Make Xbox GDK code public (and fix some GDK code rot) (#8844)

This commit is contained in:
chalonverse
2024-01-14 20:31:41 -08:00
committed by GitHub
parent 649556befa
commit 3a4ac15a27
37 changed files with 1550 additions and 1526 deletions

View File

@@ -1435,7 +1435,7 @@ static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index)
static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture)
{
IUnknown *unknown = SDL_GetProperty(props, name, NULL);
IUnknown *unknown = (IUnknown*)SDL_GetProperty(props, name, NULL);
if (unknown) {
HRESULT result = D3D_CALL(unknown, QueryInterface, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture);
if (FAILED(result)) {

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@@ -19,9 +19,156 @@
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
#include "SDL_render_d3d12_xbox.h"
#include "../../core/windows/SDL_windows.h"
#include <XGameRuntime.h>
#if defined(_MSC_VER) && !defined(__clang__)
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
#else
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
extern "C" HRESULT
D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug)
{
HRESULT result;
D3D12XBOX_CREATE_DEVICE_PARAMETERS params;
IDXGIDevice1 *dxgiDevice;
IDXGIAdapter *dxgiAdapter;
IDXGIOutput *dxgiOutput;
SDL_zero(params);
params.Version = D3D12_SDK_VERSION;
params.ProcessDebugFlags = createDebug ? D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED : D3D12XBOX_PROCESS_DEBUG_FLAG_NONE;
params.GraphicsCommandQueueRingSizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
params.GraphicsScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
params.ComputeScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
result = D3D12XboxCreateDevice(NULL, &params, SDL_IID_ID3D12Device1, (void **) device);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] D3D12XboxCreateDevice"), result);
goto done;
}
result = (*device)->QueryInterface(SDL_IID_IDXGIDevice1, (void **) &dxgiDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ID3D12Device to IDXGIDevice1"), result);
goto done;
}
result = dxgiDevice->GetAdapter(&dxgiAdapter);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiDevice->GetAdapter"), result);
goto done;
}
result = dxgiAdapter->EnumOutputs(0, &dxgiOutput);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiAdapter->EnumOutputs"), result);
goto done;
}
/* Set frame interval */
result = (*device)->SetFrameIntervalX(dxgiOutput, D3D12XBOX_FRAME_INTERVAL_60_HZ, 1, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] SetFrameIntervalX"), result);
goto done;
}
result = (*device)->ScheduleFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, 0, NULL, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ScheduleFrameEventX"), result);
goto done;
}
done:
return result;
}
extern "C" HRESULT
D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource)
{
D3D12_HEAP_PROPERTIES heapProps;
D3D12_RESOURCE_DESC resourceDesc;
SDL_zero(heapProps);
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
SDL_zero(resourceDesc);
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
return device->CreateCommittedResource(&heapProps,
D3D12_HEAP_FLAG_ALLOW_DISPLAY,
&resourceDesc,
D3D12_RESOURCE_STATE_PRESENT,
NULL,
SDL_IID_ID3D12Resource,
resource
);
}
extern "C" HRESULT
D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken)
{
*outToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL;
return device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, NULL, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, outToken);
}
extern "C" HRESULT
D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget)
{
D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters;
SDL_zero(planeParameters);
planeParameters.Token = token;
planeParameters.ResourceCount = 1;
planeParameters.ppResources = &renderTarget;
return commandQueue->PresentX(1, &planeParameters, NULL);
}
extern "C" void
D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height)
{
switch (XSystemGetDeviceType()) {
case XSystemDeviceType::XboxScarlettLockhart:
*width = 2560;
*height = 1440;
break;
case XSystemDeviceType::XboxOneX:
case XSystemDeviceType::XboxScarlettAnaconda:
case XSystemDeviceType::XboxOneXDevkit:
case XSystemDeviceType::XboxScarlettDevkit:
*width = 3840;
*height = 2160;
break;
default:
*width = 1920;
*height = 1080;
break;
}
}
#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
#endif

