Fixed building D3D12 renderer with latest mingw-64

This commit is contained in:
Sam Lantinga 2022-06-16 15:44:18 -07:00
parent b004133f08
commit 1eb247fa2e
1 changed files with 154 additions and 147 deletions

View File

@ -31,7 +31,6 @@
#define SDL_D3D12_MAX_NUM_TEXTURES 16384
#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include "../../video/windows/SDL_windowswindow.h"
#include "SDL_hints.h"
@ -53,7 +52,7 @@
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
#define SAFE_RELEASE(X) if (X) { (X)->lpVtbl->Release(X); X = NULL; }
/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
@ -142,9 +141,9 @@ typedef struct
void *hD3D12Mod;
IDXGIFactory6 *dxgiFactory;
IDXGIAdapter4 *dxgiAdapter;
ID3D12Device5 *d3dDevice;
ID3D12Device1 *d3dDevice;
ID3D12Debug *debugInterface;
IDXGIDebug1 *dxgiDebug;
IDXGIDebug *dxgiDebug;
ID3D12CommandQueue *commandQueue;
ID3D12GraphicsCommandList2 *commandList;
IDXGISwapChain4 *swapChain;
@ -336,7 +335,7 @@ D3D12_ReleaseAll(SDL_Renderer * renderer)
/* Check for any leaks if in debug mode */
if (data->dxgiDebug) {
IDXGIDebug1_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
data->dxgiDebug->lpVtbl->ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
SAFE_RELEASE(data->dxgiDebug);
}
@ -362,10 +361,10 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP
SIZE_T offset;
/* Calculate the correct offset into the heap */
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
@ -374,13 +373,11 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP
static void
D3D12_WaitForGPU(D3D12_RenderData * data)
{
HRESULT result;
if (data->commandQueue && data->fence && data->fenceEvent)
{
result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue);
if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) {
result = ID3D12Fence_SetEventOnCompletion(
data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue);
if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) {
data->fence->lpVtbl->SetEventOnCompletion(
data->fence,
data->fenceValue,
data->fenceEvent
@ -403,7 +400,7 @@ D3D12_GetCurrentRenderTargetView(SDL_Renderer * renderer)
}
SDL_zero(rtvDescriptor);
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
@ -425,7 +422,7 @@ D3D12_TransitionResource(D3D12_RenderData * data,
barrier.Transition.StateAfter = afterState;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier);
data->commandList->lpVtbl->ResourceBarrier(data->commandList, 1, &barrier);
}
}
@ -434,9 +431,10 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
{
int i;
ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap };
ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex];
ID3D12CommandAllocator_Reset(data->commandAllocators[data->currentBackBufferIndex]);
ID3D12GraphicsCommandList2_Reset(data->commandList, data->commandAllocators[data->currentBackBufferIndex], NULL);
commandAllocator->lpVtbl->Reset(commandAllocator);
data->commandList->lpVtbl->Reset(data->commandList, commandAllocator, NULL);
data->currentPipelineState = NULL;
data->currentVertexBuffer = 0;
data->issueBatch = SDL_FALSE;
@ -450,7 +448,7 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
}
data->currentUploadBuffer = 0;
ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
}
static int
@ -459,12 +457,12 @@ D3D12_IssueBatch(D3D12_RenderData * data)
HRESULT result = S_OK;
/* Issue the command list */
result = ID3D12GraphicsCommandList2_Close(data->commandList);
result = data->commandList->lpVtbl->Close(data->commandList);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result);
return result;
}
ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList);
data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList);
D3D12_WaitForGPU(data);
@ -543,7 +541,6 @@ GetBlendEquation(SDL_BlendOperation operation)
static void
D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC * outBlendDesc)
{
D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
@ -551,7 +548,7 @@ D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_B
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
SDL_zero(*outBlendDesc);
SDL_zerop(outBlendDesc);
outBlendDesc->AlphaToCoverageEnable = FALSE;
outBlendDesc->IndependentBlendEnable = FALSE;
outBlendDesc->RenderTarget[0].BlendEnable = TRUE;
@ -610,11 +607,11 @@ D3D12_CreatePipelineState(SDL_Renderer * renderer,
pipelineDesc.SampleDesc.Count = 1;
pipelineDesc.SampleDesc.Quality = 0;
result = ID3D12Device_CreateGraphicsPipelineState(
result = data->d3dDevice->lpVtbl->CreateGraphicsPipelineState(
data->d3dDevice,
&pipelineDesc,
&SDL_IID_ID3D12PipelineState,
&pipelineState
(void **)&pipelineState
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result);
@ -701,9 +698,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
if (createDebug) {
IDXGIInfoQueue* dxgiInfoQueue = NULL;
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc;
PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc;
D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface");
if (!D3D12GetDebugInterfaceFunc) {
@ -711,7 +706,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
D3D12GetDebugInterfaceFunc(&SDL_IID_ID3D12Debug, (void**)&data->debugInterface);
ID3D12Debug_EnableDebugLayer(data->debugInterface);
data->debugInterface->lpVtbl->EnableDebugLayer(data->debugInterface);
}
if (createDebug) {
#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__
