Use the correct namespace for structures

Otherwise the debugger may use the wrong structure definition at runtime.
This commit is contained in:
Sam Lantinga
2024-09-11 11:21:09 -07:00
parent 77c569496d
commit 667a3e40e9
3 changed files with 106 additions and 106 deletions

View File

@@ -59,19 +59,19 @@ extern "C" {
// Sampler types
typedef enum
{
SDL_D3D12_SAMPLER_NEAREST_CLAMP,
SDL_D3D12_SAMPLER_NEAREST_WRAP,
SDL_D3D12_SAMPLER_LINEAR_CLAMP,
SDL_D3D12_SAMPLER_LINEAR_WRAP,
SDL_D3D12_NUM_SAMPLERS
} SDL_D3D12_sampler_type;
D3D12_SAMPLER_NEAREST_CLAMP,
D3D12_SAMPLER_NEAREST_WRAP,
D3D12_SAMPLER_LINEAR_CLAMP,
D3D12_SAMPLER_LINEAR_WRAP,
D3D12_SAMPLER_COUNT
} D3D12_Sampler;
// Vertex shader, common values
typedef struct
{
Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
} D3D12_VertexShaderConstants;
// These should mirror the definitions in D3D12_PixelShader_Common.hlsli
//static const float TONEMAP_NONE = 0;
@@ -102,7 +102,7 @@ typedef struct
float sdr_white_point;
float YCbCr_matrix[16];
} PixelShaderConstants;
} D3D12_PixelShaderConstants;
// Per-vertex data
typedef struct
@@ -110,7 +110,7 @@ typedef struct
Float2 pos;
Float2 tex;
SDL_FColor color;
} VertexPositionColor;
} D3D12_VertexPositionColor;
// Per-texture data
typedef struct
@@ -154,7 +154,7 @@ typedef struct
typedef struct
{
D3D12_Shader shader;
PixelShaderConstants shader_constants;
D3D12_PixelShaderConstants shader_constants;
SDL_BlendMode blendMode;
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology;
DXGI_FORMAT rtvFormat;
@@ -226,7 +226,7 @@ typedef struct
D3D12_PipelineState *currentPipelineState;
D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS];
D3D12_CPU_DESCRIPTOR_HANDLE samplers[SDL_D3D12_NUM_SAMPLERS];
D3D12_CPU_DESCRIPTOR_HANDLE samplers[D3D12_SAMPLER_COUNT];
// Data for staging/allocating textures
ID3D12Resource *uploadBuffers[SDL_D3D12_NUM_UPLOAD_BUFFERS];
@@ -237,7 +237,7 @@ typedef struct
D3D12_SRVPoolNode srvPoolNodes[SDL_D3D12_MAX_NUM_TEXTURES];
// Vertex buffer constants
VertexShaderConstants vertexShaderConstantsData;
D3D12_VertexShaderConstants vertexShaderConstantsData;
// Cached renderer properties
DXGI_MODE_ROTATION rotation;
@@ -752,7 +752,7 @@ static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, si
}
data->vertexBuffers[vbidx].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[vbidx].resource);
data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(VertexPositionColor);
data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(D3D12_VertexPositionColor);
data->vertexBuffers[vbidx].size = size;
return result;
@@ -1106,7 +1106,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
{ D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_CLAMP },
{ D3D12_FILTER_MIN_MAG_MIP_LINEAR, D3D12_TEXTURE_ADDRESS_MODE_WRAP },
};
SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == SDL_D3D12_NUM_SAMPLERS);
SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D12_SAMPLER_COUNT);
SDL_zero(samplerDesc);
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.MipLODBias = 0.0f;
@@ -2294,7 +2294,7 @@ static bool D3D12_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
static bool D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first);
int i;
SDL_FColor color = cmd->data.draw.color;
bool convert_color = SDL_RenderingLinearSpace(renderer);
@@ -2328,7 +2328,7 @@ static bool D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
{
int i;
int count = indices ? num_indices : num_vertices;
VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D12_VertexPositionColor), 0, &cmd->data.draw.first);
bool convert_color = SDL_RenderingLinearSpace(renderer);
D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL;
float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f;
@@ -2517,7 +2517,7 @@ static bool D3D12_UpdateViewport(SDL_Renderer *renderer)
return true;
}
static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, PixelShaderConstants *constants)
static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D12_PixelShaderConstants *constants)
{
float output_headroom;
@@ -2579,7 +2579,7 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
}
}
static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const PixelShaderConstants *shader_constants,
static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants,
D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources,
D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix)
@@ -2594,7 +2594,7 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;;
PixelShaderConstants solid_constants;
D3D12_PixelShaderConstants solid_constants;
if (rendererData->textureRenderTarget) {
rtvFormat = rendererData->textureRenderTarget->mainTextureFormat;
@@ -2735,7 +2735,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal;
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal;
D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler;
PixelShaderConstants constants;
D3D12_PixelShaderConstants constants;
D3D12_SetupShaderConstants(renderer, cmd, texture, &constants);
@@ -2743,10 +2743,10 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
case D3D12_FILTER_MIN_MAG_MIP_POINT:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_NEAREST_CLAMP];
textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_CLAMP];
break;
case SDL_TEXTURE_ADDRESS_WRAP:
textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_NEAREST_WRAP];
textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_WRAP];
break;
default:
return SDL_SetError("Unknown texture address mode: %d\n", cmd->data.draw.texture_address_mode);
@@ -2755,10 +2755,10 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_LINEAR_CLAMP];
textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_CLAMP];
break;
case SDL_TEXTURE_ADDRESS_WRAP:
textureSampler = &rendererData->samplers[SDL_D3D12_SAMPLER_LINEAR_WRAP];
textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_WRAP];
break;
default:
return SDL_SetError("Unknown texture address mode: %d\n", cmd->data.draw.texture_address_mode);
@@ -2899,7 +2899,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
{
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof(VertexPositionColor);
const size_t start = first / sizeof(D3D12_VertexPositionColor);
D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
break;
@@ -2909,8 +2909,8 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
{
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof(VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *)(((Uint8 *)vertices) + first);
const size_t start = first / sizeof(D3D12_VertexPositionColor);
const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first);
D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
@@ -2933,7 +2933,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof(VertexPositionColor);
const size_t start = first / sizeof(D3D12_VertexPositionColor);
if (texture) {
D3D12_SetCopyState(renderer, cmd, NULL);