Atlas - SDL_d3d12.h

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21#include "SDL_internal.h" 22 23#ifndef SDL_D3D12_H 24#define SDL_D3D12_H 25 26#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) 27 28/* From the DirectX-Headers build system: 29 * "MinGW has RPC headers which define old versions, and complain if D3D 30 * headers are included before the RPC headers, since D3D headers were 31 * generated with new MIDL and "require" new RPC headers." 32 */ 33#define __REQUIRED_RPCNDR_H_VERSION__ 475 34 35// May not be defined in winapifamily.h, can safely be ignored 36#ifndef WINAPI_PARTITION_GAMES 37#define WINAPI_PARTITION_GAMES 0 38#endif // WINAPI_PARTITION_GAMES 39 40#define COBJMACROS 41#include "d3d12.h" 42#include <dxgi1_6.h> 43#include <dxgidebug.h> 44 45#define D3D_GUID(X) &(X) 46 47#define D3D_SAFE_RELEASE(X) \ 48 if (X) { \ 49 (X)->lpVtbl->Release(X); \ 50 X = NULL; \ 51 } 52 53/* Some D3D12 calls are mismatched between Windows/Xbox, so we need to wrap the 54 * C function ourselves :( 55 */ 56#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) 57 58#else // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) 59 60#if defined(SDL_PLATFORM_XBOXONE) 61#include <d3d12_x.h> 62#else // SDL_PLATFORM_XBOXSERIES 63#include <d3d12_xs.h> 64#endif 65 66#define D3D_GUID(X) (X) 67 68#define D3D_SAFE_RELEASE(X) \ 69 if (X) { \ 70 (X)->Release(); \ 71 X = NULL; \ 72 } 73 74// Older versions of the Xbox GDK may not have this defined 75#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 76#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256 77#endif 78#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE 79#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE ((D3D12_RESOURCE_STATES) (0x40 | 0x80)) 80#endif 81#ifndef D3D12_HEAP_TYPE_GPU_UPLOAD 82#define D3D12_HEAP_TYPE_GPU_UPLOAD ((D3D12_HEAP_TYPE) 5) 83#endif 84 85// DXGI_PRESENT flags are removed on Xbox 86#define DXGI_PRESENT_ALLOW_TEARING 0 87 88// Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves 89#include "SDL_d3d12_xbox_cmacros.h" 90 91// They don't even define the CMACROS for ID3DBlob, come on man 92#define ID3D10Blob_GetBufferPointer(blob) blob->GetBufferPointer() 93#define ID3D10Blob_GetBufferSize(blob) blob->GetBufferSize() 94#define ID3D10Blob_Release(blob) blob->Release() 95 96/* Xbox's D3D12 ABI actually varies from Windows, if a function does not exist 97 * in the above header then you need to use this instead :( 98 */ 99#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__) 100 101#endif // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) 102 103#endif // SDL_D3D12_H 104
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