DirectX 12 Renderer (#5761)

* DirectX 12 Renderer (27 squashed commits)

* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters

* Fixed OpenWatcom build failure

* Dynapi fix

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
This commit is contained in:
chalonverse 2022-06-06 17:42:30 -07:00 committed by GitHub
parent 63e12cf601
commit 4082821822
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
22 changed files with 10154 additions and 8 deletions

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@ -1596,6 +1596,7 @@ elseif(WINDOWS)
check_include_file(d3d9.h HAVE_D3D_H) check_include_file(d3d9.h HAVE_D3D_H)
check_include_file(d3d11_1.h HAVE_D3D11_H) check_include_file(d3d11_1.h HAVE_D3D11_H)
check_include_file(d3d12.h HAVE_D3D12_H)
check_include_file(ddraw.h HAVE_DDRAW_H) check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H) check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H) check_include_file(dinput.h HAVE_DINPUT_H)
@ -1603,7 +1604,7 @@ elseif(WINDOWS)
set(HAVE_DINPUT_H 0) set(HAVE_DINPUT_H 0)
endif() endif()
check_include_file(dxgi.h HAVE_DXGI_H) check_include_file(dxgi.h HAVE_DXGI_H)
if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H) if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_D3D12_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
set(HAVE_DIRECTX TRUE) set(HAVE_DIRECTX TRUE)
if(NOT MINGW AND NOT USE_WINSDK_DIRECTX) if(NOT MINGW AND NOT USE_WINSDK_DIRECTX)
# TODO: change $ENV{DXSDL_DIR} to get the path from the include checks # TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
@ -1697,6 +1698,10 @@ elseif(WINDOWS)
set(SDL_VIDEO_RENDER_D3D11 1) set(SDL_VIDEO_RENDER_D3D11 1)
set(HAVE_RENDER_D3D TRUE) set(HAVE_RENDER_D3D TRUE)
endif() endif()
if(SDL_RENDER_D3D AND HAVE_D3D12_H AND NOT WINDOWS_STORE)
set(SDL_VIDEO_RENDER_D3D12 1)
set(HAVE_RENDER_D3D TRUE)
endif()
set(HAVE_SDL_VIDEO TRUE) set(HAVE_SDL_VIDEO TRUE)
endif() endif()

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@ -80,6 +80,7 @@ SRCS+= SDL_syspower.c
SRCS+= SDL_d3dmath.c SRCS+= SDL_d3dmath.c
SRCS+= SDL_render_d3d.c SDL_shaders_d3d.c SRCS+= SDL_render_d3d.c SDL_shaders_d3d.c
SRCS+= SDL_render_d3d11.c SDL_shaders_d3d11.c SRCS+= SDL_render_d3d11.c SDL_shaders_d3d11.c
SRCS+= SDL_render_d3d12.c SDL_shaders_d3d12.c
SRCS+= SDL_render_gl.c SDL_shaders_gl.c SRCS+= SDL_render_gl.c SDL_shaders_gl.c
SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c
SRCS+= SDL_windowssensor.c SRCS+= SDL_windowssensor.c
@ -99,7 +100,7 @@ RCOBJS= $(RCSRCS:.rc=.res)
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk; .c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy; .c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
.c: ./src/core/windows;./src/audio/winmm;./src/audio/directsound;./src/audio/wasapi;./src/loadso/windows;./src/filesystem/windows;./src/haptic/windows;./src/joystick/windows;./src/sensor/windows;./src/thread/windows;./src/timer/windows;./src/video/windows; .c: ./src/core/windows;./src/audio/winmm;./src/audio/directsound;./src/audio/wasapi;./src/loadso/windows;./src/filesystem/windows;./src/haptic/windows;./src/joystick/windows;./src/sensor/windows;./src/thread/windows;./src/timer/windows;./src/video/windows;
.c: ./src/locale/;./src/locale/windows;./src/misc;./src/misc/windows;./src/power/windows;./src/joystick/hidapi;./src/hidapi;./src/render/direct3d;./src/render/direct3d11;./src/render/opengl;./src/render/opengles2 .c: ./src/locale/;./src/locale/windows;./src/misc;./src/misc/windows;./src/power/windows;./src/joystick/hidapi;./src/hidapi;./src/render/direct3d;./src/render/direct3d11;./src/render/direct3d12;./src/render/opengl;./src/render/opengles2
.rc: ./src/main/windows .rc: ./src/main/windows
all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic

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@ -348,6 +348,7 @@
<ClInclude Include="..\..\src\misc\SDL_sysurl.h" /> <ClInclude Include="..\..\src\misc\SDL_sysurl.h" />
<ClInclude Include="..\..\src\power\SDL_syspower.h" /> <ClInclude Include="..\..\src\power\SDL_syspower.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" /> <ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h" />
<ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" /> <ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" /> <ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" /> <ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
@ -527,6 +528,8 @@
<ClCompile Include="..\..\src\power\SDL_power.c" /> <ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" /> <ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" /> <ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12.c" />
<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" /> <ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" /> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_shaders_d3d.c" /> <ClCompile Include="..\..\src\render\direct3d\SDL_shaders_d3d.c" />

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@ -169,6 +169,9 @@
<Filter Include="video\khronos\vulkan"> <Filter Include="video\khronos\vulkan">
<UniqueIdentifier>{4755f3a6-49ac-46d6-86be-21f5c21f2197}</UniqueIdentifier> <UniqueIdentifier>{4755f3a6-49ac-46d6-86be-21f5c21f2197}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="render\direct3d12">
<UniqueIdentifier>{f48c2b17-1bee-4fec-a7c8-24cf619abe08}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\include\begin_code.h"> <ClInclude Include="..\..\include\begin_code.h">
@ -829,6 +832,9 @@
<ClInclude Include="..\..\src\SDL_hints_c.h" /> <ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" /> <ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\SDL_log_c.h" /> <ClInclude Include="..\..\src\SDL_log_c.h" />
<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h">
<Filter>render\direct3d12</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" /> <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
@ -1326,6 +1332,12 @@
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c"> <ClCompile Include="..\..\src\power\windows\SDL_syspower.c">
<Filter>power\windows</Filter> <Filter>power\windows</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12.c">
<Filter>render\direct3d12</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.c">
<Filter>render\direct3d12</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="..\..\src\main\windows\version.rc" /> <ResourceCompile Include="..\..\src\main\windows\version.rc" />

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@ -3264,6 +3264,7 @@ CheckDIRECTX()
if test x$enable_directx = xyes; then if test x$enable_directx = xyes; then
AC_CHECK_HEADER(d3d9.h, have_d3d=yes) AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes) AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
AC_CHECK_HEADER(ddraw.h, have_ddraw=yes) AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
AC_CHECK_HEADER(dsound.h, have_dsound=yes) AC_CHECK_HEADER(dsound.h, have_dsound=yes)
AC_CHECK_HEADER(dinput.h, have_dinput=yes) AC_CHECK_HEADER(dinput.h, have_dinput=yes)
@ -3991,6 +3992,10 @@ case "$host" in
AC_DEFINE(SDL_VIDEO_RENDER_D3D11, 1, [ ]) AC_DEFINE(SDL_VIDEO_RENDER_D3D11, 1, [ ])
SUMMARY_video="${SUMMARY_video} d3d11" SUMMARY_video="${SUMMARY_video} d3d11"
fi fi
if test x$enable_render_d3d = xyes -a x$have_d3d12 = xyes; then
AC_DEFINE(SDL_VIDEO_RENDER_D3D12, 1, [ ])
SUMMARY_video="${SUMMARY_video} d3d12"
fi
fi fi
# Set up files for the audio library # Set up files for the audio library
if test x$enable_audio = xyes; then if test x$enable_audio = xyes; then

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@ -243,6 +243,7 @@
#cmakedefine HAVE_D3D_H @HAVE_D3D_H@ #cmakedefine HAVE_D3D_H @HAVE_D3D_H@
#cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@ #cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@
#cmakedefine HAVE_D3D12_H @HAVE_D3D12_H@
#cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@ #cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@
#cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@ #cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@
#cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@ #cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@

