From 1eb247fa2e4b6082f49b02aacad7a0101fd39ee3 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 16 Jun 2022 15:44:18 -0700
Subject: [PATCH] Fixed building D3D12 renderer with latest mingw-64
---
src/render/direct3d12/SDL_render_d3d12.c | 301 ++++++++++++-----------
1 file changed, 154 insertions(+), 147 deletions(-)
diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c
index 707b8a02a2a..ac191f1dcd0 100644
--- a/src/render/direct3d12/SDL_render_d3d12.c
+++ b/src/render/direct3d12/SDL_render_d3d12.c
@@ -31,7 +31,6 @@
#define SDL_D3D12_MAX_NUM_TEXTURES 16384
#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32
-#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include "../../video/windows/SDL_windowswindow.h"
#include "SDL_hints.h"
@@ -53,7 +52,7 @@
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#endif
-#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
+#define SAFE_RELEASE(X) if (X) { (X)->lpVtbl->Release(X); X = NULL; }
/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
@@ -142,9 +141,9 @@ typedef struct
void *hD3D12Mod;
IDXGIFactory6 *dxgiFactory;
IDXGIAdapter4 *dxgiAdapter;
- ID3D12Device5 *d3dDevice;
+ ID3D12Device1 *d3dDevice;
ID3D12Debug *debugInterface;
- IDXGIDebug1 *dxgiDebug;
+ IDXGIDebug *dxgiDebug;
ID3D12CommandQueue *commandQueue;
ID3D12GraphicsCommandList2 *commandList;
IDXGISwapChain4 *swapChain;
@@ -336,7 +335,7 @@ D3D12_ReleaseAll(SDL_Renderer * renderer)
/* Check for any leaks if in debug mode */
if (data->dxgiDebug) {
- IDXGIDebug1_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
+ data->dxgiDebug->lpVtbl->ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
SAFE_RELEASE(data->dxgiDebug);
}
@@ -362,10 +361,10 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP
SIZE_T offset;
/* Calculate the correct offset into the heap */
- ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
+ heap->lpVtbl->GetCPUDescriptorHandleForHeapStart(heap, &CPUHeapStart);
offset = CPUHandle.ptr - CPUHeapStart.ptr;
- ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
+ heap->lpVtbl->GetGPUDescriptorHandleForHeapStart(heap, &GPUHandle);
GPUHandle.ptr += offset;
return GPUHandle;
@@ -374,13 +373,11 @@ D3D12_CPUtoGPUHandle(ID3D12DescriptorHeap * heap, D3D12_CPU_DESCRIPTOR_HANDLE CP
static void
D3D12_WaitForGPU(D3D12_RenderData * data)
{
- HRESULT result;
-
if (data->commandQueue && data->fence && data->fenceEvent)
{
- result = ID3D12CommandQueue_Signal(data->commandQueue, data->fence, data->fenceValue);
- if (ID3D12Fence_GetCompletedValue(data->fence) < data->fenceValue) {
- result = ID3D12Fence_SetEventOnCompletion(
+ data->commandQueue->lpVtbl->Signal(data->commandQueue, data->fence, data->fenceValue);
+ if (data->fence->lpVtbl->GetCompletedValue(data->fence) < data->fenceValue) {
+ data->fence->lpVtbl->SetEventOnCompletion(
data->fence,
data->fenceValue,
data->fenceEvent
@@ -403,7 +400,7 @@ D3D12_GetCurrentRenderTargetView(SDL_Renderer * renderer)
}
SDL_zero(rtvDescriptor);
- ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
+ data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += data->currentBackBufferIndex * data->rtvDescriptorSize;
return rtvDescriptor;
}
@@ -425,7 +422,7 @@ D3D12_TransitionResource(D3D12_RenderData * data,
barrier.Transition.StateAfter = afterState;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- ID3D12GraphicsCommandList2_ResourceBarrier(data->commandList, 1, &barrier);
+ data->commandList->lpVtbl->ResourceBarrier(data->commandList, 1, &barrier);
}
}
@@ -434,9 +431,10 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
{
int i;
ID3D12DescriptorHeap *rootDescriptorHeaps[] = { data->srvDescriptorHeap, data->samplerDescriptorHeap };
+ ID3D12CommandAllocator *commandAllocator = data->commandAllocators[data->currentBackBufferIndex];
- ID3D12CommandAllocator_Reset(data->commandAllocators[data->currentBackBufferIndex]);
- ID3D12GraphicsCommandList2_Reset(data->commandList, data->commandAllocators[data->currentBackBufferIndex], NULL);
+ commandAllocator->lpVtbl->Reset(commandAllocator);
+ data->commandList->lpVtbl->Reset(data->commandList, commandAllocator, NULL);
data->currentPipelineState = NULL;
data->currentVertexBuffer = 0;
data->issueBatch = SDL_FALSE;
@@ -450,7 +448,7 @@ D3D12_ResetCommandList(D3D12_RenderData * data)
}
data->currentUploadBuffer = 0;
- ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
+ data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
}
static int
@@ -459,12 +457,12 @@ D3D12_IssueBatch(D3D12_RenderData * data)
HRESULT result = S_OK;
