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d3d12: older Windows SDK headers contain wrong function prototypes

Declare correct function pointers ourselves.

Backport of:
- 98fcf112e74dfd6b99a755c957195671e642b57d
- 89a4d9ae67e82913af71a93611f396530a05f61d
Anonymous Maarten 11 månader sedan
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c79e616806
4 ändrade filer med 68 tillägg och 60 borttagningar
  1. 1 8
      CMakeLists.txt
  2. 3 27
      configure
  3. 1 11
      configure.ac
  4. 63 14
      src/render/direct3d12/SDL_render_d3d12.c

+ 1 - 8
CMakeLists.txt

@@ -1811,14 +1811,7 @@ elseif(WINDOWS)
 
     check_include_file(d3d9.h HAVE_D3D_H)
     check_include_file(d3d11_1.h HAVE_D3D11_H)
-    check_c_source_compiles("
-      #include <winsdkver.h>
-      #include <sdkddkver.h>
-      #include <d3d12.h>
-      ID3D12Device1 *device;
-      #if WDK_NTDDI_VERSION > 0x0A000008
-      int main(int argc, char **argv) { return 0; }
-      #endif" HAVE_D3D12_H)
+    check_include_file(d3d12.h HAVE_D3D12_H)
     check_include_file(ddraw.h HAVE_DDRAW_H)
     check_include_file(dsound.h HAVE_DSOUND_H)
     check_include_file(dinput.h HAVE_DINPUT_H)

+ 3 - 27
configure

@@ -27513,36 +27513,12 @@ then :
   have_d3d11=yes
 fi
 
-        { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for d3d12 Windows SDK version" >&5
-printf %s "checking for d3d12 Windows SDK version... " >&6; }
-        cat confdefs.h - <<_ACEOF >conftest.$ac_ext
-/* end confdefs.h.  */
-
-#include <winsdkver.h>
-#include <sdkddkver.h>
-#include <d3d12.h>
-ID3D12Device1 *device;
-#if WDK_NTDDI_VERSION <= 0x0A000008
-asdf
-#endif
-
-int
-main (void)
-{
-
-  ;
-  return 0;
-}
-_ACEOF
-if ac_fn_c_try_compile "$LINENO"
+        ac_fn_c_check_header_compile "$LINENO" "d3d12.h" "ac_cv_header_d3d12_h" "$ac_includes_default"
+if test "x$ac_cv_header_d3d12_h" = xyes
 then :
   have_d3d12=yes
-else $as_nop
-  have_d3d12=no
 fi
-rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
-        { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_d3d12" >&5
-printf "%s\n" "$have_d3d12" >&6; }
+
         ac_fn_c_check_header_compile "$LINENO" "ddraw.h" "ac_cv_header_ddraw_h" "$ac_includes_default"
 if test "x$ac_cv_header_ddraw_h" = xyes
 then :

+ 1 - 11
configure.ac

@@ -3343,17 +3343,7 @@ CheckDIRECTX()
     if test x$enable_directx = xyes; then
         AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
         AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
-        AC_MSG_CHECKING(for d3d12 Windows SDK version)
-        AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
-#include <winsdkver.h>
-#include <sdkddkver.h>
-#include <d3d12.h>
-ID3D12Device1 *device;
-#if WDK_NTDDI_VERSION <= 0x0A000008
-asdf
-#endif
-            ]])], [have_d3d12=yes],[have_d3d12=no])
-        AC_MSG_RESULT($have_d3d12)
+        AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
         AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
         AC_CHECK_HEADER(dsound.h, have_dsound=yes)
         AC_CHECK_HEADER(dinput.h, have_dinput=yes)

+ 63 - 14
src/render/direct3d12/SDL_render_d3d12.c

@@ -48,6 +48,7 @@
 #include <dxgi1_6.h>
 #include <dxgidebug.h>
 #include <d3d12sdklayers.h>
+#include <sdkddkver.h>
 #endif
 
