From 1eb247fa2e4b6082f49b02aacad7a0101fd39ee3 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Thu, 16 Jun 2022 15:44:18 -0700 Subject: [PATCH] Fixed building D3D12 renderer with latest mingw-64 --- src/render/direct3d12/SDL_render_d3d12.c | 301 ++++++++++++----------- 1 file changed, 154 insertions(+), 147 deletions(-) diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 707b8a02a..ac191f1dc 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -31,7 +31,6 @@ #define SDL_D3D12_MAX_NUM_TEXTURES 16384 #define SDL_D3D12_NUM_UPLOAD_BUFFERS 32 -#define COBJMACROS #include "../../core/windows/SDL_windows.h" #include "../../video/windows/SDL_windowswindow.h" #include "SDL_hints.h" @@ -53,7 +52,7 @@ #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; } +#define SAFE_RELEASE(X) if (X) { (X)->lpVtbl->Release(X); X = NULL; } /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when @@ -142,9 +141,9 @@ typedef struct void *hD3D12Mod; IDXGIFactory6 *dxgiFactory; IDXGIAdapter4 *dxgiAdapter; - ID3D12Device5 *d3dDevice; + ID3D12Device1 *d3dDevice; ID3D12Debug *debugInterface; - IDXGIDebug1 *dxgiDebug; + IDXGIDebug *dxgiDebug; ID3D12CommandQueue *commandQueue; ID3D12GraphicsCommandList2 *commandList; IDXGISwapChain4 *swapChain; @@ -336,7 +335,7 @@ D3D12_ReleaseAll(SDL_Renderer * renderer) /* Check for any leaks if in debug mode */ if (data->dxgiDebug) { - IDXGIDebug1_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL); + data->dxgiDebug->lpVtbl->ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL); SAFE_RELEASE(data->dxgiDebug); } @@ -362,10 +361,10 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP SIZE_T offset; /* Calculate the correct offset into the heap */ - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart); + heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart); offset = CPUHandle.ptr - CPUHeapStart.ptr; - ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle); + heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle); GPUHandle.ptr += offset; return GPUHandle; @@ -374,13 +373,11 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP static void D3D12_WaitForGPU(D3D12_RenderData * data) { - HRESULT result; - if (data->commandQueue && data->fence && data->fenceEvent) { - result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); - if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { - result = ID3D12Fence_SetEventOnCompletion( + data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue); + if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) { + data->fence->lpVtbl->SetEventOnCompletion( data->fence, data->fenceValue, data->fenceEvent @@ -403,7 +400,7 @@ D3D12_GetCurrentRenderTargetView(SDL_Renderer * renderer) } SDL_zero(rtvDescriptor); - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor); + data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor); rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize; return rtvDescriptor; } @@ -425,7 +422,7 @@ D3D12_TransitionResource(D3D12_RenderData * data, barrier.Transition.StateAfter = afterState; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier); + data->commandList->lpVtbl->ResourceBarrier(data->commandList, 1, &barrier); } } @@ -434,9 +431,10 @@ D3D12_ResetCommandList(D3D12_RenderData * data) { int i; ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap }; + ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex]; - ID3D12CommandAllocator_Reset(data->commandAllocators[data->currentBackBufferIndex]); - ID3D12GraphicsCommandList2_Reset(data->commandList, data->commandAllocators[data->currentBackBufferIndex], NULL); + commandAllocator->lpVtbl->Reset(commandAllocator); + data->commandList->lpVtbl->Reset(data->commandList, commandAllocator, NULL); data->currentPipelineState = NULL; data->currentVertexBuffer = 0; data->issueBatch = SDL_FALSE; @@ -450,7 +448,7 @@ D3D12_ResetCommandList(D3D12_RenderData * data) } data->currentUploadBuffer = 0; - ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); + data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); } static int @@ -459,12 +457,12 @@ D3D12_IssueBatch(D3D12_RenderData * data) HRESULT result = S_OK; /* Issue the command list */ - result = ID3D12GraphicsCommandList2_Close(data->commandList); + result = data->commandList->lpVtbl->Close(data->commandList); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result); return result; } - ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList); + data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList); D3D12_WaitForGPU(data); @@ -543,7 +541,6 @@ GetBlendEquation(SDL_BlendOperation operation) static void D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC * outBlendDesc) { - D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata; SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); @@ -551,7 +548,7 @@ D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_B SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - SDL_zero(*outBlendDesc); + SDL_zerop(outBlendDesc); outBlendDesc->AlphaToCoverageEnable = FALSE; outBlendDesc->IndependentBlendEnable = FALSE; outBlendDesc->RenderTarget[0].BlendEnable = TRUE; @@ -610,11 +607,11 @@ D3D12_CreatePipelineState(SDL_Renderer * renderer, pipelineDesc.SampleDesc.Count = 