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
David Ludwig 2014-03-11 12:40:31 -04:00
parent ce3c5b842f
commit 36e7c8d92d
5 changed files with 192 additions and 93 deletions

View File

@ -97,6 +97,14 @@
<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
@ -277,6 +285,7 @@
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />

View File

@ -280,6 +280,9 @@
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -636,6 +639,9 @@
<ClInclude Include="..\..\src\SDL_internal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

View File

@ -22,18 +22,6 @@
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#ifdef __WINRT__
#include <windows.ui.core.h>
#include <windows.foundation.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#endif /* __WINRT__ */
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include "SDL_hints.h"
@ -45,6 +33,19 @@ using namespace Windows::Graphics::Display;
#include <d3d11_1.h>
#ifdef __WINRT__
#include "SDL_render_d3d11_winrthelpers_cpp.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
#endif /* __WINRT__ */
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
@ -960,10 +961,11 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory;
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
// 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.)
//#ifdef __WINRT__
// CreateDXGIFactoryFunc = CreateDXGIFactory;
// D3D11CreateDeviceFunc = D3D11CreateDevice;
//#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
@ -987,7 +989,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
result = E_FAIL;
goto done;
}
#endif /* __WINRT__ */
//#endif /* __WINRT__ */
result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
if (FAILED(result)) {
@ -1269,79 +1271,7 @@ done:
return result;
}
#ifdef __WINRT__
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
#endif
static IUnknown *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
{
SDL_Window * sdlWindow = renderer->window;
if (!renderer->window) {
return NULL;
}
SDL_SysWMinfo sdlWindowInfo;
SDL_VERSION(&sdlWindowInfo.version);
if (!SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo)) {
return NULL;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
return NULL;
}
if (!sdlWindowInfo.info.winrt.window) {
return NULL;
}
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
return NULL;
}
IUnknown *coreWindowAsIUnknown = NULL;
coreWindow->QueryInterface(&coreWindowAsIUnknown);
coreWindow->Release();
return coreWindowAsIUnknown;
}
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
switch (DisplayProperties::CurrentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
#else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
default:
return DXGI_MODE_ROTATION_UNSPECIFIED;
}
}
#else
#ifdef __WIN32__
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
@ -1350,7 +1280,7 @@ D3D11_GetCurrentRotation()
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* __WINRT__ */
#endif /* __WIN32__ */
static BOOL
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
@ -1460,7 +1390,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
}
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain);
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
goto done;
@ -1471,6 +1401,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
goto done;
#endif
} else {
#ifdef __WIN32__
SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
@ -1487,6 +1418,10 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result);
goto done;
}
#else
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
goto done;
#endif /* ifdef __WIN32__ / else */
}
data->swapEffect = swapChainDesc.SwapEffect;
@ -2379,7 +2314,7 @@ static void
D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
ID3D11BlendState *blendState;
ID3D11BlendState *blendState = NULL;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
blendState = rendererData->blendModeBlend;

View File

@ -0,0 +1,109 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_syswm.h"
extern "C" {
#include "../SDL_sysrender.h"
}
#include <windows.ui.core.h>
#include <windows.foundation.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
{
SDL_Window * sdlWindow = renderer->window;
if ( ! renderer->window ) {
return NULL;
}
SDL_SysWMinfo sdlWindowInfo;
SDL_VERSION(&sdlWindowInfo.version);
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
return NULL;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
return NULL;
}
if (!sdlWindowInfo.info.winrt.window) {
return NULL;
}
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
return NULL;
}
IUnknown *coreWindowAsIUnknown = NULL;
coreWindow->QueryInterface(&coreWindowAsIUnknown);
coreWindow->Release();
return coreWindowAsIUnknown;
}
extern "C" DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
switch (DisplayProperties::CurrentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
#else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
default:
return DXGI_MODE_ROTATION_UNSPECIFIED;
}
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -0,0 +1,40 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_render.h"
#ifdef __cplusplus
extern "C" {
#endif
void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
#ifdef __cplusplus
}
#endif
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */