change build system to CMake and use SDL3 for everything
This commit is contained in:
@@ -0,0 +1,103 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
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 <dxgi1_6.h>
|
||||
#include <dxgidebug.h>
|
||||
|
||||
#define D3D_GUID(X) &(X)
|
||||
|
||||
#define D3D_SAFE_RELEASE(X) \
|
||||
if (X) { \
|
||||
(X)->lpVtbl->Release(X); \
|
||||
X = NULL; \
|
||||
}
|
||||
|
||||
/* Some D3D12 calls are mismatched between Windows/Xbox, so we need to wrap the
|
||||
* C function ourselves :(
|
||||
*/
|
||||
#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 <d3d12_x.h>
|
||||
#else // SDL_PLATFORM_XBOXSERIES
|
||||
#include <d3d12_xs.h>
|
||||
#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
|
||||
#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
|
||||
#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE ((D3D12_RESOURCE_STATES) (0x40 | 0x80))
|
||||
#endif
|
||||
#ifndef D3D12_HEAP_TYPE_GPU_UPLOAD
|
||||
#define D3D12_HEAP_TYPE_GPU_UPLOAD ((D3D12_HEAP_TYPE) 5)
|
||||
#endif
|
||||
|
||||
// DXGI_PRESENT flags are removed on Xbox
|
||||
#define DXGI_PRESENT_ALLOW_TEARING 0
|
||||
|
||||
// Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves
|
||||
#include "SDL_d3d12_xbox_cmacros.h"
|
||||
|
||||
// They don't even define the CMACROS for ID3DBlob, come on man
|
||||
#define ID3D10Blob_GetBufferPointer(blob) blob->GetBufferPointer()
|
||||
#define ID3D10Blob_GetBufferSize(blob) blob->GetBufferSize()
|
||||
#define ID3D10Blob_Release(blob) blob->Release()
|
||||
|
||||
/* Xbox's D3D12 ABI actually varies from Windows, if a function does not exist
|
||||
* in the above header then you need to use this instead :(
|
||||
*/
|
||||
#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
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
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.
|
||||
*/
|
||||
|
||||
// Build and run this any time you update d3d12.h/d3d12sdklayers.h!
|
||||
|
||||
using System.IO;
|
||||
|
||||
class Program
|
||||
{
|
||||
static void GenMacros(string[] input, StreamWriter output)
|
||||
{
|
||||
for (int i = 0; i < input.Length; i += 1)
|
||||
{
|
||||
if (input[i].StartsWith("#define I"))
|
||||
{
|
||||
// Strip out the bad ABI calls, use D3D_CALL_RET instead!
|
||||
if (input[i].Contains("_GetDesc(") ||
|
||||
input[i].Contains("_GetDesc1(") ||
|
||||
input[i].Contains("_GetCPUDescriptorHandleForHeapStart(") ||
|
||||
input[i].Contains("_GetGPUDescriptorHandleForHeapStart(") ||
|
||||
input[i].Contains("_GetResourceAllocationInfo(") ||
|
||||
input[i].Contains("_GetResourceAllocationInfo1(") ||
|
||||
input[i].Contains("_GetResourceAllocationInfo2(") ||
|
||||
input[i].Contains("_GetResourceAllocationInfo3(") ||
|
||||
input[i].Contains("_GetCustomHeapProperties(") ||
|
||||
input[i].Contains("_GetAdapterLuid(") ||
|
||||
input[i].Contains("_GetLUID(") ||
|
||||
input[i].Contains("_GetProgramIdentifier(") ||
|
||||
input[i].Contains("_GetNodeID(") ||
|
||||
input[i].Contains("_GetEntrypointID("))
|
||||
{
|
||||
// May as well skip the next line...
|
||||
i += 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
// The first line is fine as-is.
|
||||
output.WriteLine(input[i]);
|
||||
|
||||
// The second line, however...
|
||||
i += 1;
|
||||
|
||||
string notThis;
|
||||
if (input[i].LastIndexOf("This,") > -1)
|
||||
{
|
||||
// Function with arguments
|
||||
notThis = "This,";
|
||||
}
|
||||
else
|
||||
{
|
||||
// Function with no arguments
|
||||
notThis = "This";
|
||||
}
|
||||
|
||||
int lastNotThis = input[i].LastIndexOf(notThis);
|
||||
string alias = input[i].Substring(0, lastNotThis).Replace("lpVtbl -> ", "");
|
||||
string definition = input[i].Substring(lastNotThis).Replace(notThis, "");
|
||||
output.WriteLine(alias + definition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void Main(string[] args)
|
||||
{
|
||||
using (FileStream SDL_d3d12_xbox_cmacros_h = File.OpenWrite("SDL_d3d12_xbox_cmacros.h"))
|
||||
using (StreamWriter output = new StreamWriter(SDL_d3d12_xbox_cmacros_h))
|
||||
{
|
||||
output.WriteLine("/* This file is autogenerated, DO NOT MODIFY */");
|
||||
GenMacros(File.ReadAllLines("d3d12.h"), output);
|
||||
GenMacros(File.ReadAllLines("d3d12sdklayers.h"), output);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user