1; pipelineDesc.SampleDesc.Quality = 0; - result = ID3D12Device_CreateGraphicsPipelineState( + result = data->d3dDevice->lpVtbl->CreateGraphicsPipelineState( data->d3dDevice, &pipelineDesc, &SDL_IID_ID3D12PipelineState, - &pipelineState + (void **)&pipelineState ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result); @@ -701,9 +698,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE); if (createDebug) { - IDXGIInfoQueue* dxgiInfoQueue = NULL; PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc; - PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface"); if (!D3D12GetDebugInterfaceFunc) { @@ -711,7 +706,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) goto done; } D3D12GetDebugInterfaceFunc(&SDL_IID_ID3D12Debug, (void**)&data->debugInterface); - ID3D12Debug_EnableDebugLayer(data->debugInterface); + data->debugInterface->lpVtbl->EnableDebugLayer(data->debugInterface); + } + + if (createDebug) { +#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ + IDXGIInfoQueue *dxgiInfoQueue = NULL; + PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc; /* If the debug hint is set, also create the DXGI factory in debug mode */ DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); @@ -732,10 +733,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) 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); - creationFlags = DXGI_CREATE_FACTORY_DEBUG; + dxgiInfoQueue->lpVtbl->SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); + dxgiInfoQueue->lpVtbl->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; } result = CreateDXGIFactoryFunc(creationFlags, &SDL_IID_IDXGIFactory6, (void**)&data->dxgiFactory); @@ -745,11 +747,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) } /* Prefer a high performance adapter if there are multiple choices */ - result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory, + result = data->dxgiFactory->lpVtbl->EnumAdapterByGpuPreference(data->dxgiFactory, 0, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, &SDL_IID_IDXGIAdapter4, - &data->dxgiAdapter + (void **)&data->dxgiAdapter ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); @@ -759,7 +761,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter, D3D_FEATURE_LEVEL_11_0, /* Request minimum feature level 11.0 for maximum compatibility */ &SDL_IID_ID3D12Device5, - &d3dDevice + (void **)&d3dDevice ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result); @@ -772,7 +774,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO }; D3D12_INFO_QUEUE_FILTER filter; - result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue); + result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result); goto done; @@ -781,15 +783,15 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) SDL_zero(filter); filter.DenyList.NumSeverities = 1; filter.DenyList.pSeverityList = severities; - ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter); + infoQueue->lpVtbl->PushStorageFilter(infoQueue, &filter); - ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); - ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); + infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); + infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); SAFE_RELEASE(infoQueue); } - result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice); + result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device5"), result); goto done; @@ -800,10 +802,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - result = ID3D12Device_CreateCommandQueue(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateCommandQueue(data->d3dDevice, &queueDesc, &SDL_IID_ID3D12CommandQueue, - &data->commandQueue + (void **)&data->commandQueue ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result); @@ -814,22 +816,22 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) SDL_zero(descriptorHeapDesc); descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice, &descriptorHeapDesc, &SDL_IID_ID3D12DescriptorHeap, - &data->rtvDescriptorHeap + (void **)&data->rtvDescriptorHeap ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result); goto done; } - data->rtvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + data->rtvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; - result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice, &descriptorHeapDesc, &SDL_IID_ID3D12DescriptorHeap, - &data->textureRTVDescriptorHeap + (void **)&data->textureRTVDescriptorHeap ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result); @@ -840,40 +842,40 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice, &descriptorHeapDesc, &SDL_IID_ID3D12DescriptorHeap, - &data->srvDescriptorHeap + (void **)&data->srvDescriptorHeap ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result); goto done; } rootDescriptorHeaps[0] = data->srvDescriptorHeap; - data->srvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + data->srvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); SDL_zero(descriptorHeapDesc); descriptorHeapDesc.NumDescriptors = 2; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice, &descriptorHeapDesc, &SDL_IID_ID3D12DescriptorHeap, - &data->samplerDescriptorHeap + (void **)&data->samplerDescriptorHeap ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result); goto