Add support for SDL_render_d3d12.c to compile in C++ mode

main
unknown 2022-06-26 18:47:34 +00:00 committed by Sam Lantinga
parent fa39f73552
commit 51c6488f97
6 changed files with 211 additions and 141 deletions

View File

@ -65,6 +65,11 @@
#define SDL_tcsstr SDL_strstr
#endif
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Sets an error message based on a given HRESULT */
extern int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr);
@ -104,6 +109,11 @@ extern BOOL WIN_IsEqualIID(REFIID a, REFIID b);
extern void WIN_RECTToRect(const RECT *winrect, SDL_Rect *sdlrect);
extern void WIN_RectToRECT(const SDL_Rect *sdlrect, RECT *winrect);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif /* _INCLUDED_WINDOWS_H */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -22,6 +22,11 @@
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Direct3D matrix math functions */
typedef struct
@ -67,6 +72,11 @@ Float4X4 MatrixRotationX(float r);
Float4X4 MatrixRotationY(float r);
Float4X4 MatrixRotationZ(float r);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -28,6 +28,10 @@
#include "SDL_mutex.h"
#include "SDL_yuv_sw_c.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A rectangle, with the origin at the upper left (double precision).
@ -309,6 +313,11 @@ extern void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t num
extern int SDL_PrivateLowerBlitScaled(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect, SDL_ScaleMode scaleMode);
extern int SDL_PrivateUpperBlitScaled(SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect, SDL_ScaleMode scaleMode);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif /* SDL_sysrender_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -52,8 +52,22 @@
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
#ifdef __cplusplus
#define SAFE_RELEASE(X) if (X) { (X)->Release(); X = NULL; }
#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__)
#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
#define D3D_GUID(X) (X)
#else
#define SAFE_RELEASE(X) if (X) { (X)->lpVtbl->Release(X); X = NULL; }
#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), __VA_ARGS__)
#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), __VA_ARGS__)
#define D3D_GUID(X) &(X)
#endif
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
!!! FIXME: textures are needed. */
@ -335,7 +349,8 @@ D3D12_ReleaseAll(SDL_Renderer * renderer)
/* Check for any leaks if in debug mode */
if (data->dxgiDebug) {
data->dxgiDebug->lpVtbl->ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
D3D_CALL(data->dxgiDebug, ReportLiveObjects, SDL_DXGI_DEBUG_ALL, rloFlags);
SAFE_RELEASE(data->dxgiDebug);
}
@ -361,10 +376,10 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP
SIZE_T offset;
/* Calculate the correct offset into the heap */
heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
@ -375,10 +390,9 @@ D3D12_WaitForGPU(D3D12_RenderData * data)
{
if (data->commandQueue && data->fence && data->fenceEvent)
{
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,
D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
D3D_CALL(data->fence, SetEventOnCompletion,
data->fenceValue,
data->fenceEvent
);
@ -400,7 +414,7 @@ D3D12_GetCurrentRenderTargetView(SDL_Renderer * renderer)
}
SDL_zero(rtvDescriptor);
data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
@ -422,7 +436,7 @@ D3D12_TransitionResource(D3D12_RenderData * data,
barrier.Transition.StateAfter = afterState;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
data->commandList->lpVtbl->ResourceBarrier(data->commandList, 1, &barrier);
D3D_CALL(data->commandList, ResourceBarrier, 1, &barrier);
}
}
@ -433,8 +447,8 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap };
ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex];
commandAllocator->lpVtbl->Reset(commandAllocator);
data->commandList->lpVtbl->Reset(data->commandList, commandAllocator, NULL);
D3D_CALL(commandAllocator, Reset);
D3D_CALL(data->commandList, Reset, commandAllocator, NULL);
data->currentPipelineState = NULL;
data->currentVertexBuffer = 0;
data->issueBatch = SDL_FALSE;
@ -448,7 +462,7 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
}
data->currentUploadBuffer = 0;
data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
}
static int
@ -457,12 +471,12 @@ D3D12_IssueBatch(D3D12_RenderData * data)
HRESULT result = S_OK;
/* Issue the command list */
result = data->commandList->lpVtbl->Close(data->commandList);
result = D3D_CALL(data->commandList, Close);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result);
return result;
}
data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList);
D3D_CALL(data->commandQueue, ExecuteCommandLists, 1, (ID3D12CommandList* const*)&data->commandList);
D3D12_WaitForGPU(data);
@ -607,10 +621,9 @@ D3D12_CreatePipelineState(SDL_Renderer * renderer,
pipelineDesc.SampleDesc.Count = 1;
pipelineDesc.SampleDesc.Quality = 0;
result = data->d3dDevice->lpVtbl->CreateGraphicsPipelineState(
data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateGraphicsPipelineState,
&pipelineDesc,
