From efefc4a1f35812007663f4afccd7bae68496238f Mon Sep 17 00:00:00 2001 From: Ethan Lee Date: Thu, 1 Aug 2024 01:50:19 -0400 Subject: [PATCH] d3d12: Move platform-specific includes/defines to SDL_d3d12.h --- src/render/direct3d12/SDL_render_d3d12.c | 111 ++++++------------ src/render/direct3d12/SDL_render_d3d12_xbox.h | 7 +- src/render/direct3d12/SDL_shaders_d3d12.c | 12 +- src/video/directx/SDL_d3d12.h | 87 ++++++++++++++ 4 files changed, 124 insertions(+), 93 deletions(-) create mode 100644 src/video/directx/SDL_d3d12.h diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 1f4bc7b4aa..7c54149f7f 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -31,29 +31,10 @@ #include "../../video/windows/SDL_windowswindow.h" #include "../SDL_sysrender.h" #include "../SDL_d3dmath.h" +#include "../../video/directx/SDL_d3d12.h" #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) #include "SDL_render_d3d12_xbox.h" -#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT -#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256 -#endif -#else - -/* From the DirectX-Headers build system: - * "MinGW has RPC headers which define old versions, and complain if D3D - * headers are included before the RPC headers, since D3D headers were - * generated with new MIDL and "require" new RPC headers." - */ -#define __REQUIRED_RPCNDR_H_VERSION__ 475 -#ifndef WINAPI_PARTITION_GAMES -#define WINAPI_PARTITION_GAMES 0 -#endif /* WINAPI_PARTITION_GAMES */ -#include "../../video/directx/d3d12.h" - -#include -#include -#include -#include #endif #include "SDL_shaders_d3d12.h" @@ -64,28 +45,6 @@ #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str #endif -#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) -#define SAFE_RELEASE(X) \ - if (X) { \ - (X)->Release(); \ - X = NULL; \ - } -#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__) -#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__) -#define D3D_GUID(X) (X) -/* DXGI_PRESENT flags are removed on Xbox */ -#define DXGI_PRESENT_ALLOW_TEARING 0 -#else -#define SAFE_RELEASE(X) \ - if (X) { \ - (X)->lpVtbl->Release(X); \ - X = NULL; \ - } -#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) -#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) -#define D3D_GUID(X) &(X) -#endif - /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { @@ -431,39 +390,39 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer) int i; #if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) - SAFE_RELEASE(data->dxgiFactory); - SAFE_RELEASE(data->dxgiAdapter); - SAFE_RELEASE(data->swapChain); + D3D_SAFE_RELEASE(data->dxgiFactory); + D3D_SAFE_RELEASE(data->dxgiAdapter); + D3D_SAFE_RELEASE(data->swapChain); #endif - SAFE_RELEASE(data->d3dDevice); - SAFE_RELEASE(data->debugInterface); - SAFE_RELEASE(data->commandQueue); - SAFE_RELEASE(data->commandList); - SAFE_RELEASE(data->rtvDescriptorHeap); - SAFE_RELEASE(data->textureRTVDescriptorHeap); - SAFE_RELEASE(data->srvDescriptorHeap); - SAFE_RELEASE(data->samplerDescriptorHeap); - SAFE_RELEASE(data->fence); + D3D_SAFE_RELEASE(data->d3dDevice); + D3D_SAFE_RELEASE(data->debugInterface); + D3D_SAFE_RELEASE(data->commandQueue); + D3D_SAFE_RELEASE(data->commandList); + D3D_SAFE_RELEASE(data->rtvDescriptorHeap); + D3D_SAFE_RELEASE(data->textureRTVDescriptorHeap); + D3D_SAFE_RELEASE(data->srvDescriptorHeap); + D3D_SAFE_RELEASE(data->samplerDescriptorHeap); + D3D_SAFE_RELEASE(data->fence); for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - SAFE_RELEASE(data->commandAllocators[i]); - SAFE_RELEASE(data->renderTargets[i]); + D3D_SAFE_RELEASE(data->commandAllocators[i]); + D3D_SAFE_RELEASE(data->renderTargets[i]); } if (data->pipelineStateCount > 0) { for (i = 0; i < data->pipelineStateCount; ++i) { - SAFE_RELEASE(data->pipelineStates[i].pipelineState); + D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState); } SDL_free(data->pipelineStates); data->pipelineStateCount = 0; } for (i = 0; i < NUM_ROOTSIGS; ++i) { - SAFE_RELEASE(data->rootSignatures[i]); + D3D_SAFE_RELEASE(data->rootSignatures[i]); } for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { - SAFE_RELEASE(data->vertexBuffers[i].resource); + D3D_SAFE_RELEASE(data->vertexBuffers[i].resource); data->vertexBuffers[i].size = 0; } @@ -477,7 +436,7 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer) if (data->dxgiDebug) { DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); D3D_CALL(data->dxgiDebug, ReportLiveObjects, SDL_DXGI_DEBUG_ALL, rloFlags); - SAFE_RELEASE(data->dxgiDebug); + D3D_SAFE_RELEASE(data->dxgiDebug); } #endif @@ -578,7 +537,7 @@ static void D3D12_ResetCommandList(D3D12_RenderData *data) /* Release any upload buffers that were inflight */ for (i = 0; i < data->currentUploadBuffer; ++i) { - SAFE_RELEASE(data->uploadBuffers[i]); + D3D_SAFE_RELEASE(data->uploadBuffers[i]); } data->currentUploadBuffer = 0; @@ -737,7 +696,7 @@ static D3D12_PipelineState *D3D12_CreatePipelineState(SDL_Renderer *renderer, pipelineStates = (D3D12_PipelineState *)SDL_realloc(data->pipelineStates, (data->pipelineStateCount + 1) * sizeof(*pipelineStates)); if (!pipelineStates) { - SAFE_RELEASE(pipelineState); + D3D_SAFE_RELEASE(pipelineState); return NULL; } @@ -758,7 +717,7 @@ static HRESULT D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, si D3D12_RESOURCE_DESC vbufferDesc; HRESULT result; - SAFE_RELEASE(data->vertexBuffers[vbidx].resource); + D3D_SAFE_RELEASE(data->vertexBuffers[vbidx].resource); SDL_zero(vbufferHeapProps); vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD; @@ -914,7 +873,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); D3D_CALL(dxgiInfoQueue, SetBreakOnSeverity, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); - SAFE_RELEASE(dxgiInfoQueue); + D3D_SAFE_RELEASE(dxgiInfoQueue); #endif /* __IDXGIInfoQueue_INTERFACE_DEFINED__ */ creationFlags = DXGI_CREATE_FACTORY_DEBUG; } @@ -965,7 +924,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_ERROR, TRUE); D3D_CALL(infoQueue, SetBreakOnSeverity, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); - SAFE_RELEASE(infoQueue); + D3D_SAFE_RELEASE(infoQueue); } #endif /*!defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)*/ @@ -1178,7 +1137,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue); done: - SAFE_RELEASE(d3dDevice); + D3D_SAFE_RELEASE(d3dDevice); return result; } @@ -1361,7 +1320,7 @@ static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h) SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER, data->swapChain); done: - SAFE_RELEASE(swapChain); + D3D_SAFE_RELEASE(swapChain); return result; } #endif @@ -1414,7 +1373,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer) /* Release render targets */ for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) { - SAFE_RELEASE(data->renderTargets[i]); + D3D_SAFE_RELEASE(data->renderTargets[i]); } /* The width and height of the swap chain must be based on the display's @@ -1827,12 +1786,12 @@ static void D3D12_DestroyTexture(SDL_Renderer *renderer, Unfortunately, this means that deleting a lot of textures mid-frame will have poor performance. */ D3D12_IssueBatch(rendererData); - SAFE_RELEASE(textureData->mainTexture); - SAFE_RELEASE(textureData->stagingBuffer); + D3D_SAFE_RELEASE(textureData->mainTexture); + D3D_SAFE_RELEASE(textureData->stagingBuffer); D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndex); #if SDL_HAVE_YUV - SAFE_RELEASE(textureData->mainTextureU); - SAFE_RELEASE(textureData->mainTextureV); + D3D_SAFE_RELEASE(textureData->mainTextureU); + D3D_SAFE_RELEASE(textureData->mainTextureV); if (textureData->yuv) { D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexU); D3D12_FreeSRVIndex(renderer, textureData->mainSRVIndexV); @@ -1923,7 +1882,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res NULL, (void **)&textureMemory); if (FAILED(result)) { - SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); + D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); } @@ -2172,7 +2131,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, NULL, (void **)&textureMemory); if (FAILED(result)) { - SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); + D3D_SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]); return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [map staging texture]"), result); } @@ -2277,7 +2236,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) /* Execute the command list before releasing the staging buffer */ D3D12_IssueBatch(rendererData); - SAFE_RELEASE(textureData->stagingBuffer); + D3D_SAFE_RELEASE(textureData->stagingBuffer); } static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) @@ -3136,7 +3095,7 @@ static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec D3D_CALL(readbackBuffer, Unmap, 0, NULL); done: - SAFE_RELEASE(readbackBuffer); + D3D_SAFE_RELEASE(readbackBuffer); return output; } diff --git a/src/render/direct3d12/SDL_render_d3d12_xbox.h b/src/render/direct3d12/SDL_render_d3d12_xbox.h index cd95526998..d90541a469 100644 --- a/src/render/direct3d12/SDL_render_d3d12_xbox.h +++ b/src/render/direct3d12/SDL_render_d3d12_xbox.h @@ -23,12 +23,7 @@ #define SDL_render_d3d12_xbox_h_ #include "../../SDL_internal.h" - -#if defined(SDL_PLATFORM_XBOXONE) -#include -#else /* SDL_PLATFORM_XBOXSERIES */ -#include -#endif +#include "../../video/directx/SDL_d3d12.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus diff --git a/src/render/direct3d12/SDL_shaders_d3d12.c b/src/render/direct3d12/SDL_shaders_d3d12.c index bddd46e8e3..edf63dcad5 100644 --- a/src/render/direct3d12/SDL_shaders_d3d12.c +++ b/src/render/direct3d12/SDL_shaders_d3d12.c @@ -23,17 +23,7 @@ #if SDL_VIDEO_RENDER_D3D12 && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) #include "../../core/windows/SDL_windows.h" - -/* From the DirectX-Headers build system: - * "MinGW has RPC headers which define old versions, and complain if D3D - * headers are included before the RPC headers, since D3D headers were - * generated with new MIDL and "require" new RPC headers." - */ -#define __REQUIRED_RPCNDR_H_VERSION__ 475 -#ifndef WINAPI_PARTITION_GAMES -#define WINAPI_PARTITION_GAMES 0 -#endif /* WINAPI_PARTITION_GAMES */ -#include "../../video/directx/d3d12.h" +#include "../../video/directx/SDL_d3d12.h" #include "SDL_shaders_d3d12.h" diff --git a/src/video/directx/SDL_d3d12.h b/src/video/directx/SDL_d3d12.h new file mode 100644 index 0000000000..db3429aa1c --- /dev/null +++ b/src/video/directx/SDL_d3d12.h @@ -0,0 +1,87 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifndef SDL_D3D12_H +#define SDL_D3D12_H + +#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) + +/* From the DirectX-Headers build system: + * "MinGW has RPC headers which define old versions, and complain if D3D + * headers are included before the RPC headers, since D3D headers were + * generated with new MIDL and "require" new RPC headers." + */ +#define __REQUIRED_RPCNDR_H_VERSION__ 475 + +/* May not be defined in winapifamily.h, can safely be ignored */ +#ifndef WINAPI_PARTITION_GAMES +#define WINAPI_PARTITION_GAMES 0 +#endif /* WINAPI_PARTITION_GAMES */ + +#define COBJMACROS +#include "d3d12.h" +#include +#include + +#define D3D_GUID(X) &(X) + +#define D3D_SAFE_RELEASE(X) \ + if (X) { \ + (X)->lpVtbl->Release(X); \ + X = NULL; \ + } + +/* FIXME: Remove this in favor of the COBJMACROS defines */ +#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) +#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) + +#else /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */ + +#if defined(SDL_PLATFORM_XBOXONE) +#include +#else /* SDL_PLATFORM_XBOXSERIES */ +#include +#endif + +#define D3D_GUID(X) (X) + +#define D3D_SAFE_RELEASE(X) \ + if (X) { \ + (X)->Release(); \ + X = NULL; \ + } + +/* Older versions of the Xbox GDK may not have this defined */ +#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT +#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256 +#endif + +/* DXGI_PRESENT flags are removed on Xbox */ +#define DXGI_PRESENT_ALLOW_TEARING 0 + +/* FIXME: Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves */ +#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__) +#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__) + +#endif /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */ + +#endif /* SDL_D3D12_H */