done; } rootDescriptorHeaps[1] = data->samplerDescriptorHeap; - data->samplerDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); + data->samplerDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); /* Create a command allocator for each back buffer */ for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - result = ID3D12Device_CreateCommandAllocator(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateCommandAllocator(data->d3dDevice, D3D12_COMMAND_LIST_TYPE_DIRECT, &SDL_IID_ID3D12CommandAllocator, - &data->commandAllocators[i] + (void **)&data->commandAllocators[i] ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result); @@ -882,13 +884,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) } /* Create the command list */ - result = ID3D12Device_CreateCommandList(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateCommandList(data->d3dDevice, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->commandAllocators[0], NULL, &SDL_IID_ID3D12GraphicsCommandList2, - &data->commandList + (void **)&data->commandList ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result); @@ -896,14 +898,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) } /* Set the descriptor heaps to the correct initial value */ - ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); + data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps); /* Create the fence and fence event */ - result = ID3D12Device_CreateFence(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateFence(data->d3dDevice, data->fenceValue, D3D12_FENCE_FLAG_NONE, &SDL_IID_ID3D12Fence, - &data->fence + (void **)&data->fence ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result); @@ -922,12 +924,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) for (i = 0; i < NUM_ROOTSIGS; ++i) { D3D12_SHADER_BYTECODE rootSigData; D3D12_GetRootSignatureData(i, &rootSigData); - result = ID3D12Device_CreateRootSignature(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateRootSignature(data->d3dDevice, 0, rootSigData.pShaderBytecode, rootSigData.BytecodeLength, &SDL_IID_ID3D12RootSignature, - &data->rootSignatures[i] + (void **)&data->rootSignatures[i] ); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result); @@ -953,10 +955,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) /* Create a vertex buffer heap and populate it with resources */ SDL_zero(vbufferHeapDesc); vbufferHeapDesc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * SDL_D3D12_NUM_VERTEX_BUFFERS; - ID3D12Device_GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD); + data->d3dDevice->lpVtbl->GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD); vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; - result = ID3D12Device_CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, &data->vertexBufferHeap); + result = data->d3dDevice->lpVtbl->CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, (void **)&data->vertexBufferHeap); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result); goto done; @@ -976,14 +978,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE; for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { - result = ID3D12Device_CreatePlacedResource(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreatePlacedResource(data->d3dDevice, data->vertexBufferHeap, i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, &vbufferDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &SDL_IID_ID3D12Resource, - &data->vertexBuffers[i].resource + (void **)&data->vertexBuffers[i].resource ); if (FAILED(result)) { @@ -991,7 +993,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) goto done; } - data->vertexBuffers[i].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[i].resource); + data->vertexBuffers[i].view.BufferLocation = data->vertexBuffers[i].resource->lpVtbl->GetGPUVirtualAddress(data->vertexBuffers[i].resource); data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor); } @@ -1006,12 +1008,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer) samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; samplerDesc.MinLOD = 0.0f; samplerDesc.MaxLOD = D3D12_FLOAT32_MAX; - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler); - ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler); + data->samplerDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler); + data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler); samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize; - ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler); + data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler); /* Initialize the pool allocator for SRVs */ for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) { @@ -1106,6 +1108,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h) D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata; IDXGISwapChain1* swapChain; HRESULT result = S_OK; + SDL_SysWMinfo windowinfo; /* Create a swap chain using the same adapter as the existing Direct3D device. */ DXGI_SWAP_CHAIN_DESC1 swapChainDesc; @@ -1127,11 +1130,10 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h) swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | /* To support SetMaximumFrameLatency */ DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; /* To