 #include "SDL_shaders_d3d12.h"
@@ -83,6 +84,54 @@
 #define D3D_GUID(X)                   &(X)
 #endif
 
+/*
+ * Older MS Windows SDK headers declare some d3d12 functions with the wrong function prototype.
+ * - ID3D12Heap::GetDesc
+ * - ID3D12Resource::GetDesc
+ * - ID3D12DescriptorHeap::GetDesc
+ * (and 9 more)+
+ * This is fixed in SDKs since WDK_NTDDI_VERSION >= NTDDI_WIN10_FE (0x0A00000A)
+ */
+
+#if !(defined(__MINGW32__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)) \
+    && (WDK_NTDDI_VERSION < 0x0A00000A)
+
+#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) do { \
+        void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_CPU_DESCRIPTOR_HANDLE * Handle) = \
+            (void*)(THIS)->lpVtbl->GetCPUDescriptorHandleForHeapStart; \
+        func((THIS), ##__VA_ARGS__); \
+    } while (0)
+
+#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) do { \
+        void (STDMETHODCALLTYPE * func)(ID3D12DescriptorHeap * This, D3D12_GPU_DESCRIPTOR_HANDLE * Handle) = \
+            (void*)(THIS)->lpVtbl->GetGPUDescriptorHandleForHeapStart; \
+        func((THIS), ##__VA_ARGS__); \
+    } while (0)
+
+#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) do { \
+        void (STDMETHODCALLTYPE * func)(ID3D12Resource * This, D3D12_RESOURCE_DESC * Desc) = \
+            (void*)(THIS)->lpVtbl->GetDesc; \
+        func((THIS), ##__VA_ARGS__); \
+    } while (0)
+
+#else
+
+/*
+ * MinGW has correct function prototypes in the vtables, but defines wrong functions
+ * Xbox just needs these macros defined as used below (because CINTERFACE doesn't exist)
+ */
+
+#define D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(THIS, ...) \
+    D3D_CALL_RET(THIS, GetCPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
+
+#define D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(THIS, ...) \
+    D3D_CALL_RET(THIS, GetGPUDescriptorHandleForHeapStart, ##__VA_ARGS__);
+
+#define D3D_CALL_RET_ID3D12Resource_GetDesc(THIS, ...) \
+    D3D_CALL_RET(THIS, GetDesc, ##__VA_ARGS__);
+
+#endif
+
 /* Set up for C function definitions, even when using C++ */
 #ifdef __cplusplus
 extern "C" {
@@ -398,10 +447,10 @@ static D3D12_GPU_DESCRIPTOR_HANDLE D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap *he
     SIZE_T offset;
 
     /* Calculate the correct offset into the heap */
-    D3D_CALL_RET(heap, GetCPUDescriptorHandleForHeapStart, &CPUHeapStart);
+    D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
     offset = CPUHandle.ptr - CPUHeapStart.ptr;
 
-    D3D_CALL_RET(heap, GetGPUDescriptorHandleForHeapStart, &GPUHandle);
+    D3D_CALL_RET_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
     GPUHandle.ptr += offset;
 
     return GPUHandle;
@@ -432,7 +481,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE D3D12_GetCurrentRenderTargetView(SDL_Renderer
     }
 
     SDL_zero(rtvDescriptor);
-    D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
+    D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
     rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
     return rtvDescriptor;
 }
@@ -1052,7 +1101,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
     samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
     samplerDesc.MinLOD = 0.0f;
     samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
-    D3D_CALL_RET(data->samplerDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &data->nearestPixelSampler);
+    D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
     D3D_CALL(data->d3dDevice, CreateSampler, &samplerDesc, data->nearestPixelSampler);
 
     samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
@@ -1341,7 +1390,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
         rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
 
