d3d12: Move platform-specific includes/defines to SDL_d3d12.h

This commit is contained in:
Ethan Lee
2024-08-01 01:50:19 -04:00
committed by Sam Lantinga
parent 2e058ba7a4
commit efefc4a1f3
4 changed files with 124 additions and 93 deletions

View File

@@ -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 <dxgi1_6.h>
#include <dxgidebug.h>
#include <d3d12sdklayers.h>
#include <sdkddkver.h>
#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;
}