WinRT: video code cleanup: combined files Direct3DBase.* and SDL_winrtrenderer.*

This commit is contained in:
David Ludwig 2012-11-25 19:05:56 -05:00
parent 7b43dbe1a1
commit bbc13a8ecb
5 changed files with 365 additions and 408 deletions

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@ -117,14 +117,6 @@
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\windowsrt\Direct3DBase.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\windowsrt\SDL_WinRTApp.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
@ -270,7 +262,6 @@
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\windowsrt\Direct3DBase.h" />
<ClInclude Include="..\..\src\video\windowsrt\DirectXHelper.h" />
<ClInclude Include="..\..\src\video\windowsrt\SDLmain_WinRT_common.h" />
<ClInclude Include="..\..\src\video\windowsrt\SDL_WinRTApp.h" />

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@ -1,344 +0,0 @@
#include "SDLmain_WinRT_common.h"
#include "Direct3DBase.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// Constructor.
Direct3DBase::Direct3DBase()
{
}
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize(CoreWindow^ window)
{
m_window = window;
CreateDeviceResources();
CreateWindowSizeDependentResources();
}
// Recreate all device resources and set them back to the current state.
void Direct3DBase::HandleDeviceLost()
{
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
CreateDeviceResources();
UpdateForWindowSizeChange();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// 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
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
m_windowBounds = m_window->Bounds;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
// The width and height of the swap chain must be based on the window's
// landscape-oriented width and height. If the window is in a portrait
// orientation, the dimensions must be reversed.
m_orientation = DisplayProperties::CurrentOrientation;
bool swapDimensions =
m_orientation == DisplayOrientations::Portrait ||
m_orientation == DisplayOrientations::PortraitFlipped;
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if(m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DX::ThrowIfFailed(
m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
)
);
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
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.
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
Windows::UI::Core::CoreWindow^ window = m_window.Get();
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(window),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_swapChain
)
);
// 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.
DX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Set the proper orientation for the swap chain, and generate the
// 3D matrix transformation for rendering to the rotated swap chain.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (m_orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::Portrait:
rotation = DXGI_MODE_ROTATION_ROTATE270;
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::LandscapeFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE180;
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::PortraitFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE90;
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
default:
throw ref new Platform::FailureException();
}
DX::ThrowIfFailed(
m_swapChain->SetRotation(rotation)
);
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
// This method is called in the event handler for the SizeChanged event.
void Direct3DBase::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height ||
m_orientation != DisplayProperties::CurrentOrientation)
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
}
// Method to deliver the final image to the display.
void Direct3DBase::Present()
{
// The application may optionally specify "dirty" or "scroll"
// rects to improve efficiency in certain scenarios.
DXGI_PRESENT_PARAMETERS parameters = {0};
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present1(1, 0, &parameters);
// 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.
m_d3dContext->DiscardView(m_renderTargetView.Get());
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_depthStencilView.Get());
// If the device was removed either by a disconnect or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
HandleDeviceLost();
}
else
{
DX::ThrowIfFailed(hr);
}
}
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
float Direct3DBase::ConvertDipsToPixels(float dips)
{
static const float dipsPerInch = 96.0f;
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
}

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@ -1,41 +0,0 @@
#pragma once
#include "DirectXHelper.h"
#include "SDL.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
internal:
virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects) = 0;
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::Graphics::Display::DisplayOrientations m_orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 m_orientationTransform3D;
};

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@ -3,20 +3,93 @@
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// Constructor.
SDL_winrtrenderer::SDL_winrtrenderer() :
m_loadingComplete(false),
m_loadingComplete(false),
m_vertexCount(0)
{
}
// Initialize the Direct3D resources required to run.
void SDL_winrtrenderer::Initialize(CoreWindow^ window)
{
m_window = window;
CreateDeviceResources();
CreateWindowSizeDependentResources();
}
// Recreate all device resources and set them back to the current state.
void SDL_winrtrenderer::HandleDeviceLost()
{
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
CreateDeviceResources();
UpdateForWindowSizeChange();
}
// These are the resources that depend on the device.
void SDL_winrtrenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
auto loadVSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimpleVertexShader.cso");
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// 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
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
auto loadVSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
@ -110,6 +183,202 @@ void SDL_winrtrenderer::CreateDeviceResources()
});
}
// Allocate all memory resources that change on a window SizeChanged event.
void SDL_winrtrenderer::CreateWindowSizeDependentResources()
{
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
m_windowBounds = m_window->Bounds;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
// The width and height of the swap chain must be based on the window's
// landscape-oriented width and height. If the window is in a portrait
// orientation, the dimensions must be reversed.
m_orientation = DisplayProperties::CurrentOrientation;
bool swapDimensions =
m_orientation == DisplayOrientations::Portrait ||
m_orientation == DisplayOrientations::PortraitFlipped;
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if(m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DX::ThrowIfFailed(
m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
)
);
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
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.
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
Windows::UI::Core::CoreWindow^ window = m_window.Get();
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(window),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_swapChain
)
);
// 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.
DX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Set the proper orientation for the swap chain, and generate the
// 3D matrix transformation for rendering to the rotated swap chain.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (m_orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::Portrait:
rotation = DXGI_MODE_ROTATION_ROTATE270;
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::LandscapeFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE180;
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::PortraitFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE90;
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
default:
throw ref new Platform::FailureException();
}
DX::ThrowIfFailed(
m_swapChain->SetRotation(rotation)
);
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
{
D3D11_TEXTURE2D_DESC textureDesc = {0};
@ -152,6 +421,22 @@ void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
);
}
// This method is called in the event handler for the SizeChanged event.
void SDL_winrtrenderer::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height ||
m_orientation != DisplayProperties::CurrentOrientation)
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
}
void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numrects)
{
const float blackColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
@ -237,3 +522,46 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
m_d3dContext->Draw(4, 0);
}
// Method to deliver the final image to the display.
void SDL_winrtrenderer::Present()
{
// The application may optionally specify "dirty" or "scroll"
// rects to improve efficiency in certain scenarios.
DXGI_PRESENT_PARAMETERS parameters = {0};
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present1(1, 0, &parameters);
// 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.
m_d3dContext->DiscardView(m_renderTargetView.Get());
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_depthStencilView.Get());
// If the device was removed either by a disconnect or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
HandleDeviceLost();
}
else
{
DX::ThrowIfFailed(hr);
}
}
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
float SDL_winrtrenderer::ConvertDipsToPixels(float dips)
{
static const float dipsPerInch = 96.0f;
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
}

View File

@ -1,6 +1,7 @@
#pragma once
#include "Direct3DBase.h"
#include "DirectXHelper.h"
#include "SDL.h"
struct VertexPositionColor
{
@ -8,22 +9,32 @@ struct VertexPositionColor
DirectX::XMFLOAT2 tex;
};
// This class renders a simple spinning cube.
ref class SDL_winrtrenderer sealed : public Direct3DBase
// Helper class that initializes DirectX APIs for 3D rendering.
ref class SDL_winrtrenderer
{
public:
internal:
SDL_winrtrenderer();
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
public:
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
internal:
virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects) override;
virtual void Render(SDL_Surface * surface, SDL_Rect * rects, int numrects);
void ResizeMainTexture(int w, int h);
private:
bool m_loadingComplete;
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
@ -32,5 +43,17 @@ private:
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_mainSampler;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::Graphics::Display::DisplayOrientations m_orientation;
uint32 m_vertexCount;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 m_orientationTransform3D;
// Has the renderer finished loading?
bool m_loadingComplete;
};