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https://github.com/libsdl-org/SDL.git
synced 2025-10-17 23:31:45 +00:00
Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
This commit is contained in:

committed by
Sam Lantinga

parent
5abd676917
commit
7a335df9cf
@@ -713,13 +713,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
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goto done;
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}
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, &data->dxgiDebug);
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
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goto done;
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}
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, &dxgiInfoQueue);
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
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goto done;
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@@ -1019,8 +1019,6 @@ done:
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return result;
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}
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#ifdef __WIN32__
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static DXGI_MODE_ROTATION
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D3D12_GetCurrentRotation()
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{
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@@ -1028,8 +1026,6 @@ D3D12_GetCurrentRotation()
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return DXGI_MODE_ROTATION_IDENTITY;
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}
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#endif /* __WIN32__ */
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static BOOL
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D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
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{
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@@ -1143,7 +1139,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
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result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, &data->swapChain);
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result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
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goto done;
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@@ -1267,7 +1263,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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data->swapChain,
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i,
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&SDL_IID_ID3D12Resource,
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&data->renderTargets[i]
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(void **) &data->renderTargets[i]
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result);
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@@ -1664,7 +1660,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
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result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer],
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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@@ -1926,7 +1922,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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result = ID3D12Resource_Map(textureData->stagingBuffer,
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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@@ -2182,7 +2178,6 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
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HRESULT result = S_OK;
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const int vbidx = rendererData->currentVertexBuffer;
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const UINT stride = sizeof(VertexPositionColor);
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const UINT offset = 0;
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UINT8* vertexBufferData = NULL;
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D3D12_RANGE range;
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@@ -2205,7 +2200,7 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
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return E_FAIL;
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}
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result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, &vertexBufferData);
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result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, (void **)&vertexBufferData);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
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}
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@@ -2810,7 +2805,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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result = ID3D12Resource_Map(readbackBuffer,
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(readbackBuffer);
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