support presenting with allow tearing on */ - SDL_SysWMinfo windowinfo; SDL_VERSION(&windowinfo.version); SDL_GetWindowWMInfo(renderer->window, &windowinfo); - result = IDXGIFactory6_CreateSwapChainForHwnd(data->dxgiFactory, + result = data->dxgiFactory->lpVtbl->CreateSwapChainForHwnd(data->dxgiFactory, (IUnknown *)data->commandQueue, windowinfo.info.win.window, &swapChainDesc, @@ -1144,9 +1146,9 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h) goto done; } - IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES); + data->dxgiFactory->lpVtbl->MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES); - result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain); + result = swapChain->lpVtbl->QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result); goto done; @@ -1155,7 +1157,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h) /* Ensure that the swapchain 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 = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1); + result = data->swapChain->lpVtbl->SetMaximumFrameLatency(data->swapChain, 1); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result); goto done; @@ -1228,7 +1230,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer) if (data->swapChain) { /* If the swap chain already exists, resize it. */ - result = IDXGISwapChain_ResizeBuffers(data->swapChain, + result = data->swapChain->lpVtbl->ResizeBuffers(data->swapChain, 0, w, h, DXGI_FORMAT_UNKNOWN, @@ -1256,7 +1258,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer) /* Set the proper rotation for the swap chain. */ if (WIN_IsWindows8OrGreater()) { if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { - result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation); + result = data->swapChain->lpVtbl->SetRotation(data->swapChain, data->rotation); if (FAILED(result)) { WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result); goto done; @@ -1266,8 +1268,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer) /* Get each back buffer render target and create render target views */ for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - result = IDXGISwapChain4_GetBuffer( - data->swapChain, + result = data->swapChain->lpVtbl->GetBuffer(data->swapChain, i, &SDL_IID_ID3D12Resource, (void **) &data->renderTargets[i] @@ -1282,20 +1283,20 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer) rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; SDL_zero(rtvDescriptor); - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor); + data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor); rtvDescriptor.ptr += i * data->rtvDescriptorSize; - ID3D12Device5_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); + data->d3dDevice->lpVtbl->CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor); } /* Set back buffer index to current buffer */ - data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); + data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain); /* 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! */ data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer); - ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); + data->commandList->lpVtbl->OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL); D3D12_TransitionResource(data, data->renderTargets[data->currentBackBufferIndex], D3D12_RESOURCE_STATE_PRESENT, @@ -1413,14 +1414,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) heapProps.CreationNodeMask = 1; heapProps.VisibleNodeMask = 1; - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &SDL_IID_ID3D12Resource, - &textureData->mainTexture + (void **)&textureData->mainTexture ); textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST; if (FAILED(result)) { @@ -1435,14 +1436,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) textureDesc.Width = (textureDesc.Width + 1) / 2; textureDesc.Height = (textureDesc.Height + 1) / 2; - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &SDL_IID_ID3D12Resource, - &textureData->mainTextureU + (void **)&textureData->mainTextureU ); textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST; if (FAILED(result)) { @@ -1450,14 +1451,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result); } - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &SDL_IID_ID3D12Resource, - &textureData->mainTextureV + (void **)&textureData->mainTextureV ); textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST; if (FAILED(result)) { @@ -1476,19 +1477,19 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) nvTextureDesc.Width = (textureDesc.Width + 1) / 2; nvTextureDesc.Height = (textureDesc.Height + 1) / 2; - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &nvTextureDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &SDL_IID_ID3D12Resource, - &textureData->mainTextureNV + (void **)&textureData->mainTextureNV ); textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST; if (FAILED(result)) { D3D12_DestroyTexture(renderer, texture); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D"), result); + return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D"), result); } } #endif /* SDL_HAVE_YUV */ @@ -1500,29 +1501,29 