Windows GDK Support (#5830)

* Added GDK

* Simplfied checks in SDL_config_wingdk.h

* Added testgdk sample

* Added GDK readme

* Fixed error in merge of SDL_windows.h

* Additional GDK fixes

* OpenWatcom should not export _SDL_GDKGetTaskQueue

* Formatting fixes

* Moved initialization code into SDL_GDKRunApp
This commit is contained in:
chalonverse
2022-06-27 17:19:39 +00:00
committed by GitHub
parent 314bb5a1ed
commit 3b191580c3
68 changed files with 4150 additions and 93 deletions

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@@ -33,6 +33,8 @@
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__WINGDK__)
#include "SDL_config_wingdk.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)

285
include/SDL_config_wingdk.h Normal file
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@@ -0,0 +1,285 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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.
*/
#ifndef SDL_config_wingdk_h_
#define SDL_config_wingdk_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Windows GDK does not need Windows SDK version checks because it requires
* a recent version of the Windows 10 SDK. */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
/* At this time, only recent MSVC or clang are supported by Windows GDK */
#if defined(__clang__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
typedef unsigned __int64 uintptr_t;
#define _UINTPTR_T_DEFINED
#endif
#else /* !__clang__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __clang__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
/* GDK only supports 64-bit */
# define SIZEOF_VOIDP 8
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
/* No SDK version checks needed for these because the SDK has to be new. */
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#define HAVE_D3D12_H 1
#define HAVE_SHELLSCALINGAPI_H 1
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_RAWINPUT 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
#endif /* SDL_config_wingdk_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -79,7 +79,7 @@ _m_prefetch(void *__P)
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__)
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>

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@@ -51,6 +51,15 @@
*/
#define SDL_MAIN_NEEDED
#elif defined(__GDK__)
/* On GDK, SDL provides a main function that initializes the game runtime.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. You must either link against SDL2main or, if not possible,
call the SDL_GDKRunApp function from your entry point.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
@@ -148,7 +157,7 @@ extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
#if defined(__WIN32__) || defined(__GDK__)
/**
* Register a win32 window class for SDL's use.
@@ -192,7 +201,7 @@ extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void
*/
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#endif /* defined(__WIN32__) || defined(__GDK__) */
#ifdef __WINRT__
@@ -227,6 +236,19 @@ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_fun
#endif /* __IPHONEOS__ */
#ifdef __GDK__
/**
* Initialize and launch an SDL GDK application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
* \param reserved reserved for future use; should be NULL
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
#endif /* __GDK__ */
#ifdef __cplusplus
}

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@@ -144,7 +144,7 @@
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY_H 1
@@ -169,6 +169,9 @@
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */
#undef __WINGDK__
#define __WINGDK__ 1
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
@@ -179,6 +182,11 @@
#undef __WIN32__
#define __WIN32__ 1
#endif
/* This is to support generic "any GDK" separate from a platform-specific GDK */
#if defined(__WINGDK__) || defined(__XBOXONEGDK__) || defined(__XBOXSERIESGDK__)
#undef __GDK__
#define __GDK__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1

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@@ -98,7 +98,7 @@ typedef struct SDL_RWops
{
void *asset;
} androidio;
#elif defined(__WIN32__)
#elif defined(__WIN32__) || defined(__GDK__)
struct
{
SDL_bool append;

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@@ -259,7 +259,7 @@ typedef uint64_t Uint64;
#ifndef SDL_PRIs64
#ifdef PRIs64
#define SDL_PRIs64 PRIs64
#elif defined(__WIN32__)
#elif defined(__WIN32__) || defined(__GDK__)
#define SDL_PRIs64 "I64d"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIs64 "ld"
@@ -270,7 +270,7 @@ typedef uint64_t Uint64;
#ifndef SDL_PRIu64
#ifdef PRIu64
#define SDL_PRIu64 PRIu64
#elif defined(__WIN32__)
#elif defined(__WIN32__) || defined(__GDK__)
#define SDL_PRIu64 "I64u"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIu64 "lu"
@@ -281,7 +281,7 @@ typedef uint64_t Uint64;
#ifndef SDL_PRIx64
#ifdef PRIx64
#define SDL_PRIx64 PRIx64
#elif defined(__WIN32__)
#elif defined(__WIN32__) || defined(__GDK__)
#define SDL_PRIx64 "I64x"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIx64 "lx"
@@ -292,7 +292,7 @@ typedef uint64_t Uint64;
#ifndef SDL_PRIX64
#ifdef PRIX64
#define SDL_PRIX64 PRIX64
#elif defined(__WIN32__)
#elif defined(__WIN32__) || defined(__GDK__)
#define SDL_PRIX64 "I64X"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIX64 "lX"

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@@ -41,7 +41,7 @@ extern "C" {
/* Platform specific functions for Windows */
#ifdef __WIN32__
#if defined(__WIN32__) || defined(__GDK__)
typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
@@ -55,6 +55,10 @@ typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsi
*/
extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
#endif /* defined(__WIN32__) || defined(__GDK__) */
#if defined(__WIN32__) || defined(__WINGDK__)
/**
* Get the D3D9 adapter index that matches the specified display index.
*
@@ -102,6 +106,10 @@ typedef struct ID3D11Device ID3D11Device;
*/
extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
#endif /* defined(__WIN32__) || defined(__WINGDK__) */
#if defined(__WIN32__) || defined(__GDK__)
typedef struct ID3D12Device ID3D12Device;
/**
@@ -118,6 +126,10 @@ typedef struct ID3D12Device ID3D12Device;
*/
extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer);
#endif /* defined(__WIN32__) || defined(__GDK__) */
#if defined(__WIN32__) || defined(__WINGDK__)
/**
* Get the DXGI Adapter and Output indices for the specified display index.
*
@@ -138,8 +150,7 @@ extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* ren
*/
extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
#endif /* __WIN32__ */
#endif /* defined(__WIN32__) || defined(__WINGDK__) */
/* Platform specific functions for Linux */
#ifdef __LINUX__
@@ -580,6 +591,25 @@ extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
#endif
/* Functions used only by GDK */
#if defined(__GDK__)
typedef struct XTaskQueueObject * XTaskQueueHandle;
/**
* Gets a reference to the global async task queue handle for GDK,
* initializing if needed.
*
* Once you are done with the task queue, you should call XTaskQueueCloseHandle
* to reduce the reference count to avoid a resource leak.
*
* \param outTaskQueue a pointer to be filled in with task queue handle.
* \returns 0 if success, -1 if any error occurs.
*
*/
extern DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue);
#endif
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}

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@@ -35,7 +35,7 @@
#include "SDL_atomic.h"
#include "SDL_mutex.h"
#if defined(__WIN32__)
#if defined(__WIN32__) || defined(__GDK__)
#include <process.h> /* _beginthreadex() and _endthreadex() */
#endif
#if defined(__OS2__) /* for _beginthread() and _endthread() */
@@ -88,7 +88,7 @@ typedef enum {
typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
#if defined(__WIN32__)
#if defined(__WIN32__) || defined(__GDK__)
/**
* \file SDL_thread.h
*

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@@ -51,7 +51,7 @@
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__)
# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) || defined(__GDK__)
# ifdef DLL_EXPORT
# define DECLSPEC __declspec(dllexport)
# else
@@ -74,7 +74,7 @@
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if (defined(__WIN32__) || defined(__WINRT__)) && !defined(__GNUC__)
#if (defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)) && !defined(__GNUC__)
#define SDLCALL __cdecl
#elif defined(__OS2__) || defined(__EMX__)
#define SDLCALL _System