IDXGIInfoQueue *dxgiInfoQueue = NULL;
PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc;
/* If the debug hint is set, also create the DXGI factory in debug mode */
DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1");
@ -732,10 +733,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
creationFlags = DXGI_CREATE_FACTORY_DEBUG;
dxgiInfoQueue->lpVtbl->SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
dxgiInfoQueue->lpVtbl->SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(dxgiInfoQueue);
#endif /* __IDXGIInfoQueue_INTERFACE_DEFINED__ */
creationFlags = DXGI_CREATE_FACTORY_DEBUG;
}
result = CreateDXGIFactoryFunc(creationFlags, &SDL_IID_IDXGIFactory6, (void**)&data->dxgiFactory);
@ -745,11 +747,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Prefer a high performance adapter if there are multiple choices */
result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory,
result = data->dxgiFactory->lpVtbl->EnumAdapterByGpuPreference(data->dxgiFactory,
0,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
&SDL_IID_IDXGIAdapter4,
&data->dxgiAdapter
(void **)&data->dxgiAdapter
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
@ -759,7 +761,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter,
D3D_FEATURE_LEVEL_11_0, /* Request minimum feature level 11.0 for maximum compatibility */
&SDL_IID_ID3D12Device5,
&d3dDevice
(void **)&d3dDevice
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
@ -772,7 +774,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO };
D3D12_INFO_QUEUE_FILTER filter;
result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue);
result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result);
goto done;
@ -781,15 +783,15 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(filter);
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = severities;
ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter);
infoQueue->lpVtbl->PushStorageFilter(infoQueue, &filter);
ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(infoQueue);
}
result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice);
result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device5"), result);
goto done;
@ -800,10 +802,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
result = ID3D12Device_CreateCommandQueue(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateCommandQueue(data->d3dDevice,
&queueDesc,
&SDL_IID_ID3D12CommandQueue,
&data->commandQueue
(void **)&data->commandQueue
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result);
@ -814,22 +816,22 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
&data->rtvDescriptorHeap
(void **)&data->rtvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result);
goto done;
}
data->rtvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
data->rtvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
&data->textureRTVDescriptorHeap
(void **)&data->textureRTVDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result);
@ -840,40 +842,40 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
&data->srvDescriptorHeap
(void **)&data->srvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result);
goto done;
}
rootDescriptorHeaps[0] = data->srvDescriptorHeap;
data->srvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
data->srvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = 2;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
&data->samplerDescriptorHeap
(void **)&data->samplerDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result);
goto done;
}
rootDescriptorHeaps[1] = data->samplerDescriptorHeap;
data->samplerDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
data->samplerDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
/* Create a command allocator for each back buffer */
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
result = ID3D12Device_CreateCommandAllocator(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateCommandAllocator(data->d3dDevice,
D3D12_COMMAND_LIST_TYPE_DIRECT,
&SDL_IID_ID3D12CommandAllocator,
&data->commandAllocators[i]
(void **)&data->commandAllocators[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result);
@ -882,13 +884,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Create the command list */
result = ID3D12Device_CreateCommandList(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateCommandList(data->d3dDevice,
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
data->commandAllocators[0],
NULL,
&SDL_IID_ID3D12GraphicsCommandList2,
&data->commandList
(void **)&data->commandList
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result);
@ -896,14 +898,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Set the descriptor heaps to the correct initial value */
ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
/* Create the fence and fence event */
result = ID3D12Device_CreateFence(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateFence(data->d3dDevice,
data->fenceValue,
D3D12_FENCE_FLAG_NONE,
&SDL_IID_ID3D12Fence,
&data->fence
(void **)&data->fence
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result);
@ -922,12 +924,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
for (i = 0; i < NUM_ROOTSIGS; ++i) {
D3D12_SHADER_BYTECODE rootSigData;
D3D12_GetRootSignatureData(i, &rootSigData);
