mirror of https://github.com/libsdl-org/SDL
d3d12: Move platform-specific includes/defines to SDL_d3d12.h
This commit is contained in:
parent
2e058ba7a4
commit
efefc4a1f3
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@ -31,29 +31,10 @@
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#include "../../video/windows/SDL_windowswindow.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include "../../video/directx/SDL_d3d12.h"
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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#include "SDL_render_d3d12_xbox.h"
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#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
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#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
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#endif
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#else
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/* From the DirectX-Headers build system:
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* "MinGW has RPC headers which define old versions, and complain if D3D
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* headers are included before the RPC headers, since D3D headers were
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* generated with new MIDL and "require" new RPC headers."
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*/
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#define __REQUIRED_RPCNDR_H_VERSION__ 475
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#ifndef WINAPI_PARTITION_GAMES
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#define WINAPI_PARTITION_GAMES 0
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#endif /* WINAPI_PARTITION_GAMES */
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#include "../../video/directx/d3d12.h"
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#include <dxgi1_6.h>
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#include <dxgidebug.h>
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#include <d3d12sdklayers.h>
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#include <sdkddkver.h>
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#endif
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#include "SDL_shaders_d3d12.h"
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@ -64,28 +45,6 @@
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#endif
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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#define SAFE_RELEASE(X) \
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if (X) { \
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(X)->Release(); \
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X = NULL; \
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}
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#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__)
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#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
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#define D3D_GUID(X) (X)
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/* DXGI_PRESENT flags are removed on Xbox */
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#define DXGI_PRESENT_ALLOW_TEARING 0
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#else
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#define SAFE_RELEASE(X) \
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if (X) { \
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(X)->lpVtbl->Release(X); \
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X = NULL; \
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}
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#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#define D3D_GUID(X) &(X)
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#endif
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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@ -431,39 +390,39 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer)
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int i;
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#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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SAFE_RELEASE(data->dxgiFactory);
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SAFE_RELEASE(data->dxgiAdapter);
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SAFE_RELEASE(data->swapChain);
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D3D_SAFE_RELEASE(data->dxgiFactory);
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D3D_SAFE_RELEASE(data->dxgiAdapter);
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D3D_SAFE_RELEASE(data->swapChain);
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#endif
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SAFE_RELEASE(data->d3dDevice);
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SAFE_RELEASE(data->debugInterface);
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SAFE_RELEASE(data->commandQueue);
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SAFE_RELEASE(data->commandList);
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SAFE_RELEASE(data->rtvDescriptorHeap);
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SAFE_RELEASE(data->textureRTVDescriptorHeap);
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SAFE_RELEASE(data->srvDescriptorHeap);
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SAFE_RELEASE(data->samplerDescriptorHeap);
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SAFE_RELEASE(data->fence);
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D3D_SAFE_RELEASE(data->d3dDevice);
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D3D_SAFE_RELEASE(data->debugInterface);
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D3D_SAFE_RELEASE(data->commandQueue);
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D3D_SAFE_RELEASE(data->commandList);
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D3D_SAFE_RELEASE(data->rtvDescriptorHeap);
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D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap);
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D3D_SAFE_RELEASE(data->srvDescriptorHeap);
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D3D_SAFE_RELEASE(data->samplerDescriptorHeap);
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D3D_SAFE_RELEASE(data->fence);
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for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
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SAFE_RELEASE(data->commandAllocators[i]);
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SAFE_RELEASE(data->renderTargets[i]);
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D3D_SAFE_RELEASE(data->commandAllocators[i]);
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D3D_SAFE_RELEASE(data->renderTargets[i]);
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}
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if (data->pipelineStateCount > 0) {
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for (i = 0; i < data->pipelineStateCount; ++i) {
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SAFE_RELEASE(data->pipelineStates[i].pipelineState);
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D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState);
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}
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SDL_free(data->pipelineStates);
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data->pipelineStateCount = 0;
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}
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for (i = 0; i < NUM_ROOTSIGS; ++i) {
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SAFE_RELEASE(data->rootSignatures[i]);
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D3D_SAFE_RELEASE(data->rootSignatures[i]);
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}
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for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
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SAFE_RELEASE(data->vertexBuffers[i].resource);
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D3D_SAFE_RELEASE(data->vertexBuffers[i].resource);
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data->vertexBuffers[i].size = 0;
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}
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@ -477,7 +436,7 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer)
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if (data->dxgiDebug) {
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DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
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D3D_CALL(data->dxgiDebug, ReportLiveObjects, SDL_DXGI_DEBUG_ALL, rloFlags);
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SAFE_RELEASE(data->dxgiDebug);
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D3D_SAFE_RELEASE(data->dxgiDebug);
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}
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#endif
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@ -578,7 +537,7 @@ static void D3D12_ResetCommandList(D3D12_RenderData *data)
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/* Release any upload buffers that were inflight */
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for (i = 0; i < data->currentUploadBuffer; ++i) {
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SAFE_RELEASE(data->uploadBuffers[i]);
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D3D_SAFE_RELEASE(data->uploadBuffers[i]);
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}
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data->currentUploadBuffer = 0;
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@ -737,7 +696,7 @@ static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer,
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pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates));
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if (!pipelineStates) {
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SAFE_RELEASE(pipelineState);
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D3D_SAFE_RELEASE(pipelineState);
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return NULL;
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}
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@ -758,7 +717,7 @@ static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, si
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D3D12_RESOURCE_DESC vbufferDesc;
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HRESULT result;
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SAFE_RELEASE(data->vertexBuffers[vbidx].resource);
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D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource);
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SDL_zero(vbufferHeapProps);
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vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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@ -914,7 +873,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
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D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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SAFE_RELEASE(dxgiInfoQueue);
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D3D_SAFE_RELEASE(dxgiInfoQueue);
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#endif /* __IDXGIInfoQueue_INTERFACE_DEFINED__ */
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creationFlags = DXGI_CREATE_FACTORY_DEBUG;
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}
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@ -965,7 +924,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
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D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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SAFE_RELEASE(infoQueue);
