Fixed compiler errors in the D3D11 renderer when building for WinRT
Still TODO: fix other build errors, especially linker errors, when building SDL/WinRT, then fix any runtime errors that pop up.main
parent
ce3c5b842f
commit
36e7c8d92d
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@ -97,6 +97,14 @@
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<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c" />
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<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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@ -277,6 +285,7 @@
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<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
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<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
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<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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@ -280,6 +280,9 @@
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -636,6 +639,9 @@
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<ClInclude Include="..\..\src\SDL_internal.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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@ -22,18 +22,6 @@
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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#ifdef __WINRT__
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#include <windows.ui.core.h>
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#include <windows.foundation.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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#endif
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using namespace Windows::UI::Core;
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using namespace Windows::Graphics::Display;
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#endif /* __WINRT__ */
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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@ -45,6 +33,19 @@ using namespace Windows::Graphics::Display;
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#include <d3d11_1.h>
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#ifdef __WINRT__
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#include "SDL_render_d3d11_winrthelpers_cpp.h"
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
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extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
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#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
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#endif /* __WINRT__ */
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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@ -960,10 +961,11 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_RASTERIZER_DESC rasterDesc;
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#ifdef __WINRT__
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CreateDXGIFactoryFunc = CreateDXGIFactory;
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D3D11CreateDeviceFunc = D3D11CreateDevice;
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#else
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// TODO, WinRT, Mar 11, 2014: once SDL/WinRT is back up and running, see if D3D11 init functions are loadable (via LoadPackagedLibrary/SDL_LoadObject, etc.)
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//#ifdef __WINRT__
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// CreateDXGIFactoryFunc = CreateDXGIFactory;
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// D3D11CreateDeviceFunc = D3D11CreateDevice;
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//#else
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data->hDXGIMod = SDL_LoadObject("dxgi.dll");
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if (!data->hDXGIMod) {
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result = E_FAIL;
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@ -987,7 +989,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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result = E_FAIL;
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goto done;
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}
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#endif /* __WINRT__ */
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//#endif /* __WINRT__ */
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result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
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if (FAILED(result)) {
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@ -1269,79 +1271,7 @@ done:
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return result;
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}
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#ifdef __WINRT__
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
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extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
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#endif
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static IUnknown *
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D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
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{
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SDL_Window * sdlWindow = renderer->window;
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if (!renderer->window) {
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return NULL;
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}
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SDL_SysWMinfo sdlWindowInfo;
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SDL_VERSION(&sdlWindowInfo.version);
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if (!SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo)) {
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return NULL;
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}
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if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
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return NULL;
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}
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if (!sdlWindowInfo.info.winrt.window) {
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return NULL;
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}
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ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
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if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
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return NULL;
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}
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IUnknown *coreWindowAsIUnknown = NULL;
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coreWindow->QueryInterface(&coreWindowAsIUnknown);
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coreWindow->Release();
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return coreWindowAsIUnknown;
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}
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static DXGI_MODE_ROTATION
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D3D11_GetCurrentRotation()
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{
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switch (DisplayProperties::CurrentOrientation) {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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/* Windows Phone rotations */
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case DisplayOrientations::Landscape:
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return DXGI_MODE_ROTATION_ROTATE90;
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case DisplayOrientations::Portrait:
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return DXGI_MODE_ROTATION_IDENTITY;
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case DisplayOrientations::LandscapeFlipped:
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return DXGI_MODE_ROTATION_ROTATE270;
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case DisplayOrientations::PortraitFlipped:
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return DXGI_MODE_ROTATION_ROTATE180;
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#else
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/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
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case DisplayOrientations::Landscape:
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return DXGI_MODE_ROTATION_IDENTITY;
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case DisplayOrientations::Portrait:
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return DXGI_MODE_ROTATION_ROTATE270;
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case DisplayOrientations::LandscapeFlipped:
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return DXGI_MODE_ROTATION_ROTATE180;
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case DisplayOrientations::PortraitFlipped:
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return DXGI_MODE_ROTATION_ROTATE90;
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#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
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default:
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return DXGI_MODE_ROTATION_UNSPECIFIED;
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}
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}
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#else
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#ifdef __WIN32__
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static DXGI_MODE_ROTATION
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D3D11_GetCurrentRotation()
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return DXGI_MODE_ROTATION_IDENTITY;
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}
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#endif /* __WINRT__ */
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#endif /* __WIN32__ */
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static BOOL
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D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
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@ -1460,7 +1390,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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}
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain);
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result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
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goto done;
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@ -1471,6 +1401,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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goto done;
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#endif
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} else {
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#ifdef __WIN32__
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SDL_SysWMinfo windowinfo;
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SDL_VERSION(&windowinfo.version);
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SDL_GetWindowWMInfo(renderer->window, &windowinfo);
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@ -1487,6 +1418,10 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result);
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goto done;
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}
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#else
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SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
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goto done;
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#endif /* ifdef __WIN32__ / else */
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}
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data->swapEffect = swapChainDesc.SwapEffect;
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@ -2379,7 +2314,7 @@ static void
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D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
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ID3D11BlendState *blendState;
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ID3D11BlendState *blendState = NULL;
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switch (blendMode) {
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case SDL_BLENDMODE_BLEND:
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blendState = rendererData->blendModeBlend;
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@ -0,0 +1,109 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 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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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#include "SDL_syswm.h"
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extern "C" {
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#include "../SDL_sysrender.h"
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}
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#include <windows.ui.core.h>
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#include <windows.foundation.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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#endif
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using namespace Windows::UI::Core;
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using namespace Windows::Graphics::Display;
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extern "C" void *
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D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
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{
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SDL_Window * sdlWindow = renderer->window;
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if ( ! renderer->window ) {
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return NULL;
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}
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SDL_SysWMinfo sdlWindowInfo;
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SDL_VERSION(&sdlWindowInfo.version);
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if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
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return NULL;
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}
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if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
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return NULL;
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}
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if (!sdlWindowInfo.info.winrt.window) {
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return NULL;
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}
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ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
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if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
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return NULL;
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}
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IUnknown *coreWindowAsIUnknown = NULL;
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coreWindow->QueryInterface(&coreWindowAsIUnknown);
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coreWindow->Release();
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return coreWindowAsIUnknown;
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}
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extern "C" DXGI_MODE_ROTATION
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D3D11_GetCurrentRotation()
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{
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switch (DisplayProperties::CurrentOrientation) {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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/* Windows Phone rotations */
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case DisplayOrientations::Landscape:
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return DXGI_MODE_ROTATION_ROTATE90;
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case DisplayOrientations::Portrait:
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return DXGI_MODE_ROTATION_IDENTITY;
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case DisplayOrientations::LandscapeFlipped:
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return DXGI_MODE_ROTATION_ROTATE270;
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case DisplayOrientations::PortraitFlipped:
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return DXGI_MODE_ROTATION_ROTATE180;
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#else
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/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
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case DisplayOrientations::Landscape:
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return DXGI_MODE_ROTATION_IDENTITY;
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case DisplayOrientations::Portrait:
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return DXGI_MODE_ROTATION_ROTATE270;
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case DisplayOrientations::LandscapeFlipped:
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return DXGI_MODE_ROTATION_ROTATE180;
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case DisplayOrientations::PortraitFlipped:
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return DXGI_MODE_ROTATION_ROTATE90;
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#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
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default:
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return DXGI_MODE_ROTATION_UNSPECIFIED;
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}
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}
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#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -0,0 +1,40 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 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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#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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#include "SDL_render.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
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DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
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#ifdef __cplusplus
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}
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#endif
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#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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