result = ID3D12Device_CreateRootSignature(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateRootSignature(data->d3dDevice,
0,
rootSigData.pShaderBytecode,
rootSigData.BytecodeLength,
&SDL_IID_ID3D12RootSignature,
&data->rootSignatures[i]
(void **)&data->rootSignatures[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result);
@ -953,10 +955,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
/* Create a vertex buffer heap and populate it with resources */
SDL_zero(vbufferHeapDesc);
vbufferHeapDesc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * SDL_D3D12_NUM_VERTEX_BUFFERS;
ID3D12Device_GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
data->d3dDevice->lpVtbl->GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
result = ID3D12Device_CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, &data->vertexBufferHeap);
result = data->d3dDevice->lpVtbl->CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, (void **)&data->vertexBufferHeap);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result);
goto done;
@ -976,14 +978,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
result = ID3D12Device_CreatePlacedResource(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreatePlacedResource(data->d3dDevice,
data->vertexBufferHeap,
i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
&data->vertexBuffers[i].resource
(void **)&data->vertexBuffers[i].resource
);
if (FAILED(result)) {
@ -991,7 +993,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
data->vertexBuffers[i].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[i].resource);
data->vertexBuffers[i].view.BufferLocation = data->vertexBuffers[i].resource->lpVtbl->GetGPUVirtualAddress(data->vertexBuffers[i].resource);
data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor);
}
@ -1006,12 +1008,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler);
data->samplerDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize;
ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler);
data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler);
/* Initialize the pool allocator for SRVs */
for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) {
@ -1106,6 +1108,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
IDXGISwapChain1* swapChain;
HRESULT result = S_OK;
SDL_SysWMinfo windowinfo;
/* Create a swap chain using the same adapter as the existing Direct3D device. */
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
@ -1127,11 +1130,10 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | /* To support SetMaximumFrameLatency */
DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; /* To support presenting with allow tearing on */
SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = IDXGIFactory6_CreateSwapChainForHwnd(data->dxgiFactory,
result = data->dxgiFactory->lpVtbl->CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->commandQueue,
windowinfo.info.win.window,
&swapChainDesc,
@ -1144,9 +1146,9 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
goto done;
}
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
data->dxgiFactory->lpVtbl->MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
result = swapChain->lpVtbl->QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
goto done;
@ -1155,7 +1157,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
/* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency
* and ensures that the application will only render after each VSync, minimizing power consumption.
*/
result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1);
result = data->swapChain->lpVtbl->SetMaximumFrameLatency(data->swapChain, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result);
goto done;
@ -1228,7 +1230,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
if (data->swapChain) {
/* If the swap chain already exists, resize it. */
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
result = data->swapChain->lpVtbl->ResizeBuffers(data->swapChain,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
@ -1256,7 +1258,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
/* Set the proper rotation for the swap chain. */
if (WIN_IsWindows8OrGreater()) {
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation);
result = data->swapChain->lpVtbl->SetRotation(data->swapChain, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
goto done;
@ -1266,8 +1268,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
/* Get each back buffer render target and create render target views */
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
result = IDXGISwapChain4_GetBuffer(
data->swapChain,
result = data->swapChain->lpVtbl->GetBuffer(data->swapChain,
i,
&SDL_IID_ID3D12Resource,
(void **) &data->renderTargets[i]
@ -1282,20 +1283,20 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
ID3D12Device5_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor);
data->d3dDevice->lpVtbl->CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
/* Set back buffer index to current buffer */
data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain);
data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain);
/* Set the swap chain target immediately, so that a target is always set
* even before we get to SetDrawState. Without this it's possible to hit
* null references in places like ReadPixels!