&SDL_IID_ID3D12PipelineState,
D3D_GUID(SDL_IID_ID3D12PipelineState),
(void **)&pipelineState
);
if (FAILED(result)) {
@ -705,8 +718,8 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
result = E_FAIL;
goto done;
}
D3D12GetDebugInterfaceFunc(&SDL_IID_ID3D12Debug, (void**)&data->debugInterface);
data->debugInterface->lpVtbl->EnableDebugLayer(data->debugInterface);
D3D12GetDebugInterfaceFunc(D3D_GUID(SDL_IID_ID3D12Debug), (void**)&data->debugInterface);
D3D_CALL(data->debugInterface, EnableDebugLayer);
}
if (createDebug) {
@ -721,36 +734,36 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug);
result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIDebug1), (void **)&data->dxgiDebug);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue);
result = DXGIGetDebugInterfaceFunc(0, D3D_GUID(SDL_IID_IDXGIInfoQueue), (void **)&dxgiInfoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
}
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);
D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, 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);
result = CreateDXGIFactoryFunc(creationFlags, D3D_GUID(SDL_IID_IDXGIFactory6), (void**)&data->dxgiFactory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
goto done;
}
/* Prefer a high performance adapter if there are multiple choices */
result = data->dxgiFactory->lpVtbl->EnumAdapterByGpuPreference(data->dxgiFactory,
result = D3D_CALL(data->dxgiFactory, EnumAdapterByGpuPreference,
0,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
&SDL_IID_IDXGIAdapter4,
D3D_GUID(SDL_IID_IDXGIAdapter4),
(void **)&data->dxgiAdapter
);
if (FAILED(result)) {
@ -760,7 +773,7 @@ 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,
D3D_GUID(SDL_IID_ID3D12Device5),
(void **)&d3dDevice
);
if (FAILED(result)) {
@ -774,7 +787,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO };
D3D12_INFO_QUEUE_FILTER filter;
result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue);
result = D3D_CALL(d3dDevice, QueryInterface, D3D_GUID(SDL_IID_ID3D12InfoQueue), (void **)&infoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result);
goto done;
@ -783,15 +796,15 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(filter);
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = severities;
infoQueue->lpVtbl->PushStorageFilter(infoQueue, &filter);
D3D_CALL(infoQueue, PushStorageFilter, &filter);
infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(infoQueue);
}
result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice);
result = D3D_CALL(d3dDevice, QueryInterface, D3D_GUID(SDL_IID_ID3D12Device5), (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device5"), result);
goto done;
@ -802,9 +815,9 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
result = data->d3dDevice->lpVtbl->CreateCommandQueue(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateCommandQueue,
&queueDesc,
&SDL_IID_ID3D12CommandQueue,
D3D_GUID(SDL_IID_ID3D12CommandQueue),
(void **)&data->commandQueue
);
if (FAILED(result)) {
@ -816,21 +829,21 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->rtvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result);
goto done;
}
data->rtvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
data->rtvDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->textureRTVDescriptorHeap
);
if (FAILED(result)) {
@ -842,9 +855,9 @@ 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 = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->srvDescriptorHeap
);
if (FAILED(result)) {
@ -852,15 +865,15 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
rootDescriptorHeaps[0] = data->srvDescriptorHeap;
data->srvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
data->srvDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, 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 = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateDescriptorHeap,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
D3D_GUID(SDL_IID_ID3D12DescriptorHeap),
(void **)&data->samplerDescriptorHeap
);
if (FAILED(result)) {
@ -868,13 +881,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
rootDescriptorHeaps[1] = data->samplerDescriptorHeap;
data->samplerDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
data->samplerDescriptorSize = D3D_CALL(d3dDevice, GetDescriptorHandleIncrementSize, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
/* Create a command allocator for each back buffer */
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
result = data->d3dDevice->lpVtbl->CreateCommandAllocator(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateCommandAllocator,
D3D12_COMMAND_LIST_TYPE_DIRECT,
&SDL_IID_ID3D12CommandAllocator,
D3D_GUID(SDL_IID_ID3D12CommandAllocator),
(void **)&data->commandAllocators[i]
);
if (FAILED(result)) {
@ -884,12 +897,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Create the command list */
result = data->d3dDevice->lpVtbl->CreateCommandList(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateCommandList,
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
data->commandAllocators[0],
NULL,
