mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-03-30 12:21:58 +00:00
Make Xbox GDK code public (and fix some GDK code rot) (#8844)
This commit is contained in:
@@ -1435,7 +1435,7 @@ static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index)
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static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture)
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{
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IUnknown *unknown = SDL_GetProperty(props, name, NULL);
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IUnknown *unknown = (IUnknown*)SDL_GetProperty(props, name, NULL);
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if (unknown) {
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HRESULT result = D3D_CALL(unknown, QueryInterface, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture);
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if (FAILED(result)) {
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@@ -19,9 +19,156 @@
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
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#include "SDL_render_d3d12_xbox.h"
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#include "../../core/windows/SDL_windows.h"
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#include <XGameRuntime.h>
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#if defined(_MSC_VER) && !defined(__clang__)
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#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
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#else
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#endif
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static const GUID SDL_IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
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static const GUID SDL_IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
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static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
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extern "C" HRESULT
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D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug)
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{
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HRESULT result;
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D3D12XBOX_CREATE_DEVICE_PARAMETERS params;
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IDXGIDevice1 *dxgiDevice;
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IDXGIAdapter *dxgiAdapter;
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IDXGIOutput *dxgiOutput;
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SDL_zero(params);
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params.Version = D3D12_SDK_VERSION;
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params.ProcessDebugFlags = createDebug ? D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED : D3D12XBOX_PROCESS_DEBUG_FLAG_NONE;
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params.GraphicsCommandQueueRingSizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
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params.GraphicsScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
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params.ComputeScratchMemorySizeBytes = D3D12XBOX_DEFAULT_SIZE_BYTES;
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result = D3D12XboxCreateDevice(NULL, ¶ms, SDL_IID_ID3D12Device1, (void **) device);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] D3D12XboxCreateDevice"), result);
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goto done;
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}
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result = (*device)->QueryInterface(SDL_IID_IDXGIDevice1, (void **) &dxgiDevice);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ID3D12Device to IDXGIDevice1"), result);
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goto done;
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}
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result = dxgiDevice->GetAdapter(&dxgiAdapter);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiDevice->GetAdapter"), result);
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goto done;
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}
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result = dxgiAdapter->EnumOutputs(0, &dxgiOutput);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] dxgiAdapter->EnumOutputs"), result);
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goto done;
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}
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/* Set frame interval */
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result = (*device)->SetFrameIntervalX(dxgiOutput, D3D12XBOX_FRAME_INTERVAL_60_HZ, 1, D3D12XBOX_FRAME_INTERVAL_FLAG_NONE);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] SetFrameIntervalX"), result);
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goto done;
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}
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result = (*device)->ScheduleFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, 0, NULL, D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("[xbox] ScheduleFrameEventX"), result);
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goto done;
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}
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done:
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return result;
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}
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extern "C" HRESULT
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D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource)
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{
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D3D12_HEAP_PROPERTIES heapProps;
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D3D12_RESOURCE_DESC resourceDesc;
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SDL_zero(heapProps);
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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SDL_zero(resourceDesc);
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resourceDesc.Alignment = 0;
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resourceDesc.Width = width;
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resourceDesc.Height = height;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.SampleDesc.Quality = 0;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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return device->CreateCommittedResource(&heapProps,
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D3D12_HEAP_FLAG_ALLOW_DISPLAY,
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&resourceDesc,
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D3D12_RESOURCE_STATE_PRESENT,
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NULL,
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SDL_IID_ID3D12Resource,
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resource
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);
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}
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extern "C" HRESULT
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D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken)
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{
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*outToken = D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL;
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return device->WaitFrameEventX(D3D12XBOX_FRAME_EVENT_ORIGIN, INFINITE, NULL, D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE, outToken);
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}
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extern "C" HRESULT
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D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget)
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{
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D3D12XBOX_PRESENT_PLANE_PARAMETERS planeParameters;
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SDL_zero(planeParameters);
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planeParameters.Token = token;
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planeParameters.ResourceCount = 1;
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planeParameters.ppResources = &renderTarget;
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return commandQueue->PresentX(1, &planeParameters, NULL);
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}
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extern "C" void
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D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height)
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{
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switch (XSystemGetDeviceType()) {
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case XSystemDeviceType::XboxScarlettLockhart:
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*width = 2560;
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*height = 1440;
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break;
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case XSystemDeviceType::XboxOneX:
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case XSystemDeviceType::XboxScarlettAnaconda:
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case XSystemDeviceType::XboxOneXDevkit:
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case XSystemDeviceType::XboxScarlettDevkit:
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*width = 3840;
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*height = 2160;
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break;
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default:
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*width = 1920;
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*height = 1080;
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break;
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}
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}
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#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
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#endif
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@@ -19,4 +19,31 @@
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3. This notice may not be removed or altered from any source distribution.