         SDL_zero(rtvDescriptor);
-        D3D_CALL_RET(data->rtvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &rtvDescriptor);
+        D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
         rtvDescriptor.ptr += i * data->rtvDescriptorSize;
         D3D_CALL(data->d3dDevice, CreateRenderTargetView, data->renderTargets[i], &rtvDesc, rtvDescriptor);
     }
@@ -1555,7 +1604,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
     resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
 
     textureData->mainSRVIndex = D3D12_GetAvailableSRVIndex(renderer);
-    D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceView);
+    D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceView);
     textureData->mainTextureResourceView.ptr += textureData->mainSRVIndex * rendererData->srvDescriptorSize;
 
     D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1564,7 +1613,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
              textureData->mainTextureResourceView);
 #if SDL_HAVE_YUV
     if (textureData->yuv) {
-        D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewU);
+        D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewU);
         textureData->mainSRVIndexU = D3D12_GetAvailableSRVIndex(renderer);
         textureData->mainTextureResourceViewU.ptr += textureData->mainSRVIndexU * rendererData->srvDescriptorSize;
         D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1572,7 +1621,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
                  &resourceViewDesc,
                  textureData->mainTextureResourceViewU);
 
-        D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewV);
+        D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewV);
         textureData->mainSRVIndexV = D3D12_GetAvailableSRVIndex(renderer);
         textureData->mainTextureResourceViewV.ptr += textureData->mainSRVIndexV * rendererData->srvDescriptorSize;
         D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1586,7 +1635,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
 
         nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
 
-        D3D_CALL_RET(rendererData->srvDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureResourceViewNV);
+        D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->srvDescriptorHeap, &textureData->mainTextureResourceViewNV);
         textureData->mainSRVIndexNV = D3D12_GetAvailableSRVIndex(renderer);
         textureData->mainTextureResourceViewNV.ptr += textureData->mainSRVIndexNV * rendererData->srvDescriptorSize;
         D3D_CALL(rendererData->d3dDevice, CreateShaderResourceView,
@@ -1603,7 +1652,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         renderTargetViewDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
         renderTargetViewDesc.Texture2D.MipSlice = 0;
 
-        D3D_CALL_RET(rendererData->textureRTVDescriptorHeap, GetCPUDescriptorHandleForHeapStart, &textureData->mainTextureRenderTargetView);
+        D3D_CALL_RET_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rendererData->textureRTVDescriptorHeap, &textureData->mainTextureRenderTargetView);
         textureData->mainTextureRenderTargetView.ptr += textureData->mainSRVIndex * rendererData->rtvDescriptorSize;
 
         D3D_CALL(rendererData->d3dDevice, CreateRenderTargetView,
@@ -1668,7 +1717,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
 
     /* Create an upload buffer, which will be used to write to the main texture. */
     SDL_zero(textureDesc);
-    D3D_CALL_RET(texture, GetDesc, &textureDesc);
+    D3D_CALL_RET_ID3D12Resource_GetDesc(texture, &textureDesc);
     textureDesc.Width = w;
     textureDesc.Height = h;
 
@@ -1924,7 +1973,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
 
     /* Create an upload buffer, which will be used to write to the main texture. */
     SDL_zero(textureDesc);
-    D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
+    D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
     textureDesc.Width = rect->w;
     textureDesc.Height = rect->h;
 
@@ -2033,7 +2082,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
     D3D_CALL(textureData->stagingBuffer, Unmap, 0, NULL);
 
     SDL_zero(textureDesc);
-    D3D_CALL_RET(textureData->mainTexture, GetDesc, &textureDesc);
+    D3D_CALL_RET_ID3D12Resource_GetDesc(textureData->mainTexture, &textureDesc);
     textureDesc.Width = textureData->lockedRect.w;
     textureDesc.Height = textureData->lockedRect.h;
 
@@ -2744,7 +2793,7 @@ static int D3D12_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
 
     /* Create a staging texture to copy the screen's data to: */
     SDL_zero(textureDesc);
-    D3D_CALL_RET(backBuffer, GetDesc, &textureDesc);
+    D3D_CALL_RET_ID3D12Resource_GetDesc(backBuffer, &textureDesc);
     textureDesc.Width = rect->w;
     textureDesc.Height = rect->h;