&SDL_IID_ID3D12GraphicsCommandList2,
D3D_GUID(SDL_IID_ID3D12GraphicsCommandList2),
(void **)&data->commandList
);
if (FAILED(result)) {
@ -898,13 +911,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Set the descriptor heaps to the correct initial value */
data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
D3D_CALL(data->commandList, SetDescriptorHeaps, 2, rootDescriptorHeaps);
/* Create the fence and fence event */
result = data->d3dDevice->lpVtbl->CreateFence(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateFence,
data->fenceValue,
D3D12_FENCE_FLAG_NONE,
&SDL_IID_ID3D12Fence,
D3D_GUID(SDL_IID_ID3D12Fence),
(void **)&data->fence
);
if (FAILED(result)) {
@ -923,12 +936,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
/* Create all the root signatures */
for (i = 0; i < NUM_ROOTSIGS; ++i) {
D3D12_SHADER_BYTECODE rootSigData;
D3D12_GetRootSignatureData(i, &rootSigData);
result = data->d3dDevice->lpVtbl->CreateRootSignature(data->d3dDevice,
D3D12_GetRootSignatureData((D3D12_RootSignature) i, &rootSigData);
result = D3D_CALL(data->d3dDevice, CreateRootSignature,
0,
rootSigData.pShaderBytecode,
rootSigData.BytecodeLength,
&SDL_IID_ID3D12RootSignature,
D3D_GUID(SDL_IID_ID3D12RootSignature),
(void **)&data->rootSignatures[i]
);
if (FAILED(result)) {
@ -943,7 +956,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
if (!D3D12_CreatePipelineState(renderer, i, defaultBlendModes[j], k, defaultRTVFormats[l])) {
if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader) i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE) k, defaultRTVFormats[l])) {
/* D3D12_CreatePipelineState will set the SDL error, if it fails */
goto done;
}
@ -955,10 +968,10 @@ 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;
data->d3dDevice->lpVtbl->GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
D3D_CALL_RET(data->d3dDevice, GetCustomHeapProperties, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
result = data->d3dDevice->lpVtbl->CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, (void **)&data->vertexBufferHeap);
result = D3D_CALL(data->d3dDevice, CreateHeap, &vbufferHeapDesc, D3D_GUID(SDL_IID_ID3D12Heap), (void **)&data->vertexBufferHeap);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result);
goto done;
@ -978,13 +991,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
result = data->d3dDevice->lpVtbl->CreatePlacedResource(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreatePlacedResource,
data->vertexBufferHeap,
i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&data->vertexBuffers[i].resource
);
@ -993,7 +1006,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
data->vertexBuffers[i].view.BufferLocation = data->vertexBuffers[i].resource->lpVtbl->GetGPUVirtualAddress(data->vertexBuffers[i].resource);
data->vertexBuffers[i].view.BufferLocation = D3D_CALL(data->vertexBuffers[i].resource, GetGPUVirtualAddress);
data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor);
}
@ -1008,12 +1021,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
data->samplerDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler);
D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->nearestPixelSampler);
D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize;
data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler);
D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->linearSampler);
/* Initialize the pool allocator for SRVs */
for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) {
@ -1133,7 +1146,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = data->dxgiFactory->lpVtbl->CreateSwapChainForHwnd(data->dxgiFactory,
result = D3D_CALL(data->dxgiFactory, CreateSwapChainForHwnd,
(IUnknown *)data->commandQueue,
windowinfo.info.win.window,
&swapChainDesc,
@ -1146,9 +1159,9 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
goto done;
}
data->dxgiFactory->lpVtbl->MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
D3D_CALL(data->dxgiFactory, MakeWindowAssociation, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
result = swapChain->lpVtbl->QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
result = D3D_CALL(swapChain, QueryInterface, D3D_GUID(SDL_IID_IDXGISwapChain4), (void **)&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
goto done;
@ -1157,7 +1170,7 @@ 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 = data->swapChain->lpVtbl->SetMaximumFrameLatency(data->swapChain, 1);
result = D3D_CALL(data->swapChain, SetMaximumFrameLatency, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result);
goto done;
@ -1230,7 +1243,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
if (data->swapChain) {
/* If the swap chain already exists, resize it. */
result = data->swapChain->lpVtbl->ResizeBuffers(data->swapChain,
result = D3D_CALL(data->swapChain, ResizeBuffers,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
@ -1258,7 +1271,7 @@ 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 = data->swapChain->lpVtbl->SetRotation(data->swapChain, data->rotation);
result = D3D_CALL(data->swapChain, SetRotation, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
goto done;
@ -1268,9 +1281,9 @@ 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 = data->swapChain->lpVtbl->GetBuffer(data->swapChain,
result = D3D_CALL(data->swapChain, GetBuffer,
i,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **) &data->renderTargets[i]
);
if (FAILED(result)) {
@ -1283,20 +1296,20 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
data->d3dDevice->lpVtbl->CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor);
D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
/* Set back buffer index to current buffer */
data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain);
data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
/* 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);
data->commandList->lpVtbl->OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL);
D3D_CALL(data->commandList, OMSetRenderTargets, 1, &data->currentRenderTargetView, FALSE, NULL);
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_PRESENT,
@ -1352,7 +1365,7 @@ D3D12_GetAvailableSRVIndex(SDL_Renderer * renderer)
D3D12_RenderData* rendererData = (D3D12_RenderData*)renderer->driverdata;
if (rendererData->srvPoolHead) {
SIZE_T index = rendererData->srvPoolHead->index;
rendererData->srvPoolHead = rendererData->srvPoolHead->next;
rendererData->srvPoolHead = (D3D12_SRVPoolNode*)(rendererData->srvPoolHead->next);
return index;
} else {
SDL_SetError("[d3d12] Cannot allocate more than %d textures!", SDL_D3D12_MAX_NUM_TEXTURES);
@ -1403,7 +1416,7 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
textureDesc.Flags = 0;
textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
@ -1414,13 +1427,13 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTexture
);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
@ -1436,13 +1449,13 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureU
);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
@ -1451,13 +1464,13 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureV
);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
@ -1477,13 +1490,13 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&nvTextureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureNV
);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST;
@ -1501,29 +1514,29 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTexture,
&resourceViewDesc,
textureData->mainTextureResourceView
);
#if SDL_HAVE_YUV
if (textureData->yuv) {
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureU,
&resourceViewDesc,
textureData->mainTextureResourceViewU
);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureV,
&resourceViewDesc,
textureData->mainTextureResourceViewV
@ -1535,10 +1548,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
textureData->mainTextureNV,
&nvResourceViewDesc,
textureData->mainTextureResourceViewNV
@ -1553,10 +1566,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
rendererData->textureRTVDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
rendererData->d3dDevice->lpVtbl->CreateRenderTargetView(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
(ID3D12Resource*)textureData->mainTexture,
&renderTargetViewDesc,
textureData->mainTextureRenderTargetView);
@ -1620,7 +1633,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
/* Create an upload buffer, which will be used to write to the main texture. */
SDL_zero(textureDesc);
texture->lpVtbl->GetDesc(texture, &textureDesc);
D3D_CALL_RET(texture, GetDesc, &textureDesc);
textureDesc.Width = w;
textureDesc.Height = h;
@ -1637,7 +1650,7 @@ 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 */
rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
@ -1654,13 +1667,13 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
heapProps.VisibleNodeMask = 1;
/* Create the upload buffer */
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]
);
if (FAILED(result)) {
@ -1669,7 +1682,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
/* Get a write-only pointer to data in the upload buffer: */
uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer];
result = uploadBuffer->lpVtbl->Map(uploadBuffer,
result = D3D_CALL(uploadBuffer, Map,
0,
NULL,
(void **)&textureMemory
@ -1710,7 +1723,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
}
/* Commit the changes back to the upload buffer: */
uploadBuffer->lpVtbl->Unmap(uploadBuffer, 0, NULL);
D3D_CALL(uploadBuffer, Unmap, 0, NULL);
/* Make sure the destination is in the correct resource state */
D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST);
@ -1726,7 +1739,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList,
D3D_CALL(rendererData->commandList, CopyTextureRegion,
&dstLocation,
x,
y,
@ -1884,7 +1897,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
/* Create an upload buffer, which will be used to write to the main texture. */
SDL_zero(textureDesc);
textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@ -1901,7 +1914,7 @@ 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 */
rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice,
D3D_CALL(rendererData->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
@ -1918,13 +1931,13 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
heapProps.VisibleNodeMask = 1;
/* Create the upload buffer */
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->stagingBuffer
);
if (FAILED(result)) {
@ -1932,7 +1945,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
/* Get a write-only pointer to data in the upload buffer: */
result = textureData->stagingBuffer->lpVtbl->Map(textureData->stagingBuffer,
result = D3D_CALL(textureData->stagingBuffer, Map,
0,
NULL,
(void **)&textureMemory
@ -1995,10 +2008,10 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
#endif
/* Commit the pixel buffer's changes back to the staging texture: */
textureData->stagingBuffer->lpVtbl->Unmap(textureData->stagingBuffer, 0, NULL);
D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
SDL_zero(textureDesc);
textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = textureData->lockedRect.w;
textureDesc.Height = textureData->lockedRect.h;
@ -2032,7 +2045,7 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList,
D3D_CALL(rendererData->commandList, CopyTextureRegion,
&dstLocation,
textureData->lockedRect.x,
textureData->lockedRect.y,
@ -2216,16 +2229,16 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
}
vertexBuffer = rendererData->vertexBuffers[vbidx].resource;
result = vertexBuffer->lpVtbl->Map(vertexBuffer, 0, &range, (void **)&vertexBufferData);
result = D3D_CALL(vertexBuffer, Map, 0, &range, (void **)&vertexBufferData);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
}
SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes);
vertexBuffer->lpVtbl->Unmap(vertexBuffer, 0, NULL);
D3D_CALL(vertexBuffer, Unmap, 0, NULL);
rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes;
rendererData->commandList->lpVtbl->IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view);
D3D_CALL(rendererData->commandList, IASetVertexBuffers, 0, 1, &rendererData->vertexBuffers[vbidx].view);
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
@ -2301,7 +2314,7 @@ D3D12_UpdateViewport(SDL_Renderer * renderer)
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
* for Windows Phone devices.
*/
swapDimensions = D3D12_IsDisplayRotated90Degrees(rotation);
swapDimensions = D3D12_IsDisplayRotated90Degrees((DXGI_MODE_ROTATION) rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) viewport->y;
orientationAlignedViewport.y = (float) viewport->x;
@ -2321,7 +2334,7 @@ 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); */
data->commandList->lpVtbl->RSSetViewports(data->commandList, 1, &d3dviewport);
D3D_CALL(data->commandList, RSSetViewports, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
@ -2382,8 +2395,8 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
return SDL_SetError("[direct3d12] Unable to create required pipeline state");
}
rendererData->commandList->lpVtbl->SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState);
rendererData->commandList->lpVtbl->SetGraphicsRootSignature(rendererData->commandList,
D3D_CALL(rendererData->commandList, SetPipelineState, rendererData->currentPipelineState->pipelineState);
D3D_CALL(rendererData->commandList, SetGraphicsRootSignature,
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;
@ -2392,7 +2405,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
}
if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) {
rendererData->commandList->lpVtbl->OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL);
D3D_CALL(rendererData->commandList, OMSetRenderTargets, 1, &renderTargetView, FALSE, NULL);
rendererData->currentRenderTargetView = renderTargetView;
}
@ -2409,7 +2422,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
/* D3D12_GetViewportAlignedD3DRect will have set the SDL error */
return -1;
}
rendererData->commandList->lpVtbl->RSSetScissorRects(rendererData->commandList, 1, &scissorRect);
D3D_CALL(rendererData->commandList, RSSetScissorRects, 1, &scissorRect);
rendererData->cliprectDirty = SDL_FALSE;
}
@ -2421,7 +2434,7 @@ 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]);
rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, i + 1, GPUHandle);
D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, i + 1, GPUHandle);
}
rendererData->currentShaderResource.ptr = firstShaderResource.ptr;
}
@ -2455,13 +2468,13 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
break;
}
rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle);
D3D_CALL(rendererData->commandList, SetGraphicsRootDescriptorTable, 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));
rendererData->commandList->lpVtbl->SetGraphicsRoot32BitConstants(rendererData->commandList,
D3D_CALL(rendererData->commandList, SetGraphicsRoot32BitConstants,
0,
32,
&rendererData->vertexShaderConstantsData,
@ -2564,8 +2577,8 @@ 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;
rendererData->commandList->lpVtbl->IASetPrimitiveTopology(rendererData->commandList, primitiveTopology);
rendererData->commandList->lpVtbl->DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 0);
D3D_CALL(rendererData->commandList, IASetPrimitiveTopology, primitiveTopology);
D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, 0, 0);
}
static int
@ -2625,7 +2638,7 @@ D3D12_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
};
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
rendererData->commandList->lpVtbl->ClearRenderTargetView(rendererData->commandList, rtvDescriptor, colorRGBA, 0, NULL);
D3D_CALL(rendererData->commandList, ClearRenderTargetView, rtvDescriptor, colorRGBA, 0, NULL);
break;
}
@ -2715,7 +2728,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
/* Create a staging texture to copy the screen's data to: */
SDL_zero(textureDesc);
backBuffer->lpVtbl->GetDesc(backBuffer, &textureDesc);
D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@ -2732,7 +2745,7 @@ 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 */
data->d3dDevice->lpVtbl->GetCopyableFootprints(data->d3dDevice,
D3D_CALL(data->d3dDevice, GetCopyableFootprints,
&textureDesc,
0,
1,
@ -2748,13 +2761,13 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = data->d3dDevice->lpVtbl->CreateCommittedResource(data->d3dDevice,
result = D3D_CALL(data->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&readbackBuffer
);
if (FAILED(result)) {
@ -2804,7 +2817,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
data->commandList->lpVtbl->CopyTextureRegion(data->commandList,
D3D_CALL(data->commandList, CopyTextureRegion,
&dstLocation,
0, 0, 0,
&srcLocation,
@ -2818,7 +2831,7 @@ 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 = readbackBuffer->lpVtbl->Map(readbackBuffer,
result = D3D_CALL(readbackBuffer, Map,
0,
NULL,
(void **)&textureMemory
@ -2841,7 +2854,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
pitch);
/* Unmap the texture: */
readbackBuffer->lpVtbl->Unmap(readbackBuffer, 0, NULL);
D3D_CALL(readbackBuffer, Unmap, 0, NULL);
done:
SAFE_RELEASE(readbackBuffer);
@ -2864,8 +2877,8 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
);
/* Issue the command list */
result = data->commandList->lpVtbl->Close(data->commandList);
data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList);
result = D3D_CALL(data->commandList, Close);
D3D_CALL(data->commandQueue, ExecuteCommandLists, 1, (ID3D12CommandList * const *)&data->commandList);
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
@ -2878,7 +2891,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
/* The application may optionally specify "dirty" or "scroll"
* rects to improve efficiency in certain scenarios.
*/
result = data->swapChain->lpVtbl->Present(data->swapChain, syncInterval, presentFlags);
result = D3D_CALL(data->swapChain, Present, 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
@ -2894,10 +2907,10 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
}
} else {
/* Wait for the GPU and move to the next frame */
result = data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue);
result = D3D_CALL(data->commandQueue, Signal, data->fence, data->fenceValue);
if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) {
result = data->fence->lpVtbl->SetEventOnCompletion(data->fence,
if (D3D_CALL(data->fence, GetCompletedValue) < data->fenceValue) {
result = D3D_CALL(data->fence, SetEventOnCompletion,
data->fenceValue,
data->fenceEvent
);
@ -2905,7 +2918,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
}
data->fenceValue++;
data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain);
data->currentBackBufferIndex = D3D_CALL(data->swapChain, GetCurrentBackBufferIndex);
/* Reset the command allocator and command list, and transition back to render target */
D3D12_ResetCommandList(data);
@ -3022,9 +3035,17 @@ SDL_RenderDriver D3D12_RenderDriver = {
}
};
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */
#ifdef __WIN32__
#ifdef __cplusplus
extern "C"
#endif
/* This function needs to always exist on Windows, for the Dynamic API. */
ID3D12Device *
SDL_RenderGetD3D12Device(SDL_Renderer * renderer)
@ -3042,7 +3063,7 @@ SDL_RenderGetD3D12Device(SDL_Renderer * renderer)
device = (ID3D12Device *)data->d3dDevice;
if (device) {
device->lpVtbl->AddRef(device);
D3D_CALL(device, AddRef);
}
#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */

View File

@ -22,6 +22,11 @@
/* D3D12 shader implementation */
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
SHADER_SOLID,
SHADER_RGB,
@ -54,4 +59,9 @@ extern void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *out
extern D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader);
extern void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE* outBytecode);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -27,6 +27,11 @@
#include "../SDL_egl_c.h"
#endif
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
SDL_Window *window;
@ -102,6 +107,11 @@ extern void WIN_ClientPointFromSDL(const SDL_Window *window, int *w, int *h);
extern void WIN_AcceptDragAndDrop(SDL_Window * window, SDL_bool accept);
extern int WIN_FlashWindow(_THIS, SDL_Window * window, SDL_FlashOperation operation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif /* SDL_windowswindow_h_ */
/* vi: set ts=4 sw=4 expandtab: */