/* Issue the command list */
- result = ID3D12GraphicsCommandList2_Close(data->commandList);
+ result = data->commandList->lpVtbl->Close(data->commandList);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12_IssueBatch"), result);
return result;
}
- ID3D12CommandQueue_ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList);
+ data->commandQueue->lpVtbl->ExecuteCommandLists(data->commandQueue, 1, (ID3D12CommandList* const*)&data->commandList);
D3D12_WaitForGPU(data);
@@ -543,7 +541,6 @@ GetBlendEquation(SDL_BlendOperation operation)
static void
D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_BLEND_DESC * outBlendDesc)
{
- D3D12_RenderData *data = (D3D12_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
@@ -551,7 +548,7 @@ D3D12_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode, D3D12_B
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- SDL_zero(*outBlendDesc);
+ SDL_zerop(outBlendDesc);
outBlendDesc->AlphaToCoverageEnable = FALSE;
outBlendDesc->IndependentBlendEnable = FALSE;
outBlendDesc->RenderTarget[0].BlendEnable = TRUE;
@@ -610,11 +607,11 @@ D3D12_CreatePipelineState(SDL_Renderer * renderer,
pipelineDesc.SampleDesc.Count = 1;
pipelineDesc.SampleDesc.Quality = 0;
- result = ID3D12Device_CreateGraphicsPipelineState(
+ result = data->d3dDevice->lpVtbl->CreateGraphicsPipelineState(
data->d3dDevice,
&pipelineDesc,
&SDL_IID_ID3D12PipelineState,
- &pipelineState
+ (void **)&pipelineState
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateGraphicsPipelineState"), result);
@@ -701,9 +698,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
if (createDebug) {
- IDXGIInfoQueue* dxgiInfoQueue = NULL;
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterfaceFunc;
- PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc;
D3D12GetDebugInterfaceFunc = (PFN_D3D12_GET_DEBUG_INTERFACE)SDL_LoadFunction(data->hD3D12Mod, "D3D12GetDebugInterface");
if (!D3D12GetDebugInterfaceFunc) {
@@ -711,7 +706,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
D3D12GetDebugInterfaceFunc(&SDL_IID_ID3D12Debug, (void**)&data->debugInterface);
- ID3D12Debug_EnableDebugLayer(data->debugInterface);
+ data->debugInterface->lpVtbl->EnableDebugLayer(data->debugInterface);
+ }
+
+ if (createDebug) {
+#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__
+ IDXGIInfoQueue *dxgiInfoQueue = NULL;
+ PFN_CREATE_DXGI_FACTORY DXGIGetDebugInterfaceFunc;
/* If the debug hint is set, also create the DXGI factory in debug mode */
DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1");
@@ -732,10 +733,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
- IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
- IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
- creationFlags = DXGI_CREATE_FACTORY_DEBUG;
+ dxgiInfoQueue->lpVtbl->SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
+ dxgiInfoQueue->lpVtbl->SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(dxgiInfoQueue);
+#endif /* __IDXGIInfoQueue_INTERFACE_DEFINED__ */
+ creationFlags = DXGI_CREATE_FACTORY_DEBUG;
}
result = CreateDXGIFactoryFunc(creationFlags, &SDL_IID_IDXGIFactory6, (void**)&data->dxgiFactory);
@@ -745,11 +747,11 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Prefer a high performance adapter if there are multiple choices */
- result = IDXGIFactory6_EnumAdapterByGpuPreference(data->dxgiFactory,
+ result = data->dxgiFactory->lpVtbl->EnumAdapterByGpuPreference(data->dxgiFactory,
0,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
&SDL_IID_IDXGIAdapter4,
- &data->dxgiAdapter
+ (void **)&data->dxgiAdapter
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
@@ -759,7 +761,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
result = D3D12CreateDeviceFunc((IUnknown *)data->dxgiAdapter,
D3D_FEATURE_LEVEL_11_0, /* Request minimum feature level 11.0 for maximum compatibility */
&SDL_IID_ID3D12Device5,
- &d3dDevice
+ (void **)&d3dDevice
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D12CreateDevice"), result);
@@ -772,7 +774,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
D3D12_MESSAGE_SEVERITY severities[] = { D3D12_MESSAGE_SEVERITY_INFO };
D3D12_INFO_QUEUE_FILTER filter;
- result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue);
+ result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12InfoQueue, (void **)&infoQueue);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12InfoQueue"), result);
goto done;
@@ -781,15 +783,15 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(filter);
filter.DenyList.NumSeverities = 1;
filter.DenyList.pSeverityList = severities;
