Remove D3D12 call hacks now that we have a good set of D3D12 headers

This commit is contained in:
Sam Lantinga 2024-07-31 18:53:20 -07:00
parent de30400a7b
commit 445983fc79
1 changed files with 14 additions and 62 deletions

View File

@ -86,54 +86,6 @@
#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(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_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" {
@ -550,10 +502,10 @@ static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *he
SIZE_T offset;
/* Calculate the correct offset into the heap */
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
@ -584,7 +536,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer
}
SDL_zero(rtvDescriptor);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
@ -1203,7 +1155,7 @@ 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_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->samplers[0]);
D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->samplers[0]);
for (i = 0; i < SDL_arraysize(samplerParams); ++i) {
samplerDesc.Filter = samplerParams[i].filter;
samplerDesc.AddressU = samplerParams[i].address;
@ -1539,7 +1491,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
@ -1796,7 +1748,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@ -1805,7 +1757,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
textureData->mainTextureResourceView);
#if SDL_HAVE_YUV
if (textureData->yuv) {
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@ -1813,7 +1765,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
&resourceViewDesc,
textureData->mainTextureResourceViewU);
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@ -1832,7 +1784,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
nvResourceViewDesc.Texture2D.PlaneSlice = 1;
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@ -1849,7 +1801,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
@ -1913,7 +1865,7 @@ 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_ID3D12Resource_GetDesc(texture, &textureDesc);
D3D_CALL_RET(texture, GetDesc, &textureDesc);
textureDesc.Width = w;
textureDesc.Height = h;
if (textureDesc.Format == DXGI_FORMAT_NV12 ||
@ -2169,7 +2121,7 @@ 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_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@ -2278,7 +2230,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
SDL_zero(textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
textureDesc.Width = textureData->lockedRect.w;
textureDesc.Height = textureData->lockedRect.h;
@ -3068,7 +3020,7 @@ static SDL_Surface *D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec
/* Create a staging texture to copy the screen's data to: */
SDL_zero(textureDesc);
D3D_CALL_RET_ID3D12Resource_GetDesc(backBuffer, &textureDesc);
D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;