WinRT: moved contents of the d3d11 renderer's header file into its implementation file
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diff --git a/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj b/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj
index 882fe3b..0f185be 100644
--- a/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj
+++ b/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj
@@ -215,7 +215,6 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
- <ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
diff --git a/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj.filters b/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj.filters
index f99bb94..59296bf 100644
--- a/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj.filters
+++ b/VisualC-WinPhone/SDL/SDL-WinPhone_VS2012.vcxproj.filters
@@ -318,9 +318,6 @@
<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
- <ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
- <Filter>Source Files</Filter>
- </ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
diff --git a/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj b/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj
index 6a2dfb6..f06787f 100644
--- a/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj
+++ b/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj
@@ -284,7 +284,6 @@
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
- <ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
diff --git a/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj.filters b/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj.filters
index b3c0686..bff9c9d 100644
--- a/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj.filters
+++ b/VisualC-WinRT/SDL/SDL-WinRT_VS2012.vcxproj.filters
@@ -599,9 +599,6 @@
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
- <ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
- <Filter>Source Files</Filter>
- </ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
<Filter>Header Files</Filter>
</ClInclude>
diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp
index 541fcdb..f5a2d0f 100644
--- a/src/render/direct3d11/SDL_render_d3d11.cpp
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp
@@ -49,7 +49,10 @@ extern "C" {
#include <string>
#include <vector>
-#include "SDL_render_d3d11_cpp.h"
+#include <D3D11_1.h>
+#include <DirectXMath.h>
+#include <wrl/client.h>
+
using namespace DirectX;
using namespace Microsoft::WRL;
@@ -64,8 +67,70 @@ using namespace Windows::UI::Core;
static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_MIP_POINT;
static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
-/* Direct3D 11.1 renderer implementation */
+/* Vertex shader, common values */
+struct SDL_VertexShaderConstants
+{
+ DirectX::XMFLOAT4X4 model;
+ DirectX::XMFLOAT4X4 view;
+ DirectX::XMFLOAT4X4 projection;
+};
+
+/* Per-vertex data */
+struct VertexPositionColor
+{
+ DirectX::XMFLOAT3 pos;
+ DirectX::XMFLOAT2 tex;
+ DirectX::XMFLOAT4 color;
+};
+
+/* Per-texture data */
+typedef struct
+{
+ Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
+ Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
+ SDL_PixelFormat * pixelFormat;
+ Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
+ DirectX::XMINT2 lockedTexturePosition;
+ D3D11_FILTER scaleMode;
+} D3D11_TextureData;
+
+/* Private renderer data */
+typedef struct
+{
+ Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
+ Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
+ Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
+ Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
+ Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
+ Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
+ Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
+ Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
+ Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
+ Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
+ Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
+ Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
+ D3D_FEATURE_LEVEL featureLevel;
+
+ // Vertex buffer constants:
+ SDL_VertexShaderConstants vertexShaderConstantsData;
+ Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
+
+ // Cached renderer properties.
+ DirectX::XMFLOAT2 windowSizeInDIPs;
+ DirectX::XMFLOAT2 renderTargetSize;
+ Windows::Graphics::Display::DisplayOrientations orientation;
+
+ // Transform used for display orientation.
+ DirectX::XMFLOAT4X4 orientationTransform3D;
+} D3D11_RenderData;
+
+/* Direct3D 11.1 renderer implementation */
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D11_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
diff --git a/src/render/direct3d11/SDL_render_d3d11_cpp.h b/src/render/direct3d11/SDL_render_d3d11_cpp.h
deleted file mode 100644
index 6c85846..0000000
--- a/src/render/direct3d11/SDL_render_d3d11_cpp.h
+++ /dev/null
@@ -1,86 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
-*/
-#include "SDL_config.h"
-
-#include <D3D11_1.h>
-#include <DirectXMath.h>
-#include <wrl/client.h>
-#include <vector>
-
-struct SDL_VertexShaderConstants
-{
- DirectX::XMFLOAT4X4 model;
- DirectX::XMFLOAT4X4 view;
- DirectX::XMFLOAT4X4 projection;
-};
-
-typedef struct
-{
- Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
- Microsoft::WRL::ComPtr<ID3D11DeviceContext1> d3dContext;
- Microsoft::WRL::ComPtr<IDXGISwapChain1> swapChain;
- Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainRenderTargetView;
- Microsoft::WRL::ComPtr<ID3D11RenderTargetView> currentOffscreenRenderTargetView;
- Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
- Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
- Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
- Microsoft::WRL::ComPtr<ID3D11PixelShader> texturePixelShader;
- Microsoft::WRL::ComPtr<ID3D11PixelShader> colorPixelShader;
- Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeBlend;
- Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeAdd;
- Microsoft::WRL::ComPtr<ID3D11BlendState> blendModeMod;
- Microsoft::WRL::ComPtr<ID3D11SamplerState> nearestPixelSampler;
- Microsoft::WRL::ComPtr<ID3D11SamplerState> linearSampler;
- Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
- D3D_FEATURE_LEVEL featureLevel;
-
- // Vertex buffer constants:
- SDL_VertexShaderConstants vertexShaderConstantsData;
- Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
-
- // Cached renderer properties.
- DirectX::XMFLOAT2 windowSizeInDIPs;
- DirectX::XMFLOAT2 renderTargetSize;
- Windows::Graphics::Display::DisplayOrientations orientation;
-
- // Transform used for display orientation.
- DirectX::XMFLOAT4X4 orientationTransform3D;
-} D3D11_RenderData;
-
-typedef struct
-{
- Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
- Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
- Microsoft::WRL::ComPtr<ID3D11RenderTargetView> mainTextureRenderTargetView;
- SDL_PixelFormat * pixelFormat;
- Microsoft::WRL::ComPtr<ID3D11Texture2D> stagingTexture;
- DirectX::XMINT2 lockedTexturePosition;
- D3D11_FILTER scaleMode;
-} D3D11_TextureData;
-
-struct VertexPositionColor
-{
- DirectX::XMFLOAT3 pos;
- DirectX::XMFLOAT2 tex;
- DirectX::XMFLOAT4 color;
-};
-
-/* vi: set ts=4 sw=4 expandtab: */