- ID3D12InfoQueue_PushStorageFilter(infoQueue, &filter);
+ infoQueue->lpVtbl->PushStorageFilter(infoQueue, &filter);
- ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
- ID3D12InfoQueue_SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
+ infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
+ infoQueue->lpVtbl->SetBreakOnSeverity(infoQueue, D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
SAFE_RELEASE(infoQueue);
}
- result = ID3D12Device_QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice);
+ result = d3dDevice->lpVtbl->QueryInterface(d3dDevice, &SDL_IID_ID3D12Device5, (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device to ID3D12Device5"), result);
goto done;
@@ -800,10 +802,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- result = ID3D12Device_CreateCommandQueue(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateCommandQueue(data->d3dDevice,
&queueDesc,
&SDL_IID_ID3D12CommandQueue,
- &data->commandQueue
+ (void **)&data->commandQueue
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandQueue"), result);
@@ -814,22 +816,22 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_NUM_BUFFERS;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
- &data->rtvDescriptorHeap
+ (void **)&data->rtvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [rtv]"), result);
goto done;
}
- data->rtvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ data->rtvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
- result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
- &data->textureRTVDescriptorHeap
+ (void **)&data->textureRTVDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [texture rtv]"), result);
@@ -840,40 +842,40 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
descriptorHeapDesc.NumDescriptors = SDL_D3D12_MAX_NUM_TEXTURES;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
- &data->srvDescriptorHeap
+ (void **)&data->srvDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [srv]"), result);
goto done;
}
rootDescriptorHeaps[0] = data->srvDescriptorHeap;
- data->srvDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+ data->srvDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
SDL_zero(descriptorHeapDesc);
descriptorHeapDesc.NumDescriptors = 2;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- result = ID3D12Device_CreateDescriptorHeap(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateDescriptorHeap(data->d3dDevice,
&descriptorHeapDesc,
&SDL_IID_ID3D12DescriptorHeap,
- &data->samplerDescriptorHeap
+ (void **)&data->samplerDescriptorHeap
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateDescriptorHeap [sampler]"), result);
goto done;
}
rootDescriptorHeaps[1] = data->samplerDescriptorHeap;
- data->samplerDescriptorSize = ID3D12Device_GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
+ data->samplerDescriptorSize = d3dDevice->lpVtbl->GetDescriptorHandleIncrementSize(d3dDevice, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
/* Create a command allocator for each back buffer */
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- result = ID3D12Device_CreateCommandAllocator(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateCommandAllocator(data->d3dDevice,
D3D12_COMMAND_LIST_TYPE_DIRECT,
&SDL_IID_ID3D12CommandAllocator,
- &data->commandAllocators[i]
+ (void **)&data->commandAllocators[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandAllocator"), result);
@@ -882,13 +884,13 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Create the command list */
- result = ID3D12Device_CreateCommandList(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateCommandList(data->d3dDevice,
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
data->commandAllocators[0],
NULL,
&SDL_IID_ID3D12GraphicsCommandList2,
- &data->commandList
+ (void **)&data->commandList
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommandList"), result);
@@ -896,14 +898,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
/* Set the descriptor heaps to the correct initial value */
- ID3D12GraphicsCommandList2_SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
+ data->commandList->lpVtbl->SetDescriptorHeaps(data->commandList, 2, rootDescriptorHeaps);
/* Create the fence and fence event */
- result = ID3D12Device_CreateFence(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateFence(data->d3dDevice,
data->fenceValue,
D3D12_FENCE_FLAG_NONE,
&SDL_IID_ID3D12Fence,
- &data->fence
+ (void **)&data->fence
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateFence"), result);