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*/
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#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
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#ifndef SDL_render_d3d12_xbox_h_
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#define SDL_render_d3d12_xbox_h_
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#include "../../SDL_internal.h"
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#if defined(__XBOXONE__)
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#include <d3d12_x.h>
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#else /* __XBOXSERIES__ */
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#include <d3d12_xs.h>
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#endif
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern HRESULT D3D12_XBOX_CreateDevice(ID3D12Device **device, SDL_bool createDebug);
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extern HRESULT D3D12_XBOX_CreateBackBufferTarget(ID3D12Device1 *device, int width, int height, void **resource);
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extern HRESULT D3D12_XBOX_StartFrame(ID3D12Device1 *device, UINT64 *outToken);
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extern HRESULT D3D12_XBOX_PresentFrame(ID3D12CommandQueue *commandQueue, UINT64 token, ID3D12Resource *renderTarget);
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extern void D3D12_XBOX_GetResolution(Uint32 *width, Uint32 *height);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -18,10 +18,127 @@
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "../../SDL_internal.h"
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#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXONE__)
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#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__)
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#error "This is a placeholder Xbox file, as the real one is under NDA. See README-gdk.md for more info."
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#include <SDL3/SDL_stdinc.h>
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#include "../../core/windows/SDL_windows.h"
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#include <d3d12_x.h>
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#include "SDL_shaders_d3d12.h"
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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/* Shader blob headers are generated with a pre-build step using buildshaders.bat */
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT601_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_BT709_One.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_YUV_JPEG_One.h"
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#include "../VisualC-GDK/shaders/D3D12_VertexShader_Color_One.h"
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#include "../VisualC-GDK/shaders/D3D12_VertexShader_NV_One.h"
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#include "../VisualC-GDK/shaders/D3D12_VertexShader_Texture_One.h"
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#include "../VisualC-GDK/shaders/D3D12_VertexShader_YUV_One.h"
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#include "../VisualC-GDK/shaders/D3D12_RootSig_Color_One.h"
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#include "../VisualC-GDK/shaders/D3D12_RootSig_NV_One.h"
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#include "../VisualC-GDK/shaders/D3D12_RootSig_Texture_One.h"
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#include "../VisualC-GDK/shaders/D3D12_RootSig_YUV_One.h"
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static struct
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{
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const void *ps_shader_data;
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SIZE_T ps_shader_size;
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const void *vs_shader_data;
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SIZE_T vs_shader_size;
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D3D12_RootSignature root_sig;
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} D3D12_shaders[NUM_SHADERS] = {
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{ D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
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D3D12_VertexShader_Color, sizeof(D3D12_VertexShader_Color),
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ROOTSIG_COLOR },
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{ D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
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D3D12_VertexShader_Texture, sizeof(D3D12_VertexShader_Texture),
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ROOTSIG_TEXTURE },
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#if SDL_HAVE_YUV
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{ D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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#endif
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};
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static struct
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{
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const void *rs_shader_data;
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SIZE_T rs_shader_size;
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} D3D12_rootsigs[NUM_ROOTSIGS] = {
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{ D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
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{ D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
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#if SDL_HAVE_YUV
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{ D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) },
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{ D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) },
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#endif
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};
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extern "C" void
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D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_shaders[shader].vs_shader_data;
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outBytecode->BytecodeLength = D3D12_shaders[shader].vs_shader_size;
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}
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extern "C" void
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D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_shaders[shader].ps_shader_data;
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outBytecode->BytecodeLength = D3D12_shaders[shader].ps_shader_size;
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}
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extern "C" D3D12_RootSignature
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D3D12_GetRootSignatureType(D3D12_Shader shader)
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{
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return D3D12_shaders[shader].root_sig;
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}
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extern "C" void
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D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE *outBytecode)
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{
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outBytecode->pShaderBytecode = D3D12_rootsigs[rootSig].rs_shader_data;
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outBytecode->BytecodeLength = D3D12_rootsigs[rootSig].rs_shader_size;
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}
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#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXONE__) */
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/* vi: set ts=4 sw=4 expandtab: */
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@@ -18,10 +18,127 @@
|
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misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_internal.h"
|
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#include "../../SDL_internal.h"
|
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|
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#if defined(SDL_VIDEO_RENDER_D3D12) && !defined(SDL_RENDER_DISABLED) && defined(__XBOXSERIES__)
|
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#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && defined(__XBOXSERIES__)
|
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|
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#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>
|
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|
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#include "../../core/windows/SDL_windows.h"
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#include <d3d12_xs.h>
|
||||
|
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#include "SDL_shaders_d3d12.h"
|
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|
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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|
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/* Shader blob headers are generated with a pre-build step using buildshaders.bat */
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_Colors_Series.h"
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_Textures_Series.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT601_Series.h"
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_BT709_Series.h"
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV12_JPEG_Series.h"
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT601_Series.h"
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_BT709_Series.h"
|
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#include "../VisualC-GDK/shaders/D3D12_PixelShader_NV21_JPEG_Series.h"
|
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#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: */
|
||||
|
||||
Reference in New Issue
Block a user