext_Unmap(data->d3dContext, + (ID3D11Resource *)stagingTexture, + 0); + +done: + SAFE_RELEASE(backBuffer); + SAFE_RELEASE(stagingTexture); + return output; +} + +static bool D3D11_RenderPresent(SDL_Renderer *renderer) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + HRESULT result; + DXGI_PRESENT_PARAMETERS parameters; + + if (!data->d3dDevice) { + return SDL_SetError("Device lost and couldn't be recovered"); + } + + SDL_zero(parameters); + + /* The application may optionally specify "dirty" or "scroll" + * rects to improve efficiency in certain scenarios. + */ + result = IDXGISwapChain1_Present1(data->swapChain, data->syncInterval, data->presentFlags, ¶meters); + + /* Discard the contents of the render target. + * This is a valid operation only when the existing contents will be entirely + * overwritten. If dirty or scroll rects are used, this call should be removed. + */ + ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View *)data->mainRenderTargetView); + + // When the present flips, it unbinds the current view, so bind it again on the next draw call + data->currentRenderTargetView = NULL; + + if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { + /* If the device was removed either by a disconnect or a driver upgrade, we + * must recreate all device resources. + */ + if (result == DXGI_ERROR_DEVICE_REMOVED) { + if (D3D11_HandleDeviceLost(renderer)) { + SDL_SetError("Present failed, device lost"); + } else { + // Recovering from device lost failed, error is already set + } + } else if (result == DXGI_ERROR_INVALID_CALL) { + // We probably went through a fullscreen <-> windowed transition + D3D11_CreateWindowSizeDependentResources(renderer); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); + } else { + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); + } + return false; + } + return true; +} + +static bool D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) +{ + D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; + + if (vsync < 0) { + return SDL_Unsupported(); + } + + if (vsync > 0) { + data->syncInterval = vsync; + data->presentFlags = 0; + } else { + data->syncInterval = 0; + data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; + } + return true; +} + +static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) +{ + D3D11_RenderData *data; + + HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); + if (!hwnd) { + return SDL_SetError("Couldn't get window handle"); + } + + SDL_SetupRendererColorspace(renderer, create_props); + + if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && + renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR + /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { + return SDL_SetError("Unsupported output colorspace"); + } + + data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); + if (!data) { + return false; + } + + data->identity = MatrixIdentity(); + + renderer->WindowEvent = D3D11_WindowEvent; + renderer->SupportsBlendMode = D3D11_SupportsBlendMode; + renderer->CreateTexture = D3D11_CreateTexture; + renderer->UpdateTexture = D3D11_UpdateTexture; +#ifdef SDL_HAVE_YUV + renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; + renderer->UpdateTextureNV = D3D11_UpdateTextureNV; +#endif + renderer->LockTexture = D3D11_LockTexture; + renderer->UnlockTexture = D3D11_UnlockTexture; + renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode; + renderer->SetRenderTarget = D3D11_SetRenderTarget; + renderer->QueueSetViewport = D3D11_QueueNoOp; + renderer->QueueSetDrawColor = D3D11_QueueNoOp; + renderer->QueueDrawPoints = D3D11_QueueDrawPoints; + renderer->QueueDrawLines = D3D11_QueueDrawPoints; // lines and points queue vertices the same way. + renderer->QueueGeometry = D3D11_QueueGeometry; + renderer->InvalidateCachedState = D3D11_InvalidateCachedState; + renderer->RunCommandQueue = D3D11_RunCommandQueue; + renderer->RenderReadPixels = D3D11_RenderReadPixels; + renderer->RenderPresent = D3D11_RenderPresent; + renderer->DestroyTexture = D3D11_DestroyTexture; + renderer->DestroyRenderer = D3D11_DestroyRenderer; + renderer->SetVSync = D3D11_SetVSync; + renderer->internal = data; + D3D11_InvalidateCachedState(renderer); + + renderer->name = D3D11_RenderDriver.name; + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); + + data->syncInterval = 0; + data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; + + /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in + * order to give init functions access to the underlying window handle: + */ + renderer->window = window; + + // Initialize Direct3D resources + if (FAILED(D3D11_CreateDeviceResources(renderer))) { + return false; + } + if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { + return false; + } + + return true; +} + +SDL_RenderDriver D3D11_RenderDriver = { + D3D11_CreateRenderer, "direct3d11" +}; + +#endif // SDL_VIDEO_RENDER_D3D11 diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c new file mode 100644 index 0000000..18965e2 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c @@ -0,0 +1,116 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 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_internal.h" + +#ifdef SDL_VIDEO_RENDER_D3D11 + +#define COBJMACROS +#include "../../core/windows/SDL_windows.h" +#include + +#include "SDL_shaders_d3d11.h" + +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + +#if SDL_WINAPI_FAMILY_PHONE +#error Need to build shaders with level_9_3 +#endif + +// The shaders here were compiled with compile_shaders.bat + +#define g_main D3D11_PixelShader_Colors +#include "D3D11_PixelShader_Colors.h" +#undef g_main + +#define g_main D3D11_PixelShader_Textures +#include "D3D11_PixelShader_Textures.h" +#undef g_main + +#define g_main D3D11_PixelShader_Advanced +#include "D3D11_PixelShader_Advanced.h" +#undef g_main + +#define g_main D3D11_VertexShader +#include "D3D11_VertexShader.h" +#undef g_main + + +static struct +{ + const void *shader_data; + SIZE_T shader_size; +} D3D11_shaders[] = { + { NULL, 0 }, + { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) }, + { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) }, + { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) }, +}; +SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); + +bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout) +{ + // Declare how the input layout for SDL's vertex shader will be setup: + const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + HRESULT result; + + // Load in SDL's one and only vertex shader: + result = ID3D11Device_CreateVertexShader(d3dDevice, + D3D11_VertexShader, + sizeof(D3D11_VertexShader), + NULL, + vertexShader); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result); + } + + // Create an input layout for SDL's vertex shader: + result = ID3D11Device_CreateInputLayout(d3dDevice, + vertexDesc, + ARRAYSIZE(vertexDesc), + D3D11_VertexShader, + sizeof(D3D11_VertexShader), + inputLayout); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result); + } + return true; +} + +bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader) +{ + HRESULT result; + + result = ID3D11Device_CreatePixelShader(d3dDevice, + D3D11_shaders[shader].shader_data, + D3D11_shaders[shader].shader_size, + NULL, + pixelShader); + if (FAILED(result)) { + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result); + } + return true; +} + +#endif // SDL_VIDEO_RENDER_D3D11 diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h new file mode 100644 index 0000000..2279fb0 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h @@ -0,0 +1,35 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 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_internal.h" + +// D3D11 shader implementation + +typedef enum +{ + SHADER_NONE, + SHADER_SOLID, + SHADER_RGB, + SHADER_ADVANCED, + NUM_SHADERS +} D3D11_Shader; + +extern bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout); +extern bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader); diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat b/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat new file mode 100644 index 0000000..51d2a34 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat @@ -0,0 +1,4 @@ +fxc /T ps_4_0_level_9_1 /Fh D3D11_PixelShader_Colors.h D3D11_PixelShader_Colors.hlsl +fxc /T ps_4_0_level_9_1 /Fh D3D11_PixelShader_Textures.h D3D11_PixelShader_Textures.hlsl +fxc /T ps_5_0 /Fh D3D11_PixelShader_Advanced.h D3D11_PixelShader_Advanced.hlsl +fxc /T vs_4_0_level_9_1 /Fh D3D11_VertexShader.h D3D11_VertexShader.hlsl -- cgit v1.2.3