@@ -922,12 +924,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
for (i = 0; i < NUM_ROOTSIGS; ++i) {
D3D12_SHADER_BYTECODE rootSigData;
D3D12_GetRootSignatureData(i, &rootSigData);
- result = ID3D12Device_CreateRootSignature(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreateRootSignature(data->d3dDevice,
0,
rootSigData.pShaderBytecode,
rootSigData.BytecodeLength,
&SDL_IID_ID3D12RootSignature,
- &data->rootSignatures[i]
+ (void **)&data->rootSignatures[i]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateRootSignature"), result);
@@ -953,10 +955,10 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
/* Create a vertex buffer heap and populate it with resources */
SDL_zero(vbufferHeapDesc);
vbufferHeapDesc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * SDL_D3D12_NUM_VERTEX_BUFFERS;
- ID3D12Device_GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
+ data->d3dDevice->lpVtbl->GetCustomHeapProperties(data->d3dDevice, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
- result = ID3D12Device_CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, &data->vertexBufferHeap);
+ result = data->d3dDevice->lpVtbl->CreateHeap(data->d3dDevice, &vbufferHeapDesc, &SDL_IID_ID3D12Heap, (void **)&data->vertexBufferHeap);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result);
goto done;
@@ -976,14 +978,14 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
- result = ID3D12Device_CreatePlacedResource(data->d3dDevice,
+ result = data->d3dDevice->lpVtbl->CreatePlacedResource(data->d3dDevice,
data->vertexBufferHeap,
i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&SDL_IID_ID3D12Resource,
- &data->vertexBuffers[i].resource
+ (void **)&data->vertexBuffers[i].resource
);
if (FAILED(result)) {
@@ -991,7 +993,7 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
goto done;
}
- data->vertexBuffers[i].view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(data->vertexBuffers[i].resource);
+ data->vertexBuffers[i].view.BufferLocation = data->vertexBuffers[i].resource->lpVtbl->GetGPUVirtualAddress(data->vertexBuffers[i].resource);
data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor);
}
@@ -1006,12 +1008,12 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
- ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
- ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler);
+ data->samplerDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->samplerDescriptorHeap, &data->nearestPixelSampler);
+ data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->nearestPixelSampler);
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
data->linearSampler.ptr = data->nearestPixelSampler.ptr + data->samplerDescriptorSize;
- ID3D12Device_CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler);
+ data->d3dDevice->lpVtbl->CreateSampler(data->d3dDevice, &samplerDesc, data->linearSampler);
/* Initialize the pool allocator for SRVs */
for (i = 0; i < SDL_D3D12_MAX_NUM_TEXTURES; ++i) {
@@ -1106,6 +1108,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
IDXGISwapChain1* swapChain;
HRESULT result = S_OK;
+ SDL_SysWMinfo windowinfo;
/* Create a swap chain using the same adapter as the existing Direct3D device. */
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
@@ -1127,11 +1130,10 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | /* To support SetMaximumFrameLatency */
DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; /* To support presenting with allow tearing on */
- SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
- result = IDXGIFactory6_CreateSwapChainForHwnd(data->dxgiFactory,
+ result = data->dxgiFactory->lpVtbl->CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->commandQueue,
windowinfo.info.win.window,
&swapChainDesc,
@@ -1144,9 +1146,9 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
goto done;
}
- IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
+ data->dxgiFactory->lpVtbl->MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
- result = IDXGISwapChain1_QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
+ result = swapChain->lpVtbl->QueryInterface(swapChain, &SDL_IID_IDXGISwapChain4, (void **)&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::QueryInterface"), result);
goto done;
@@ -1155,7 +1157,7 @@ D3D12_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
/* Ensure that the swapchain does not queue more than one frame at a time. This both reduces latency
* and ensures that the application will only render after each VSync, minimizing power consumption.
