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https://github.com/libsdl-org/SDL.git
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d3d12: older Windows SDK headers contain wrong function prototypes
Declare correct function pointers ourselves. Backport of: -98fcf112e7-89a4d9ae67(cherry picked from commitc79e616806)
This commit is contained in:
@@ -1809,14 +1809,7 @@ elseif(WINDOWS)
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check_include_file(d3d9.h HAVE_D3D_H)
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check_include_file(d3d11_1.h HAVE_D3D11_H)
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check_c_source_compiles("
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#include <d3d12.h>
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ID3D12Device1 *device;
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#if WDK_NTDDI_VERSION > 0x0A000008
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int main(int argc, char **argv) { return 0; }
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#endif" HAVE_D3D12_H)
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check_include_file(d3d12.h HAVE_D3D12_H)
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check_include_file(ddraw.h HAVE_DDRAW_H)
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check_include_file(dsound.h HAVE_DSOUND_H)
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check_include_file(dinput.h HAVE_DINPUT_H)
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30
configure
vendored
30
configure
vendored
@@ -27513,36 +27513,12 @@ then :
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have_d3d11=yes
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fi
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{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for d3d12 Windows SDK version" >&5
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printf %s "checking for d3d12 Windows SDK version... " >&6; }
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cat confdefs.h - <<_ACEOF >conftest.$ac_ext
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/* end confdefs.h. */
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#include <d3d12.h>
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ID3D12Device1 *device;
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#if WDK_NTDDI_VERSION <= 0x0A000008
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asdf
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#endif
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int
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main (void)
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{
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;
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return 0;
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}
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_ACEOF
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if ac_fn_c_try_compile "$LINENO"
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ac_fn_c_check_header_compile "$LINENO" "d3d12.h" "ac_cv_header_d3d12_h" "$ac_includes_default"
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if test "x$ac_cv_header_d3d12_h" = xyes
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then :
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have_d3d12=yes
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else $as_nop
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have_d3d12=no
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fi
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rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
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{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_d3d12" >&5
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printf "%s\n" "$have_d3d12" >&6; }
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ac_fn_c_check_header_compile "$LINENO" "ddraw.h" "ac_cv_header_ddraw_h" "$ac_includes_default"
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if test "x$ac_cv_header_ddraw_h" = xyes
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then :
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12
configure.ac
12
configure.ac
@@ -3343,17 +3343,7 @@ CheckDIRECTX()
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if test x$enable_directx = xyes; then
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AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
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AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
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AC_MSG_CHECKING(for d3d12 Windows SDK version)
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AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#include <d3d12.h>
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ID3D12Device1 *device;
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#if WDK_NTDDI_VERSION <= 0x0A000008
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asdf
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#endif
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]])], [have_d3d12=yes],[have_d3d12=no])
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AC_MSG_RESULT($have_d3d12)
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AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
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AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
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AC_CHECK_HEADER(dsound.h, have_dsound=yes)
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AC_CHECK_HEADER(dinput.h, have_dinput=yes)
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@@ -48,6 +48,7 @@
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#include <dxgi1_6.h>
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#include <dxgidebug.h>
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#include <d3d12sdklayers.h>
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#include <sdkddkver.h>
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#endif
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#include "SDL_shaders_d3d12.h"
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@@ -83,6 +84,54 @@
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#define D3D_GUID(X) &(X)
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#endif
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/*
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* Older MS Windows SDK headers declare some d3d12 functions with the wrong function prototype.
