mirror of https://github.com/encounter/SDL.git
Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
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5abd676917
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@ -1591,7 +1591,12 @@ elseif(WINDOWS)
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check_include_file(d3d9.h HAVE_D3D_H)
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check_include_file(d3d11_1.h HAVE_D3D11_H)
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check_include_file(d3d12.h HAVE_D3D12_H)
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check_c_source_compiles("
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#if WDK_NTDDI_VERSION > 0x0A000008
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int main(int argc, char **argv) { return 0; }
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#endif" HAVE_D3D12_H)
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check_include_file(ddraw.h HAVE_DDRAW_H)
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check_include_file(dsound.h HAVE_DSOUND_H)
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check_include_file(dinput.h HAVE_DINPUT_H)
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@ -25083,12 +25083,31 @@ if test "x$ac_cv_header_d3d11_1_h" = xyes; then :
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fi
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ac_fn_c_check_header_mongrel "$LINENO" "d3d12.h" "ac_cv_header_d3d12_h" "$ac_includes_default"
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if test "x$ac_cv_header_d3d12_h" = xyes; then :
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{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for d3d12 Windows SDK version" >&5
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$as_echo_n "checking for d3d12 Windows SDK version... " >&6; }
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cat confdefs.h - <<_ACEOF >conftest.$ac_ext
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/* end confdefs.h. */
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#if WDK_NTDDI_VERSION < 0x0A000008
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asdf
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#endif
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int
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main ()
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{
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;
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return 0;
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}
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_ACEOF
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if ac_fn_c_try_compile "$LINENO"; then :
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have_d3d12=yes
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fi
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rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
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{ $as_echo "$as_me:${as_lineno-$LINENO}: result: have_d3d12" >&5
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$as_echo "have_d3d12" >&6; }
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ac_fn_c_check_header_mongrel "$LINENO" "ddraw.h" "ac_cv_header_ddraw_h" "$ac_includes_default"
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if test "x$ac_cv_header_ddraw_h" = xyes; then :
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have_ddraw=yes
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10
configure.ac
10
configure.ac
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@ -3264,7 +3264,15 @@ CheckDIRECTX()
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if test x$enable_directx = xyes; then
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AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
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AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
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AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
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AC_MSG_CHECKING(for d3d12 Windows SDK version)
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AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
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#include <winsdkver.h>
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#include <sdkddkver.h>
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#if WDK_NTDDI_VERSION < 0x0A000008
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asdf
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#endif
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]],[])], [have_d3d12=yes],[])
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AC_MSG_RESULT(have_d3d12)
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AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
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AC_CHECK_HEADER(dsound.h, have_dsound=yes)
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AC_CHECK_HEADER(dinput.h, have_dinput=yes)
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@ -713,13 +713,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
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goto done;
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}
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, &data->dxgiDebug);
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
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goto done;
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}
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, &dxgiInfoQueue);
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result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result);
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goto done;
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@ -1019,8 +1019,6 @@ done:
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return result;
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}
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#ifdef __WIN32__
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static DXGI_MODE_ROTATION
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D3D12_GetCurrentRotation()
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{
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@ -1028,8 +1026,6 @@ D3D12_GetCurrentRotation()
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return DXGI_MODE_ROTATION_IDENTITY;
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}
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#endif /* __WIN32__ */
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static BOOL
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D3D12_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
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{
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@ -1143,7 +1139,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
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result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, &data->swapChain);
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result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
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goto done;
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@ -1267,7 +1263,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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data->swapChain,
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i,
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&SDL_IID_ID3D12Resource,
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&data->renderTargets[i]
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(void **) &data->renderTargets[i]
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::GetBuffer"), result);
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@ -1664,7 +1660,7 @@ D3D12_UpdateTextureInternal(D3D12_RenderData * rendererData, ID3D12Resource * te
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result = ID3D12Resource_Map(rendererData->uploadBuffers[rendererData->currentUploadBuffer],
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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@ -1926,7 +1922,7 @@ D3D12_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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result = ID3D12Resource_Map(textureData->stagingBuffer,
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(rendererData->uploadBuffers[rendererData->currentUploadBuffer]);
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@ -2182,7 +2178,6 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
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HRESULT result = S_OK;
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const int vbidx = rendererData->currentVertexBuffer;
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const UINT stride = sizeof(VertexPositionColor);
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const UINT offset = 0;
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UINT8* vertexBufferData = NULL;
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D3D12_RANGE range;
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@ -2205,7 +2200,7 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
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return E_FAIL;
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}
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result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, &vertexBufferData);
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result = ID3D12Resource_Map(rendererData->vertexBuffers[vbidx].resource, 0, &range, (void **)&vertexBufferData);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Resource::Map [vertex buffer]"), result);
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}
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@ -2810,7 +2805,7 @@ D3D12_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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result = ID3D12Resource_Map(readbackBuffer,
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0,
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NULL,
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&textureMemory
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(void **)&textureMemory
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);
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if (FAILED(result)) {
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SAFE_RELEASE(readbackBuffer);
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