*/
data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL);
data->commandList->lpVtbl->OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL);
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_PRESENT,
@ -1413,14 +1414,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
&textureData->mainTexture
(void **)&textureData->mainTexture
);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@ -1435,14 +1436,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
&textureData->mainTextureU
(void **)&textureData->mainTextureU
);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@ -1450,14 +1451,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
&textureData->mainTextureV
(void **)&textureData->mainTextureV
);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@ -1476,19 +1477,19 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&nvTextureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
&textureData->mainTextureNV
(void **)&textureData->mainTextureNV
);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D"), result);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D"), result);
}
}
#endif /* SDL_HAVE_YUV */
@ -1500,29 +1501,29 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
textureData->mainTexture,
&resourceViewDesc,
textureData->mainTextureResourceView
);
#if SDL_HAVE_YUV
if (textureData->yuv) {
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
textureData->mainTextureU,
&resourceViewDesc,
textureData->mainTextureResourceViewU
);
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
textureData->mainTextureV,
&resourceViewDesc,
textureData->mainTextureResourceViewV
@ -1534,10 +1535,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
rendererData->srvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
ID3D12Device_CreateShaderResourceView(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->CreateShaderResourceView(rendererData->d3dDevice,
textureData->mainTextureNV,
&nvResourceViewDesc,
textureData->mainTextureResourceViewNV
@ -1552,10 +1553,10 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
rendererData->textureRTVDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
ID3D12Device_CreateRenderTargetView(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->CreateRenderTargetView(rendererData->d3dDevice,
(ID3D12Resource*)textureData->mainTexture,
&renderTargetViewDesc,
textureData->mainTextureRenderTargetView);
@ -1615,9 +1616,11 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
D3D12_TEXTURE_COPY_LOCATION srcLocation;
D3D12_TEXTURE_COPY_LOCATION dstLocation;
BYTE *textureMemory;
ID3D12Resource *uploadBuffer;
/* Create an upload buffer, which will be used to write to the main texture. */
ID3D12Resource_GetDesc(texture, &textureDesc);
SDL_zero(textureDesc);
texture->lpVtbl->GetDesc(texture, &textureDesc);
textureDesc.Width = w;
textureDesc.Height = h;
@ -1634,7 +1637,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
/* Figure out how much we need to allocate for the upload buffer */
ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice,
&textureDesc,
0,
1,
@ -1651,21 +1654,22 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
heapProps.VisibleNodeMask = 1;
/* Create the upload buffer */
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
&rendererData->uploadBuffers[rendererData->currentUploadBuffer]
(void **)&rendererData->uploadBuffers[rendererData->currentUploadBuffer]
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result);
}
/* Get a write-only pointer to data in the upload buffer: */
result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer],
uploadBuffer = rendererData->uploadBuffers[rendererData->currentUploadBuffer];
result = uploadBuffer->lpVtbl->Map(uploadBuffer,
0,
NULL,
(void **)&textureMemory
@ -1706,7 +1710,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
}
/* Commit the changes back to the upload buffer: */
ID3D12Resource_Unmap(rendererData->uploadBuffers[rendererData->currentUploadBuffer], 0, NULL);
uploadBuffer->lpVtbl->Unmap(uploadBuffer, 0, NULL);
/* Make sure the destination is in the correct resource state */
D3D12_TransitionResource(rendererData, texture, *resourceState, D3D12_RESOURCE_STATE_COPY_DEST);
@ -1722,7 +1726,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList,
rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList,
&dstLocation,
x,
y,
@ -1879,7 +1883,8 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
/* Create an upload buffer, which will be used to write to the main texture. */
ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
SDL_zero(textureDesc);
textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@ -1896,7 +1901,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
uploadDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
/* Figure out how much we need to allocate for the upload buffer */
ID3D12Device_GetCopyableFootprints(rendererData->d3dDevice,
rendererData->d3dDevice->lpVtbl->GetCopyableFootprints(rendererData->d3dDevice,
&textureDesc,
0,
1,
@ -1913,21 +1918,21 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
heapProps.VisibleNodeMask = 1;
/* Create the upload buffer */
result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
&textureData->stagingBuffer
