diff --git a/CMakeLists.txt b/CMakeLists.txt index e65c149ddf..cdf43a4b0e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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 - #include - #include - 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) diff --git a/configure b/configure index 2a004fef2c..fe83c49970 100755 --- a/configure +++ b/configure @@ -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 -#include -#include -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$ac_cv_header_ddraw_h" = xyes then : diff --git a/configure.ac b/configure.ac index a968c4c606..258d947d1c 100644 --- a/configure.ac +++ b/configure.ac @@ -3343,17 +3343,7 @@ CheckDIRECTX() if test x$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 -#include -#include -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) diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 9b097f0f82..8a607bfbe0 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -48,6 +48,7 @@ #include #include #include +#include #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;