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D3D_SAFE_RELEASE(infoQueue);
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}
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#endif /*!defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)*/
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@ -1178,7 +1137,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue);
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done:
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SAFE_RELEASE(d3dDevice);
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D3D_SAFE_RELEASE(d3dDevice);
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return result;
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}
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@ -1361,7 +1320,7 @@ static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h)
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SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain);
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done:
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SAFE_RELEASE(swapChain);
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D3D_SAFE_RELEASE(swapChain);
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return result;
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}
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#endif
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@ -1414,7 +1373,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
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/* Release render targets */
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for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
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SAFE_RELEASE(data->renderTargets[i]);
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D3D_SAFE_RELEASE(data->renderTargets[i]);
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}
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/* The width and height of the swap chain must be based on the display's
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@ -1827,12 +1786,12 @@ static void D3D12_DestroyTexture(SDL_Renderer *renderer,
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Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */
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D3D12_IssueBatch(rendererData);
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SAFE_RELEASE(textureData->mainTexture);
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SAFE_RELEASE(textureData->stagingBuffer);
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D3D_SAFE_RELEASE(textureData->mainTexture);
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D3D_SAFE_RELEASE(textureData->stagingBuffer);
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D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex);
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#if SDL_HAVE_YUV
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SAFE_RELEASE(textureData->mainTextureU);
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SAFE_RELEASE(textureData->mainTextureV);
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D3D_SAFE_RELEASE(textureData->mainTextureU);
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D3D_SAFE_RELEASE(textureData->mainTextureV);
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if (textureData->yuv) {
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D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU);
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D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV);
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@ -1923,7 +1882,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
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NULL,
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(void **)&textureMemory);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
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}
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@ -2172,7 +2131,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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NULL,
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(void **)&textureMemory);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result);
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}
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@ -2277,7 +2236,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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/* Execute the command list before releasing the staging buffer */
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D3D12_IssueBatch(rendererData);
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SAFE_RELEASE(textureData->stagingBuffer);
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D3D_SAFE_RELEASE(textureData->stagingBuffer);
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}
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static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
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@ -3136,7 +3095,7 @@ static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec
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D3D_CALL(readbackBuffer, Unmap, 0, NULL);
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done:
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SAFE_RELEASE(readbackBuffer);
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D3D_SAFE_RELEASE(readbackBuffer);
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return output;
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}
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@ -23,12 +23,7 @@
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#define SDL_render_d3d12_xbox_h_
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#include "../../SDL_internal.h"
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#if defined(SDL_PLATFORM_XBOXONE)
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#include <d3d12_x.h>
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#else /* SDL_PLATFORM_XBOXSERIES */
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#include <d3d12_xs.h>
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#endif
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#include "../../video/directx/SDL_d3d12.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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@ -23,17 +23,7 @@
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#if SDL_VIDEO_RENDER_D3D12 && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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#include "../../core/windows/SDL_windows.h"
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/* From the DirectX-Headers build system:
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* "MinGW has RPC headers which define old versions, and complain if D3D
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* headers are included before the RPC headers, since D3D headers were
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* generated with new MIDL and "require" new RPC headers."
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*/
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#define __REQUIRED_RPCNDR_H_VERSION__ 475
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#ifndef WINAPI_PARTITION_GAMES
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#define WINAPI_PARTITION_GAMES 0
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#endif /* WINAPI_PARTITION_GAMES */
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#include "../../video/directx/d3d12.h"
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#include "../../video/directx/SDL_d3d12.h"
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#include "SDL_shaders_d3d12.h"
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@ -0,0 +1,87 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifndef SDL_D3D12_H
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#define SDL_D3D12_H
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#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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/* From the DirectX-Headers build system:
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* "MinGW has RPC headers which define old versions, and complain if D3D
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* headers are included before the RPC headers, since D3D headers were
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* generated with new MIDL and "require" new RPC headers."
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*/
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#define __REQUIRED_RPCNDR_H_VERSION__ 475
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/* May not be defined in winapifamily.h, can safely be ignored */
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#ifndef WINAPI_PARTITION_GAMES
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#define WINAPI_PARTITION_GAMES 0
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#endif /* WINAPI_PARTITION_GAMES */
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#define COBJMACROS
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#include "d3d12.h"
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#include <dxgi1_6.h>
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#include <dxgidebug.h>
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#define D3D_GUID(X) &(X)
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#define D3D_SAFE_RELEASE(X) \
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if (X) { \
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(X)->lpVtbl->Release(X); \
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X = NULL; \
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}
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/* FIXME: Remove this in favor of the COBJMACROS defines */
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#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#else /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */
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#if defined(SDL_PLATFORM_XBOXONE)
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#include <d3d12_x.h>
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#else /* SDL_PLATFORM_XBOXSERIES */
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#include <d3d12_xs.h>
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#endif
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#define D3D_GUID(X) (X)
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#define D3D_SAFE_RELEASE(X) \
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if (X) { \
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(X)->Release(); \
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X = NULL; \
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}
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/* Older versions of the Xbox GDK may not have this defined */
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#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
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#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
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#endif
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/* DXGI_PRESENT flags are removed on Xbox */
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#define DXGI_PRESENT_ALLOW_TEARING 0
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/* FIXME: Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves */
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#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__)
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#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
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#endif /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */
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#endif /* SDL_D3D12_H */
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