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@ -413,6 +413,7 @@
#undef SDL_VIDEO_RENDER_D3D #undef SDL_VIDEO_RENDER_D3D
#undef SDL_VIDEO_RENDER_D3D11 #undef SDL_VIDEO_RENDER_D3D11
#undef SDL_VIDEO_RENDER_D3D12
#undef SDL_VIDEO_RENDER_OGL #undef SDL_VIDEO_RENDER_OGL
#undef SDL_VIDEO_RENDER_OGL_ES #undef SDL_VIDEO_RENDER_OGL_ES
#undef SDL_VIDEO_RENDER_OGL_ES2 #undef SDL_VIDEO_RENDER_OGL_ES2

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@ -38,6 +38,18 @@
#include <winsdkver.h> #include <winsdkver.h>
#endif #endif
/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
#if __has_include(<sdkddkver.h>)
#define HAVE_SDKDDKVER_H 1
#endif
#endif
#ifdef HAVE_SDKDDKVER_H
#include <sdkddkver.h>
#endif
/* This is a set of defines to configure the SDL features */ /* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H) #if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
@ -107,6 +119,9 @@ typedef unsigned int uintptr_t;
#define HAVE_D3D11_H 1 #define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1 #define HAVE_ROAPI_H 1
#endif #endif
#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
#define HAVE_D3D12_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1 #define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1 #define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1 #define HAVE_TPCSHRD_H 1
@ -295,6 +310,9 @@ typedef unsigned int uintptr_t;
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H) #if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1 #define SDL_VIDEO_RENDER_D3D11 1
#endif #endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */ /* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL #ifndef SDL_VIDEO_OPENGL

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@ -250,6 +250,9 @@ typedef unsigned int uintptr_t;
/* Enable appropriate renderer(s) */ /* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1 #define SDL_VIDEO_RENDER_D3D11 1
/* Disable D3D12 as it's not implemented for WinRT */
#define SDL_VIDEO_RENDER_D3D12 0
#if SDL_VIDEO_OPENGL_ES2 #if SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1 #define SDL_VIDEO_RENDER_OGL_ES2 1
#endif #endif

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@ -1200,6 +1200,8 @@ extern "C" {
* *
* This variable is case insensitive and can be set to the following values: * This variable is case insensitive and can be set to the following values:
* "direct3d" * "direct3d"
* "direct3d11"
* "direct3d12"
* "opengl" * "opengl"
* "opengles2" * "opengles2"
* "opengles" * "opengles"

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@ -102,6 +102,22 @@ typedef struct ID3D11Device ID3D11Device;
*/ */
extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer); extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
typedef struct ID3D12Device ID3D12Device;
/**
* Get the D3D12 device associated with a renderer.
*
* Once you are done using the device, you should release it to avoid a
* resource leak.
*
* \param renderer the renderer from which to get the associated D3D12 device
* \returns the D3D12 device associated with given renderer or NULL if it is
* not a D3D12 renderer; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.23.
*/
extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer);
/** /**
* Get the DXGI Adapter and Output indices for the specified display index. * Get the DXGI Adapter and Output indices for the specified display index.
* *

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@ -33,7 +33,11 @@
#undef WINVER #undef WINVER
#define WINVER 0x0501 #define WINVER 0x0501
#undef _WIN32_WINNT #undef _WIN32_WINNT
#if !defined(SDL_VIDEO_RENDER_D3D12)
#define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */ #define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */
#else
#define _WIN32_WINNT 0xA00 /* For D3D12, 0xA00 is required */
#endif
#endif #endif
#include <windows.h> #include <windows.h>

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@ -847,3 +847,4 @@
++'_SDL_GUIDFromString'.'SDL2.dll'.'SDL_GUIDFromString' ++'_SDL_GUIDFromString'.'SDL2.dll'.'SDL_GUIDFromString'
++'_SDL_HasLSX'.'SDL2.dll'.'SDL_HasLSX' ++'_SDL_HasLSX'.'SDL2.dll'.'SDL_HasLSX'
++'_SDL_HasLASX'.'SDL2.dll'.'SDL_HasLASX' ++'_SDL_HasLASX'.'SDL2.dll'.'SDL_HasLASX'
++'_SDL_RenderGetD3D12Device'.'SDL2.dll'.'SDL_RenderGetD3D12Device'

