diff --git a/src/core/windows/SDL_windows.h b/src/core/windows/SDL_windows.h index 21d6f0fef..7b3b9bcfa 100644 --- a/src/core/windows/SDL_windows.h +++ b/src/core/windows/SDL_windows.h @@ -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: */ diff --git a/src/render/SDL_d3dmath.h b/src/render/SDL_d3dmath.h index 211bfdd5a..6460bf17d 100644 --- a/src/render/SDL_d3dmath.h +++ b/src/render/SDL_d3dmath.h @@ -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: */ diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 481ae91bf..f559a2629 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -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: */ diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 413e1d880..47870e664 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -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 */ diff --git a/src/render/direct3d12/SDL_shaders_d3d12.h b/src/render/direct3d12/SDL_shaders_d3d12.h index d5157ef12..e56c5ccf2 100644 --- a/src/render/direct3d12/SDL_shaders_d3d12.h +++ b/src/render/direct3d12/SDL_shaders_d3d12.h @@ -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: */ diff --git a/src/video/windows/SDL_windowswindow.h b/src/video/windows/SDL_windowswindow.h index 2a3653380..6a5f25d72 100644 --- a/src/video/windows/SDL_windowswindow.h +++ b/src/video/windows/SDL_windowswindow.h @@ -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: */