*/
- result = IDXGISwapChain4_SetMaximumFrameLatency(data->swapChain, 1);
+ result = data->swapChain->lpVtbl->SetMaximumFrameLatency(data->swapChain, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetMaximumFrameLatency"), result);
goto done;
@@ -1228,7 +1230,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
if (data->swapChain) {
/* If the swap chain already exists, resize it. */
- result = IDXGISwapChain_ResizeBuffers(data->swapChain,
+ result = data->swapChain->lpVtbl->ResizeBuffers(data->swapChain,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
@@ -1256,7 +1258,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
/* Set the proper rotation for the swap chain. */
if (WIN_IsWindows8OrGreater()) {
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
- result = IDXGISwapChain4_SetRotation(data->swapChain, data->rotation);
+ result = data->swapChain->lpVtbl->SetRotation(data->swapChain, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
goto done;
@@ -1266,8 +1268,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
/* Get each back buffer render target and create render target views */
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
- result = IDXGISwapChain4_GetBuffer(
- data->swapChain,
+ result = data->swapChain->lpVtbl->GetBuffer(data->swapChain,
i,
&SDL_IID_ID3D12Resource,
(void **) &data->renderTargets[i]
@@ -1282,20 +1283,20 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
SDL_zero(rtvDescriptor);
- ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
+ data->rtvDescriptorHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(data->rtvDescriptorHeap, &rtvDescriptor);
rtvDescriptor.ptr += i * data->rtvDescriptorSize;
- ID3D12Device5_CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor);
+ data->d3dDevice->lpVtbl->CreateRenderTargetView(data->d3dDevice, data->renderTargets[i], &rtvDesc, rtvDescriptor);
}
/* Set back buffer index to current buffer */
- data->currentBackBufferIndex = IDXGISwapChain4_GetCurrentBackBufferIndex(data->swapChain);
+ data->currentBackBufferIndex = data->swapChain->lpVtbl->GetCurrentBackBufferIndex(data->swapChain);
/* Set the swap chain target immediately, so that a target is always set
* even before we get to SetDrawState. Without this it's possible to hit
* null references in places like ReadPixels!
*/
data->currentRenderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
- ID3D12GraphicsCommandList2_OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL);
+ data->commandList->lpVtbl->OMSetRenderTargets(data->commandList, 1, &data->currentRenderTargetView, FALSE, NULL);
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],
D3D12_RESOURCE_STATE_PRESENT,
@@ -1413,14 +1414,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
- result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
+ result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
- &textureData->mainTexture
+ (void **)&textureData->mainTexture
);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@@ -1435,14 +1436,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
- result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
+ result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
- &textureData->mainTextureU
+ (void **)&textureData->mainTextureU
);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@@ -1450,14 +1451,14 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
- result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
+ result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
- &textureData->mainTextureV
+ (void **)&textureData->mainTextureV
);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
@@ -1476,19 +1477,19 @@ D3D12_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
- result = ID3D12Device_CreateCommittedResource(rendererData->d3dDevice,
+ result = rendererData->d3dDevice->lpVtbl->CreateCommittedResource(rendererData->d3dDevice,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&nvTextureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&SDL_IID_ID3D12Resource,
- &textureData->mainTextureNV
+ (void **)&textureData->mainTextureNV
);
textureData->mainResourceStateNV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
- return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device1::CreateTexture2D"), result);
+ return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateTexture2D"), result);
}
}
#endif /* SDL_HAVE_YUV */
@@ -1500,29 +1501,29 @@ D3D12_CreateTexture(SD
(Patch may be truncated, please check the link at the top of this post.)