From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h | 103 ++++++++++++++++++++++++ 1 file changed, 103 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h (limited to 'contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h') diff --git a/contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h b/contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h new file mode 100644 index 0000000..3173558 --- /dev/null +++ b/contrib/SDL-3.2.8/src/video/directx/SDL_d3d12.h @@ -0,0 +1,103 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 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; \ + } + +/* 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 +#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 +#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 -- cgit v1.2.3