(void **)&textureData->stagingBuffer
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [create upload buffer]"), result);
}
/* Get a write-only pointer to data in the upload buffer: */
result = ID3D12Resource_Map(textureData->stagingBuffer,
result = textureData->stagingBuffer->lpVtbl->Map(textureData->stagingBuffer,
0,
NULL,
(void **)&textureMemory
@ -1990,9 +1995,10 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
#endif
/* Commit the pixel buffer's changes back to the staging texture: */
ID3D12Resource_Unmap(textureData->stagingBuffer, 0, NULL);
textureData->stagingBuffer->lpVtbl->Unmap(textureData->stagingBuffer, 0, NULL);
ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
SDL_zero(textureDesc);
textureData->mainTexture->lpVtbl->GetDesc(textureData->mainTexture, &textureDesc);
textureDesc.Width = textureData->lockedRect.w;
textureDesc.Height = textureData->lockedRect.h;
@ -2026,7 +2032,7 @@ D3D12_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint = placedTextureDesc;
ID3D12GraphicsCommandList_CopyTextureRegion(rendererData->commandList,
rendererData->commandList->lpVtbl->CopyTextureRegion(rendererData->commandList,
&dstLocation,
textureData->lockedRect.x,
textureData->lockedRect.y,
@ -2188,6 +2194,7 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
const UINT stride = sizeof(VertexPositionColor);
UINT8* vertexBufferData = NULL;
D3D12_RANGE range;
ID3D12Resource *vertexBuffer;
range.Begin = 0;
range.End = 0;
@ -2208,16 +2215,17 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
return E_FAIL;
}
result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, (void **)&vertexBufferData);
vertexBuffer = rendererData->vertexBuffers[vbidx].resource;
result = vertexBuffer->lpVtbl->Map(vertexBuffer, 0, &range, (void **)&vertexBufferData);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
}
SDL_memcpy(vertexBufferData, vertexData, dataSizeInBytes);
ID3D12Resource_Unmap(rendererData->vertexBuffers[vbidx].resource, 0, NULL);
vertexBuffer->lpVtbl->Unmap(vertexBuffer, 0, NULL);
rendererData->vertexBuffers[vbidx].view.SizeInBytes = (UINT)dataSizeInBytes;
ID3D12GraphicsCommandList_IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view);
rendererData->commandList->lpVtbl->IASetVertexBuffers(rendererData->commandList, 0, 1, &rendererData->vertexBuffers[vbidx].view);
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
@ -2313,7 +2321,7 @@ D3D12_UpdateViewport(SDL_Renderer * renderer)
d3dviewport.MinDepth = 0.0f;
d3dviewport.MaxDepth = 1.0f;
/* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */
ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport);
data->commandList->lpVtbl->RSSetViewports(data->commandList, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
@ -2374,8 +2382,8 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
return SDL_SetError("[direct3d12] Unable to create required pipeline state");
}
ID3D12GraphicsCommandList2_SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState);
ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList,
rendererData->commandList->lpVtbl->SetPipelineState(rendererData->commandList, rendererData->currentPipelineState->pipelineState);
rendererData->commandList->lpVtbl->SetGraphicsRootSignature(rendererData->commandList,
rendererData->rootSignatures[D3D12_GetRootSignatureType(rendererData->currentPipelineState->shader)]);
/* When we change these we will need to re-upload the constant buffer and reset any descriptors */
updateSubresource = SDL_TRUE;
@ -2384,7 +2392,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
}
if (renderTargetView.ptr != rendererData->currentRenderTargetView.ptr) {
ID3D12GraphicsCommandList2_OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL);
rendererData->commandList->lpVtbl->OMSetRenderTargets(rendererData->commandList, 1, &renderTargetView, FALSE, NULL);
rendererData->currentRenderTargetView = renderTargetView;
}
@ -2401,7 +2409,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
/* D3D12_GetViewportAlignedD3DRect will have set the SDL error */
return -1;
}
ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect);
rendererData->commandList->lpVtbl->RSSetScissorRects(rendererData->commandList, 1, &scissorRect);
rendererData->cliprectDirty = SDL_FALSE;
}
@ -2413,7 +2421,7 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
if (firstShaderResource.ptr != rendererData->currentShaderResource.ptr) {
for (i = 0; i < numShaderResources; ++i) {
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandle = D3D12_CPUtoGPUHandle(rendererData->srvDescriptorHeap, shaderResources[i]);
ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, i + 1, GPUHandle);
rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, i + 1, GPUHandle);
}
rendererData->currentShaderResource.ptr = firstShaderResource.ptr;
}
@ -2447,13 +2455,13 @@ D3D12_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, D3D12_
break;
}
ID3D12GraphicsCommandList2_SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle);
rendererData->commandList->lpVtbl->SetGraphicsRootDescriptorTable(rendererData->commandList, tableIndex, GPUHandle);
rendererData->currentSampler = *sampler;
}
if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList,