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* - ID3D12Heap::GetDesc
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* - ID3D12Resource::GetDesc
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* - ID3D12DescriptorHeap::GetDesc
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* (and 9 more)+
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* This is fixed in SDKs since WDK_NTDDI_VERSION >= NTDDI_WIN10_FE (0x0A00000A)
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*/
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#if !(defined(__MINGW32__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)) \
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&& (WDK_NTDDI_VERSION < 0x0A00000A)
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#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) do { \
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void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_CPU_DESCRIPTOR_HANDLE * Handle) = \
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(void*)(THIS)->lpVtbl->GetCPUDescriptorHandleForHeapStart; \
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func((THIS), ##__VA_ARGS__); \
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} while (0)
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#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) do { \
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void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_GPU_DESCRIPTOR_HANDLE * Handle) = \
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(void*)(THIS)->lpVtbl->GetGPUDescriptorHandleForHeapStart; \
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func((THIS), ##__VA_ARGS__); \
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} while (0)
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#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) do { \
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void (STDMETHODCALLTYPE * func)(ID3D12Resource * This, D3D12_RESOURCE_DESC * Desc) = \
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(void*)(THIS)->lpVtbl->GetDesc; \
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func((THIS), ##__VA_ARGS__); \
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} while (0)
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#else
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/*
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* MinGW has correct function prototypes in the vtables, but defines wrong functions
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* Xbox just needs these macros defined as used below (because CINTERFACE doesn't exist)
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*/
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#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) \
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D3D_CALL_RET(THIS, GetCPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
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#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) \
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D3D_CALL_RET(THIS, GetGPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
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#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) \
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D3D_CALL_RET(THIS, GetDesc, ##__VA_ARGS__);
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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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@@ -398,10 +447,10 @@ static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *he
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SIZE_T offset;
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/* Calculate the correct offset into the heap */
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D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
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offset = CPUHandle.ptr - CPUHeapStart.ptr;
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D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
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GPUHandle.ptr += offset;
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return GPUHandle;
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@@ -432,7 +481,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer
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}
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SDL_zero(rtvDescriptor);
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D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
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rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
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return rtvDescriptor;
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}
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@@ -1052,7 +1101,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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samplerDesc.MinLOD = 0.0f;
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samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
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D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->nearestPixelSampler);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
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D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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@@ -1341,7 +1390,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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SDL_zero(rtvDescriptor);
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D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
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rtvDescriptor.ptr += i * data->rtvDescriptorSize;
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D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
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}
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@@ -1555,7 +1604,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
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textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
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D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
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textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
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D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
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@@ -1564,7 +1613,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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textureData->mainTextureResourceView);
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#if SDL_HAVE_YUV
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if (textureData->yuv) {
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D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
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textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
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textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
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D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
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@@ -1572,7 +1621,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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&resourceViewDesc,
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textureData->mainTextureResourceViewU);
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D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
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textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
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textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
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D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
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@@ -1586,7 +1635,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
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D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
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textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
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textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
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D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
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@@ -1603,7 +1652,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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renderTargetViewDesc.Texture2D.MipSlice = 0;
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D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
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D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
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textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
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D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
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@@ -1668,7 +1717,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
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/* Create an upload buffer, which will be used to write to the main texture. */
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SDL_zero(textureDesc);
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D3D_CALL_RET(texture, GetDesc, &textureDesc);
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D3D_CALL_RET_ID3D12Resource_GetDesc(texture, &textureDesc);
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textureDesc.Width = w;
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textureDesc.Height = h;
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@@ -1924,7 +1973,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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/* Create an upload buffer, which will be used to write to the main texture. */
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SDL_zero(textureDesc);
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D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
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D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
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textureDesc.Width = rect->w;
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textureDesc.Height = rect->h;
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@@ -2033,7 +2082,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
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SDL_zero(textureDesc);
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D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
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D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
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textureDesc.Width = textureData->lockedRect.w;
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textureDesc.Height = textureData->lockedRect.h;
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@@ -2744,7 +2793,7 @@ static int D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
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/* Create a staging texture to copy the screen's data to: */
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SDL_zero(textureDesc);
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D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
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D3D_CALL_RET_ID3D12Resource_GetDesc(backBuffer, &textureDesc);
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textureDesc.Width = rect->w;
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textureDesc.Height = rect->h;
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