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer); - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView); + rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView); textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize; - ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice, textureData->mainTexture, &resourceViewDesc, textureData->mainTextureResourceView ); #if SDL_HAVE_YUV if (textureData->yuv) { - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU); + rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU); textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer); textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize; - ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice, textureData->mainTextureU, &resourceViewDesc, textureData->mainTextureResourceViewU ); - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV); + rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV); textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer); textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize; - ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice, textureData->mainTextureV, &resourceViewDesc, textureData->mainTextureResourceViewV @@ -1534,10 +1535,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV); + rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV); textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer); textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize; - ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice, textureData->mainTextureNV, &nvResourceViewDesc, textureData->mainTextureResourceViewNV @@ -1552,10 +1553,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; renderTargetViewDesc.Texture2D.MipSlice = 0; - ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView); + rendererData->textureRTVDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView); textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize; - ID3D12Device_CreateRenderTargetView(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->CreateRenderTargetView(rendererData->d3dDevice, (ID3D12Resource*)textureData->mainTexture, &renderTargetViewDesc, textureData->mainTextureRenderTargetView); @@ -1615,9 +1616,11 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te D3D12_TEXTURE_COPY_LOCATION srcLocation; D3D12_TEXTURE_COPY_LOCATION dstLocation; BYTE *textureMemory; + ID3D12Resource *uploadBuffer; /* Create an upload buffer, which will be used to write to the main texture. */ - ID3D12Resource_GetDesc(texture, &textureDesc); + SDL_zero(textureDesc); + texture->lpVtbl->GetDesc(texture, &textureDesc); textureDesc.Width = w; textureDesc.Height = h; @@ -1634,7 +1637,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; /* Figure out how much we need to allocate for the upload buffer */ - ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice, &textureDesc, 0, 1, @@ -1651,21 +1654,22 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te heapProps.VisibleNodeMask = 1; /* Create the upload buffer */ - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &uploadDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &SDL_IID_ID3D12Resource, - &rendererData->uploadBuffers[rendererData->currentUploadBuffer] + (void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer] ); if (FAILED(result)) { return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); } /* Get a write-only pointer to data in the upload buffer: */ - result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer], + uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer]; + result = uploadBuffer->lpVtbl->Map(uploadBuffer, 0, NULL, (void **)&textureMemory @@ -1706,7 +1710,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te } /* Commit the changes back to the upload buffer: */ - ID3D12Resource_Unmap(rendererData->uploadBuffers[rendererData->currentUploadBuffer], 0, NULL); + uploadBuffer->lpVtbl->Unmap(uploadBuffer, 0, NULL); /* Make sure the destination is in the correct resource state */ D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST); @@ -1722,7 +1726,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.PlacedFootprint = placedTextureDesc; - ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList, + rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList, &dstLocation, x, y, @@ -1879,7 +1883,8 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, } /* Create an upload buffer, which will be used to write to the main texture. */ - ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc); + SDL_zero(textureDesc); + textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc); textureDesc.Width = rect->w; textureDesc.Height = rect->h; @@ -1896,7 +1901,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE; /* Figure out how much we need to allocate for the upload buffer */ - ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice, + rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice, &textureDesc, 0, 1, @@ -1913,21 +1918,21 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, heapProps.VisibleNodeMask = 1; /* Create the upload buffer */ - result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice, + result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &uploadDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &SDL_IID_ID3D12Resource, - &textureData->stagingBuffer + (void **)&textureData->stagingBuffer ); if (FAILED(result)) { return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result); } /* Get a write-only pointer to data in the upload buffer: */ - result = ID3D12Resource_Map(textureData->stagingBuffer, + result = textureData->stagingBuffer->lpVtbl->Map(textureData->stagingBuffer, 0, NULL, (void **)&textureMemory @@ -1990,9 +1995,10 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) } #endif /* Commit the pixel buffer's changes back to the staging texture: */ - ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL); + textureData->stagingBuffer->lpVtbl->Unmap(textureData->stagingBuffer, 0, NULL); - ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc); + SDL_zero(textureDesc); + textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc); textureDesc.Width = textureData->lockedRect.w; textureDesc.Height = textureData->lockedRect.h; @@ -2026,7 +2032,7 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.PlacedFootprint = placedTextureDesc; - ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList, + rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList, &dstLocation, textureData->lockedRect.x, textureData->lockedRect.y, @@ -2188,6 +2194,7 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, const UINT stride = sizeof(VertexPositionColor); UINT8* vertexBufferData = NULL; D3D12_RANGE range; + ID3D12Resource *vertexBuffer; range.Begin = 0; range.End = 0; @@ -2208,16 +2215,17 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer, return E_FAIL; } - result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, (void **)&vertexBufferData); + vertexBuffer = rendererData->vertexBuffers[vbidx].resource; + result = vertexBuffer->lpVtbl->Map(vertexBuffer, 0, &range, (void **)&vertexBufferData); if (FAILED(result)) { return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result); } SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes); - ID3D12Resource_Unmap(rendererData->vertexBuffers[vbidx].resource, 0, NULL); + vertexBuffer->lpVtbl->Unmap(vertexBuffer, 0, NULL); rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes; - ID3D12GraphicsCommandList_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); + rendererData->commandList->lpVtbl->IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view); rendererData->currentVertexBuffer++; if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) { @@ -2313,7 +2321,7 @@ D3D12_UpdateViewport(SDL_Renderer * renderer) d3dviewport.MinDepth = 0.0f; d3dviewport.MaxDepth = 1.0f; /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */ - ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport); + data->commandList->lpVtbl->RSSetViewports(data->commandList, 1, &d3dviewport); data->viewportDirty = SDL_FALSE; @@ -2374,8 +2382,8 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_ return SDL_SetError("[direct3d12] Unable to create required pipeline state"); } - ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState); - ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList, + rendererData->commandList->lpVtbl->SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState); + rendererData->commandList->lpVtbl->SetGraphicsRootSignature(rendererData->commandList, rendererData->rootSignatures[D3D12_GetRootSignatureType(rendererData->currentPipelineState->shader)]); /* When we change these we will need to re-upload the constant buffer and reset any descriptors */ updateSubresource = SDL_TRUE; @@ -2384,7 +2392,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_ } if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) { - ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); + rendererData->commandList->lpVtbl->OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL); rendererData->currentRenderTargetView = renderTargetView; } @@ -2401,7 +2409,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_ /* D3D12_GetViewportAlignedD3DRect will have set the SDL error */ return -1; } - ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect); + rendererData->commandList->lpVtbl->RSSetScissorRects(rendererData->commandList, 1, &scissorRect); rendererData->cliprectDirty = SDL_FALSE; } @@ -2413,7 +2421,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_ if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) { for (i = 0; i < numShaderResources; ++i) { D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]); - ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 1, GPUHandle); + rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, i + 1, GPUHandle); } rendererData->currentShaderResource.ptr = firstShaderResource.ptr; } @@ -2447,13 +2455,13 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_ break; } - ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); + rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle); rendererData->currentSampler = *sampler; } if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) { SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)); - ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList, + rendererData->commandList->lpVtbl->SetGraphicsRoot32BitConstants(rendererData->commandList, 0, 32, &rendererData->vertexShaderConstantsData, @@ -2556,8 +2564,8 @@ static void D3D12_DrawPrimitives(SDL_Renderer * renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) { D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata; - ID3D12GraphicsCommandList_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); - ID3D12GraphicsCommandList_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 0); + rendererData->commandList->lpVtbl->IASetPrimitiveTopology(rendererData->commandList, primitiveTopology); + rendererData->commandList->lpVtbl->DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 0); } static int @@ -2617,7 +2625,7 @@ D3D12_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver }; D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer); - ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, colorRGBA, 0, NULL); + rendererData->commandList->lpVtbl->ClearRenderTargetView(rendererData->commandList, rtvDescriptor, colorRGBA, 0, NULL); break; } @@ -2706,7 +2714,8 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, } /* Create a staging texture to copy the screen's data to: */ - ID3D12Resource_GetDesc(backBuffer, &textureDesc); + SDL_zero(textureDesc); + backBuffer->lpVtbl->GetDesc(backBuffer, &textureDesc); textureDesc.Width = rect->w; textureDesc.Height = rect->h; @@ -2723,7 +2732,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE; /* Figure out how much we need to allocate for the upload buffer */ - ID3D12Device_GetCopyableFootprints(data->d3dDevice, + data->d3dDevice->lpVtbl->GetCopyableFootprints(data->d3dDevice, &textureDesc, 0, 1, @@ -2739,17 +2748,17 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, heapProps.CreationNodeMask = 1; heapProps.VisibleNodeMask = 1; - result = ID3D12Device_CreateCommittedResource(data->d3dDevice, + result = data->d3dDevice->lpVtbl->CreateCommittedResource(data->d3dDevice, &heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &SDL_IID_ID3D12Resource, - &readbackBuffer + (void **)&readbackBuffer ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D [create staging texture]"), result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result); goto done; } @@ -2776,8 +2785,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, pitchedDesc.Depth = 1; if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) { bpp = 1; - } - else { + } else { bpp = 4; } pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); @@ -2796,7 +2804,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; srcLocation.SubresourceIndex = 0; - ID3D12GraphicsCommandList_CopyTextureRegion(data->commandList, + data->commandList->lpVtbl->CopyTextureRegion(data->commandList, &dstLocation, 0, 0, 0, &srcLocation, @@ -2810,7 +2818,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET ); /* Map the staging texture's data to CPU-accessible memory: */ - result = ID3D12Resource_Map(readbackBuffer, + result = readbackBuffer->lpVtbl->Map(readbackBuffer, 0, NULL, (void **)&textureMemory @@ -2833,7 +2841,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, pitch); /* Unmap the texture: */ - ID3D12Resource_Unmap(readbackBuffer, 0, NULL); + readbackBuffer->lpVtbl->Unmap(readbackBuffer, 0, NULL); done: SAFE_RELEASE(readbackBuffer); @@ -2856,8 +2864,8 @@ D3D12_RenderPresent(SDL_Renderer * renderer) ); /* Issue the command list */ - result = ID3D12GraphicsCommandList2_Close(data->commandList); - ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList); + result = data->commandList->lpVtbl->Close(data->commandList); + data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList); if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { syncInterval = 1; @@ -2870,7 +2878,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer) /* The application may optionally specify "dirty" or "scroll" * rects to improve efficiency in certain scenarios. */ - result = IDXGISwapChain4_Present(data->swapChain, syncInterval, presentFlags); + result = data->swapChain->lpVtbl->Present(data->swapChain, syncInterval, presentFlags); if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { /* If the device was removed either by a disconnect or a driver upgrade, we @@ -2886,11 +2894,10 @@ D3D12_RenderPresent(SDL_Renderer * renderer) } } else { /* Wait for the GPU and move to the next frame */ - result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue); + result = data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue); - if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) { - result = ID3D12Fence_SetEventOnCompletion( - data->fence, + if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) { + result = data->fence->lpVtbl->SetEventOnCompletion(data->fence, data->fenceValue, data->fenceEvent ); @@ -2898,7 +2905,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer) } data->fenceValue++; - data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain); + data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain); /* Reset the command allocator and command list, and transition back to render target */ D3D12_ResetCommandList(data); @@ -3035,7 +3042,7 @@ SDL_RenderGetD3D12Device(SDL_Renderer * renderer) device = (ID3D12Device *)data->d3dDevice; if (device) { - ID3D12Device_AddRef(device); + device->lpVtbl->AddRef(device); } #endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */