d3d12: older Windows SDK headers contain wrong function prototypes

Declare correct function pointers ourselves.

Backport of:
- 98fcf112e7
- 89a4d9ae67

(cherry picked from commit c79e616806)
This commit is contained in:
Anonymous Maarten
2024-05-24 19:34:14 +02:00
parent e49349ac0c
commit cf6c760cd3
4 changed files with 68 additions and 60 deletions

View File

@@ -1809,14 +1809,7 @@ elseif(WINDOWS)
check_include_file(d3d9.h HAVE_D3D_H)
check_include_file(d3d11_1.h HAVE_D3D11_H)
check_c_source_compiles("
#include <winsdkver.h>
#include <sdkddkver.h>
#include <d3d12.h>
ID3D12Device1 *device;
#if WDK_NTDDI_VERSION > 0x0A000008
int main(int argc, char **argv) { return 0; }
#endif" HAVE_D3D12_H)
check_include_file(d3d12.h HAVE_D3D12_H)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)

30
configure vendored
View File

@@ -27513,36 +27513,12 @@ then :
have_d3d11=yes
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for d3d12 Windows SDK version" >&5
printf %s "checking for d3d12 Windows SDK version... " >&6; }
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
#include <winsdkver.h>
#include <sdkddkver.h>
#include <d3d12.h>
ID3D12Device1 *device;
#if WDK_NTDDI_VERSION <= 0x0A000008
asdf
#endif
int
main (void)
{
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"
ac_fn_c_check_header_compile "$LINENO" "d3d12.h" "ac_cv_header_d3d12_h" "$ac_includes_default"
if test "x$ac_cv_header_d3d12_h" = xyes
then :
have_d3d12=yes
else $as_nop
have_d3d12=no
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_d3d12" >&5
printf "%s\n" "$have_d3d12" >&6; }
ac_fn_c_check_header_compile "$LINENO" "ddraw.h" "ac_cv_header_ddraw_h" "$ac_includes_default"
if test "x$ac_cv_header_ddraw_h" = xyes
then :

View File

@@ -3343,17 +3343,7 @@ CheckDIRECTX()
if test x$enable_directx = xyes; then
AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
AC_MSG_CHECKING(for d3d12 Windows SDK version)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#include <winsdkver.h>
#include <sdkddkver.h>
#include <d3d12.h>
ID3D12Device1 *device;
#if WDK_NTDDI_VERSION <= 0x0A000008
asdf
#endif
]])], [have_d3d12=yes],[have_d3d12=no])
AC_MSG_RESULT($have_d3d12)
AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
AC_CHECK_HEADER(dsound.h, have_dsound=yes)
AC_CHECK_HEADER(dinput.h, have_dinput=yes)

View File

@@ -48,6 +48,7 @@
#include <dxgi1_6.h>
#include <dxgidebug.h>
#include <d3d12sdklayers.h>
#include <sdkddkver.h>
#endif
#include "SDL_shaders_d3d12.h"
@@ -83,6 +84,54 @@
#define D3D_GUID(X) &(X)
#endif
/*
* Older MS Windows SDK headers declare some d3d12 functions with the wrong function prototype.
* - ID3D12Heap::GetDesc
* - ID3D12Resource::GetDesc
* - ID3D12DescriptorHeap::GetDesc
* (and 9 more)+
* This is fixed in SDKs since WDK_NTDDI_VERSION >= NTDDI_WIN10_FE (0x0A00000A)
*/
#if !(defined(__MINGW32__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)) \
&& (WDK_NTDDI_VERSION < 0x0A00000A)
#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) do { \
void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_CPU_DESCRIPTOR_HANDLE * Handle) = \
(void*)(THIS)->lpVtbl->GetCPUDescriptorHandleForHeapStart; \
func((THIS), ##__VA_ARGS__); \
} while (0)
#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) do { \
void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_GPU_DESCRIPTOR_HANDLE * Handle) = \
(void*)(THIS)->lpVtbl->GetGPUDescriptorHandleForHeapStart; \
func((THIS), ##__VA_ARGS__); \
} while (0)
#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) do { \
void (STDMETHODCALLTYPE * func)(ID3D12Resource * This, D3D12_RESOURCE_DESC * Desc) = \
(void*)(THIS)->lpVtbl->GetDesc; \
func((THIS), ##__VA_ARGS__); \
} while (0)
#else
/*
* MinGW has correct function prototypes in the vtables, but defines wrong functions
* Xbox just needs these macros defined as used below (because CINTERFACE doesn't exist)
*/
#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) \
D3D_CALL_RET(THIS, GetCPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) \
D3D_CALL_RET(THIS, GetGPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) \
D3D_CALL_RET(THIS, GetDesc, ##__VA_ARGS__);
#endif
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
@@ -398,10 +447,10 @@ static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *he
SIZE_T offset;
/* Calculate the correct offset into the heap */
D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
@@ -432,7 +481,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer
}
SDL_zero(rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
@@ -1052,7 +1101,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->nearestPixelSampler);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
@@ -1341,7 +1390,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
@@ -1555,7 +1604,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1564,7 +1613,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
textureData->mainTextureResourceView);
#if SDL_HAVE_YUV
if (textureData->yuv) {
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1572,7 +1621,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
&resourceViewDesc,
textureData->mainTextureResourceViewU);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1586,7 +1635,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1603,7 +1652,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
@@ -1668,7 +1717,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
/* Create an upload buffer, which will be used to write to the main texture. */
SDL_zero(textureDesc);
D3D_CALL_RET(texture, GetDesc, &textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(texture, &textureDesc);
textureDesc.Width = w;
textureDesc.Height = h;
@@ -1924,7 +1973,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
/* Create an upload buffer, which will be used to write to the main texture. */
SDL_zero(textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@@ -2033,7 +2082,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
SDL_zero(textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
textureDesc.Width = textureData->lockedRect.w;
textureDesc.Height = textureData->lockedRect.h;
@@ -2744,7 +2793,7 @@ static int D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
/* Create a staging texture to copy the screen's data to: */
SDL_zero(textureDesc);
D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(backBuffer, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;