Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.

main
chalonverse 2022-06-07 16:11:25 -07:00 committed by Sam Lantinga
parent 5abd676917
commit 7a335df9cf
4 changed files with 46 additions and 19 deletions

View File

@ -1591,7 +1591,12 @@ elseif(WINDOWS)
check_include_file(d3d9.h HAVE_D3D_H)
check_include_file(d3d11_1.h HAVE_D3D11_H)
check_include_file(d3d12.h HAVE_D3D12_H)
check_c_source_compiles("
#include <winsdkver.h>
#include <sdkddkver.h>
#if WDK_NTDDI_VERSION > 0x0A000008
int main(int argc, char **argv) { return 0; }
#endif" HAVE_D3D12_H)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)

27
configure vendored
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@ -25083,12 +25083,31 @@ if test "x$ac_cv_header_d3d11_1_h" = xyes; then :
fi
ac_fn_c_check_header_mongrel "$LINENO" "d3d12.h" "ac_cv_header_d3d12_h" "$ac_includes_default"
if test "x$ac_cv_header_d3d12_h" = xyes; then :
{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for d3d12 Windows SDK version" >&5
$as_echo_n "checking for d3d12 Windows SDK version... " >&6; }
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
#include <winsdkver.h>
#include <sdkddkver.h>
#if WDK_NTDDI_VERSION < 0x0A000008
asdf
#endif
int
main ()
{
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"; then :
have_d3d12=yes
fi
rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
{ $as_echo "$as_me:${as_lineno-$LINENO}: result: have_d3d12" >&5
$as_echo "have_d3d12" >&6; }
ac_fn_c_check_header_mongrel "$LINENO" "ddraw.h" "ac_cv_header_ddraw_h" "$ac_includes_default"
if test "x$ac_cv_header_ddraw_h" = xyes; then :
have_ddraw=yes

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@ -3264,7 +3264,15 @@ CheckDIRECTX()
if test x$enable_directx = xyes; then
AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
AC_MSG_CHECKING(for d3d12 Windows SDK version)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#include <winsdkver.h>
#include <sdkddkver.h>
#if WDK_NTDDI_VERSION < 0x0A000008
asdf
#endif
]],[])], [have_d3d12=yes],[])
AC_MSG_RESULT(have_d3d12)
AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
AC_CHECK_HEADER(dsound.h, have_dsound=yes)
AC_CHECK_HEADER(dinput.h, have_dinput=yes)

View File

@ -713,13 +713,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, &data->dxgiDebug);
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
}
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, &dxgiInfoQueue);
result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
goto done;
@ -1019,8 +1019,6 @@ done:
return result;
}
#ifdef __WIN32__
static DXGI_MODE_ROTATION
D3D12_GetCurrentRotation()
{
@ -1028,8 +1026,6 @@ D3D12_GetCurrentRotation()
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* __WIN32__ */
static BOOL
D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
{
@ -1143,7 +1139,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, &data->swapChain);
result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
goto done;
@ -1267,7 +1263,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
data->swapChain,
i,
&SDL_IID_ID3D12Resource,
&data->renderTargets[i]
(void **) &data->renderTargets[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result);
@ -1664,7 +1660,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer],
0,
NULL,
&textureMemory
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
@ -1926,7 +1922,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
result = ID3D12Resource_Map(textureData->stagingBuffer,
0,
NULL,
&textureMemory
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
@ -2182,7 +2178,6 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
HRESULT result = S_OK;
const int vbidx = rendererData->currentVertexBuffer;
const UINT stride = sizeof(VertexPositionColor);
const UINT offset = 0;
UINT8* vertexBufferData = NULL;
D3D12_RANGE range;
@ -2205,7 +2200,7 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
return E_FAIL;
}
result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, &vertexBufferData);
result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, (void **)&vertexBufferData);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
}
@ -2810,7 +2805,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
result = ID3D12Resource_Map(readbackBuffer,
0,
NULL,
&textureMemory
(void **)&textureMemory
);
if (FAILED(result)) {
SAFE_RELEASE(readbackBuffer);