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@ -873,3 +873,4 @@
#define SDL_GUIDFromString SDL_GUIDFromString_REAL #define SDL_GUIDFromString SDL_GUIDFromString_REAL
#define SDL_HasLSX SDL_HasLSX_REAL #define SDL_HasLSX SDL_HasLSX_REAL
#define SDL_HasLASX SDL_HasLASX_REAL #define SDL_HasLASX SDL_HasLASX_REAL
#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL

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@ -948,3 +948,6 @@ SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return) SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return)
#ifdef __WIN32__
SDL_DYNAPI_PROC(ID3D12Device*,SDL_RenderGetD3D12Device,(SDL_Renderer *a),(a),return)
#endif

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@ -20,7 +20,7 @@
*/ */
#include "../SDL_internal.h" #include "../SDL_internal.h"
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED #if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h" #include "SDL_stdinc.h"
#include "SDL_d3dmath.h" #include "SDL_d3dmath.h"
@ -131,6 +131,6 @@ Float4X4 MatrixRotationZ(float r)
} }
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ #endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */ /* vi: set ts=4 sw=4 expandtab: */

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@ -20,7 +20,7 @@
*/ */
#include "../SDL_internal.h" #include "../SDL_internal.h"
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED #if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED
/* Direct3D matrix math functions */ /* Direct3D matrix math functions */
@ -67,6 +67,6 @@ Float4X4 MatrixRotationX(float r);
Float4X4 MatrixRotationY(float r); Float4X4 MatrixRotationY(float r);
Float4X4 MatrixRotationZ(float r); Float4X4 MatrixRotationZ(float r);
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ #endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */ /* vi: set ts=4 sw=4 expandtab: */

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@ -96,6 +96,9 @@ static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D11 #if SDL_VIDEO_RENDER_D3D11
&D3D11_RenderDriver, &D3D11_RenderDriver,
#endif #endif
#if SDL_VIDEO_RENDER_D3D12
&D3D12_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_METAL #if SDL_VIDEO_RENDER_METAL
&METAL_RenderDriver, &METAL_RenderDriver,
#endif #endif

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@ -283,6 +283,7 @@ struct SDL_RenderDriver
/* Not all of these are available in a given build. Use #ifdefs, etc. */ /* Not all of these are available in a given build. Use #ifdefs, etc. */
extern SDL_RenderDriver D3D_RenderDriver; extern SDL_RenderDriver D3D_RenderDriver;
extern SDL_RenderDriver D3D11_RenderDriver; extern SDL_RenderDriver D3D11_RenderDriver;
extern SDL_RenderDriver D3D12_RenderDriver;
extern SDL_RenderDriver GL_RenderDriver; extern SDL_RenderDriver GL_RenderDriver;
extern SDL_RenderDriver GLES2_RenderDriver; extern SDL_RenderDriver GLES2_RenderDriver;
extern SDL_RenderDriver GLES_RenderDriver; extern SDL_RenderDriver GLES_RenderDriver;

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@ -0,0 +1,57 @@
/*
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.
*/
#include "../../SDL_internal.h"
/* D3D12 shader implementation */
typedef enum {
SHADER_SOLID,
SHADER_RGB,
#if SDL_HAVE_YUV
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,
SHADER_NV12_JPEG,
SHADER_NV12_BT601,
SHADER_NV12_BT709,
SHADER_NV21_JPEG,
SHADER_NV21_BT601,
SHADER_NV21_BT709,
#endif
NUM_SHADERS
} D3D12_Shader;
typedef enum {
ROOTSIG_COLOR,
ROOTSIG_TEXTURE,
#if SDL_HAVE_YUV
ROOTSIG_YUV,
ROOTSIG_NV,
#endif
NUM_ROOTSIGS
} D3D12_RootSignature;
extern void D3D12_GetVertexShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode);
extern void D3D12_GetPixelShader(D3D12_Shader shader, D3D12_SHADER_BYTECODE *outBytecode);
extern D3D12_RootSignature D3D12_GetRootSignatureType(D3D12_Shader shader);
extern void D3D12_GetRootSignatureData(D3D12_RootSignature rootSig, D3D12_SHADER_BYTECODE* outBytecode);
/* vi: set ts=4 sw=4 expandtab: */