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@@ -19,4 +19,31 @@
3. This notice may not be removed or altered from any source distribution.
*/
#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
#ifndef SDL_render_d3d12_xbox_h_
#define SDL_render_d3d12_xbox_h_
#include "../../SDL_internal.h"
#if defined(__XBOXONE__)
#include <d3d12_x.h>
#else /* __XBOXSERIES__ */
#include <d3d12_xs.h>
#endif
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
extern HRESULT D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug);
extern HRESULT D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource);
extern HRESULT D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken);
extern HRESULT D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget);
extern void D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#endif

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@@ -18,10 +18,127 @@
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#include "../../SDL_internal.h"
#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXONE__)
#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__)
#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
#include <SDL3/SDL_stdinc.h>
#include "../../core/windows/SDL_windows.h"
#include <d3d12_x.h>
#include "SDL_shaders_d3d12.h"
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
/* Shader blob headers are generated with a pre-build step using buildshaders.bat */
#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709_One.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG_One.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_Color_One.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_NV_One.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_Texture_One.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_YUV_One.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_Color_One.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_NV_One.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_Texture_One.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_YUV_One.h"
static struct
{
const void *ps_shader_data;
SIZE_T ps_shader_size;
const void *vs_shader_data;
SIZE_T vs_shader_size;
D3D12_RootSignature root_sig;
} D3D12_shaders[NUM_SHADERS] = {
{ D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
D3D12_VertexShader_Color, sizeof(D3D12_VertexShader_Color),
ROOTSIG_COLOR },
{ D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
D3D12_VertexShader_Texture, sizeof(D3D12_VertexShader_Texture),
ROOTSIG_TEXTURE },
#if SDL_HAVE_YUV
{ D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
#endif
};
static struct
{
const void *rs_shader_data;
SIZE_T rs_shader_size;
} D3D12_rootsigs[NUM_ROOTSIGS] = {
{ D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
{ D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
#if SDL_HAVE_YUV
{ D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) },
{ D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) },
#endif
};
extern "C" void
D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data;
outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size;
}
extern "C" void
D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data;
outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size;
}
extern "C" D3D12_RootSignature
D3D12_GetRootSignatureType(D3D12_Shader shader)
{
return D3D12_shaders[shader].root_sig;
}
extern "C" void
D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data;
outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size;
}
#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__) */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -18,10 +18,127 @@
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#include "../../SDL_internal.h"
#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXSERIES__)
#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXSERIES__)
#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
#include <SDL3/SDL_stdinc.h>
#include "../../core/windows/SDL_windows.h"
#include <d3d12_xs.h>
#include "SDL_shaders_d3d12.h"
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
/* Shader blob headers are generated with a pre-build step using buildshaders.bat */
#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709_Series.h"
#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG_Series.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_Color_Series.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_Texture_Series.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_NV_Series.h"
#include "../VisualC-GDK/shaders/D3D12_VertexShader_YUV_Series.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_Color_Series.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_Texture_Series.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_YUV_Series.h"
#include "../VisualC-GDK/shaders/D3D12_RootSig_NV_Series.h"
static struct
{
const void *ps_shader_data;
SIZE_T ps_shader_size;
const void *vs_shader_data;
SIZE_T vs_shader_size;
D3D12_RootSignature root_sig;
} D3D12_shaders[NUM_SHADERS] = {
{ D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
D3D12_VertexShader_Color, sizeof(D3D12_VertexShader_Color),
ROOTSIG_COLOR },
{ D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
D3D12_VertexShader_Texture, sizeof(D3D12_VertexShader_Texture),
ROOTSIG_TEXTURE },
#if SDL_HAVE_YUV
{ D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709),
D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
ROOTSIG_YUV },
{ D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
{ D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709),
D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
ROOTSIG_NV },
#endif
};
static struct
{
const void *rs_shader_data;
SIZE_T rs_shader_size;
} D3D12_rootsigs[NUM_ROOTSIGS] = {
{ D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
{ D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
#if SDL_HAVE_YUV
{ D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) },
{ D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) },
#endif
};
extern "C" void
D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data;
outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size;
}
extern "C" void
D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data;
outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size;
}
extern "C" D3D12_RootSignature
D3D12_GetRootSignatureType(D3D12_Shader shader)
{
return D3D12_shaders[shader].root_sig;
}
extern "C" void
D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode)
{
outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data;
outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size;
}
#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXSERIES__) */
/* vi: set ts=4 sw=4 expandtab: */