rendererData->commandList->lpVtbl->SetGraphicsRoot32BitConstants(rendererData->commandList,
0,
32,
&rendererData->vertexShaderConstantsData,
@ -2556,8 +2564,8 @@ static void
D3D12_DrawPrimitives(SDL_Renderer * renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
ID3D12GraphicsCommandList_IASetPrimitiveTopology(rendererData->commandList, primitiveTopology);
ID3D12GraphicsCommandList_DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 0);
rendererData->commandList->lpVtbl->IASetPrimitiveTopology(rendererData->commandList, primitiveTopology);
rendererData->commandList->lpVtbl->DrawInstanced(rendererData->commandList, (UINT)vertexCount, 1, 0, 0);
}
static int
@ -2617,7 +2625,7 @@ D3D12_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
};
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
ID3D12GraphicsCommandList2_ClearRenderTargetView(rendererData->commandList, rtvDescriptor, colorRGBA, 0, NULL);
rendererData->commandList->lpVtbl->ClearRenderTargetView(rendererData->commandList, rtvDescriptor, colorRGBA, 0, NULL);
break;
}
@ -2706,7 +2714,8 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
}
/* Create a staging texture to copy the screen's data to: */
ID3D12Resource_GetDesc(backBuffer, &textureDesc);
SDL_zero(textureDesc);
backBuffer->lpVtbl->GetDesc(backBuffer, &textureDesc);
textureDesc.Width = rect->w;
textureDesc.Height = rect->h;
@ -2723,7 +2732,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
/* Figure out how much we need to allocate for the upload buffer */
ID3D12Device_GetCopyableFootprints(data->d3dDevice,
data->d3dDevice->lpVtbl->GetCopyableFootprints(data->d3dDevice,
&textureDesc,
0,
1,
@ -2739,17 +2748,17 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = ID3D12Device_CreateCommittedResource(data->d3dDevice,
result = data->d3dDevice->lpVtbl->CreateCommittedResource(data->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
&readbackBuffer
(void **)&readbackBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D [create staging texture]"), result);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D [create staging texture]"), result);
goto done;
}
@ -2776,8 +2785,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
pitchedDesc.Depth = 1;
if (pitchedDesc.Format == DXGI_FORMAT_R8_UNORM) {
bpp = 1;
}
else {
} else {
bpp = 4;
}
pitchedDesc.RowPitch = D3D12_Align(pitchedDesc.Width * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
@ -2796,7 +2804,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(data->commandList,
data->commandList->lpVtbl->CopyTextureRegion(data->commandList,
&dstLocation,
0, 0, 0,
&srcLocation,
@ -2810,7 +2818,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
D3D12_TransitionResource(data, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET );
/* Map the staging texture's data to CPU-accessible memory: */
result = ID3D12Resource_Map(readbackBuffer,
result = readbackBuffer->lpVtbl->Map(readbackBuffer,
0,
NULL,
(void **)&textureMemory
@ -2833,7 +2841,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
pitch);
/* Unmap the texture: */
ID3D12Resource_Unmap(readbackBuffer, 0, NULL);
readbackBuffer->lpVtbl->Unmap(readbackBuffer, 0, NULL);
done:
SAFE_RELEASE(readbackBuffer);
@ -2856,8 +2864,8 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
);
/* Issue the command list */
result = ID3D12GraphicsCommandList2_Close(data->commandList);
ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList);
result = data->commandList->lpVtbl->Close(data->commandList);
data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList * const *)&data->commandList);
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
@ -2870,7 +2878,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
/* The application may optionally specify "dirty" or "scroll"
* rects to improve efficiency in certain scenarios.
*/
result = IDXGISwapChain4_Present(data->swapChain, syncInterval, presentFlags);
result = data->swapChain->lpVtbl->Present(data->swapChain, syncInterval, presentFlags);
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
/* If the device was removed either by a disconnect or a driver upgrade, we
@ -2886,11 +2894,10 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
}
} else {
/* Wait for the GPU and move to the next frame */
result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue);
result = data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue);
if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) {
result = ID3D12Fence_SetEventOnCompletion(
data->fence,
if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) {
result = data->fence->lpVtbl->SetEventOnCompletion(data->fence,
data->fenceValue,
data->fenceEvent
);
@ -2898,7 +2905,7 @@ D3D12_RenderPresent(SDL_Renderer * renderer)
}
data->fenceValue++;
data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain);
data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain);
/* Reset the command allocator and command list, and transition back to render target */
D3D12_ResetCommandList(data);
@ -3035,7 +3042,7 @@ SDL_RenderGetD3D12Device(SDL_Renderer * renderer)
device = (ID3D12Device *)data->d3dDevice;
if (device) {
ID3D12Device_AddRef(device);
device->lpVtbl->AddRef(device);
}
#endif /* SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED */