change build system to CMake and use SDL3 for everything
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifndef SDL_D3D12_H
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#define SDL_D3D12_H
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#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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/* From the DirectX-Headers build system:
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* "MinGW has RPC headers which define old versions, and complain if D3D
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* headers are included before the RPC headers, since D3D headers were
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* generated with new MIDL and "require" new RPC headers."
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*/
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#define __REQUIRED_RPCNDR_H_VERSION__ 475
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// May not be defined in winapifamily.h, can safely be ignored
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#ifndef WINAPI_PARTITION_GAMES
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#define WINAPI_PARTITION_GAMES 0
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#endif // WINAPI_PARTITION_GAMES
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#define COBJMACROS
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#include "d3d12.h"
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#include <dxgi1_6.h>
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#include <dxgidebug.h>
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#define D3D_GUID(X) &(X)
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#define D3D_SAFE_RELEASE(X) \
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if (X) { \
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(X)->lpVtbl->Release(X); \
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X = NULL; \
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}
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/* Some D3D12 calls are mismatched between Windows/Xbox, so we need to wrap the
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* C function ourselves :(
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*/
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#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#else // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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#if defined(SDL_PLATFORM_XBOXONE)
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#include <d3d12_x.h>
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#else // SDL_PLATFORM_XBOXSERIES
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#include <d3d12_xs.h>
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#endif
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#define D3D_GUID(X) (X)
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#define D3D_SAFE_RELEASE(X) \
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if (X) { \
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(X)->Release(); \
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X = NULL; \
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}
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// Older versions of the Xbox GDK may not have this defined
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#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
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#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
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#endif
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#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
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#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE ((D3D12_RESOURCE_STATES) (0x40 | 0x80))
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#endif
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#ifndef D3D12_HEAP_TYPE_GPU_UPLOAD
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#define D3D12_HEAP_TYPE_GPU_UPLOAD ((D3D12_HEAP_TYPE) 5)
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#endif
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// DXGI_PRESENT flags are removed on Xbox
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#define DXGI_PRESENT_ALLOW_TEARING 0
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// Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves
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#include "SDL_d3d12_xbox_cmacros.h"
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// They don't even define the CMACROS for ID3DBlob, come on man
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#define ID3D10Blob_GetBufferPointer(blob) blob->GetBufferPointer()
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#define ID3D10Blob_GetBufferSize(blob) blob->GetBufferSize()
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#define ID3D10Blob_Release(blob) blob->Release()
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/* Xbox's D3D12 ABI actually varies from Windows, if a function does not exist
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* in the above header then you need to use this instead :(
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*/
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#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
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#endif // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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#endif // SDL_D3D12_H
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