mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-22 19:45:40 +00:00
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:
parent
63e12cf601
commit
4082821822
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@ -1596,6 +1596,7 @@ 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_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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@ -1603,7 +1604,7 @@ elseif(WINDOWS)
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set(HAVE_DINPUT_H 0)
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endif()
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check_include_file(dxgi.h HAVE_DXGI_H)
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if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
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if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_D3D12_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
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set(HAVE_DIRECTX TRUE)
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if(NOT MINGW AND NOT USE_WINSDK_DIRECTX)
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# TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
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@ -1697,6 +1698,10 @@ elseif(WINDOWS)
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set(SDL_VIDEO_RENDER_D3D11 1)
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set(HAVE_RENDER_D3D TRUE)
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endif()
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if(SDL_RENDER_D3D AND HAVE_D3D12_H AND NOT WINDOWS_STORE)
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set(SDL_VIDEO_RENDER_D3D12 1)
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set(HAVE_RENDER_D3D TRUE)
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endif()
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set(HAVE_SDL_VIDEO TRUE)
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endif()
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@ -80,6 +80,7 @@ SRCS+= SDL_syspower.c
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SRCS+= SDL_d3dmath.c
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SRCS+= SDL_render_d3d.c SDL_shaders_d3d.c
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SRCS+= SDL_render_d3d11.c SDL_shaders_d3d11.c
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SRCS+= SDL_render_d3d12.c SDL_shaders_d3d12.c
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SRCS+= SDL_render_gl.c SDL_shaders_gl.c
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SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c
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SRCS+= SDL_windowssensor.c
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@ -99,7 +100,7 @@ RCOBJS= $(RCSRCS:.rc=.res)
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.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;
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.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
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.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;
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.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
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.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
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.rc: ./src/main/windows
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all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic
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@ -348,6 +348,7 @@
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<ClInclude Include="..\..\src\misc\SDL_sysurl.h" />
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<ClInclude Include="..\..\src\power\SDL_syspower.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
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<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h" />
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<ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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@ -527,6 +528,8 @@
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<ClCompile Include="..\..\src\power\SDL_power.c" />
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<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
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<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12.c" />
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<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.c" />
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<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
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<ClCompile Include="..\..\src\render\direct3d\SDL_shaders_d3d.c" />
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@ -617,4 +620,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -169,6 +169,9 @@
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<Filter Include="video\khronos\vulkan">
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<UniqueIdentifier>{4755f3a6-49ac-46d6-86be-21f5c21f2197}</UniqueIdentifier>
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</Filter>
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<Filter Include="render\direct3d12">
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<UniqueIdentifier>{f48c2b17-1bee-4fec-a7c8-24cf619abe08}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -829,6 +832,9 @@
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<ClInclude Include="..\..\src\SDL_hints_c.h" />
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<ClInclude Include="..\..\src\SDL_internal.h" />
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<ClInclude Include="..\..\src\SDL_log_c.h" />
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<ClInclude Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.h">
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<Filter>render\direct3d12</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
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@ -1326,8 +1332,14 @@
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<ClCompile Include="..\..\src\power\windows\SDL_syspower.c">
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<Filter>power\windows</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12.c">
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<Filter>render\direct3d12</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12.c">
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<Filter>render\direct3d12</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="..\..\src\main\windows\version.rc" />
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</ItemGroup>
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</Project>
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</Project>
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@ -3264,6 +3264,7 @@ CheckDIRECTX()
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if test x$enable_directx = xyes; then
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AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
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AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
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AC_CHECK_HEADER(d3d12.h, have_d3d12=yes)
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AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
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AC_CHECK_HEADER(dsound.h, have_dsound=yes)
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AC_CHECK_HEADER(dinput.h, have_dinput=yes)
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@ -3991,6 +3992,10 @@ case "$host" in
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AC_DEFINE(SDL_VIDEO_RENDER_D3D11, 1, [ ])
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SUMMARY_video="${SUMMARY_video} d3d11"
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fi
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if test x$enable_render_d3d = xyes -a x$have_d3d12 = xyes; then
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AC_DEFINE(SDL_VIDEO_RENDER_D3D12, 1, [ ])
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SUMMARY_video="${SUMMARY_video} d3d12"
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fi
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fi
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# Set up files for the audio library
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if test x$enable_audio = xyes; then
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@ -243,6 +243,7 @@
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#cmakedefine HAVE_D3D_H @HAVE_D3D_H@
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#cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@
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#cmakedefine HAVE_D3D12_H @HAVE_D3D12_H@
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#cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@
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#cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@
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#cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@
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@ -413,6 +413,7 @@
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#undef SDL_VIDEO_RENDER_D3D
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#undef SDL_VIDEO_RENDER_D3D11
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#undef SDL_VIDEO_RENDER_D3D12
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#undef SDL_VIDEO_RENDER_OGL
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#undef SDL_VIDEO_RENDER_OGL_ES
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#undef SDL_VIDEO_RENDER_OGL_ES2
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@ -38,6 +38,18 @@
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#include <winsdkver.h>
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#endif
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/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
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* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
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#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
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#if __has_include(<sdkddkver.h>)
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#define HAVE_SDKDDKVER_H 1
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#endif
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#endif
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#ifdef HAVE_SDKDDKVER_H
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#include <sdkddkver.h>
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#endif
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/* This is a set of defines to configure the SDL features */
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#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
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#define HAVE_D3D11_H 1
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#define HAVE_ROAPI_H 1
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#endif
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#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
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#define HAVE_D3D12_H 1
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#endif
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#define HAVE_MMDEVICEAPI_H 1
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#define HAVE_AUDIOCLIENT_H 1
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#define HAVE_TPCSHRD_H 1
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#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
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#define SDL_VIDEO_RENDER_D3D11 1
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#endif
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#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
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#define SDL_VIDEO_RENDER_D3D12 1
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#endif
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/* Enable OpenGL support */
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#ifndef SDL_VIDEO_OPENGL
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/* Enable appropriate renderer(s) */
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#define SDL_VIDEO_RENDER_D3D11 1
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/* Disable D3D12 as it's not implemented for WinRT */
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#define SDL_VIDEO_RENDER_D3D12 0
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#if SDL_VIDEO_OPENGL_ES2
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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#endif
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@ -1200,6 +1200,8 @@ extern "C" {
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*
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* This variable is case insensitive and can be set to the following values:
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* "direct3d"
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* "direct3d11"
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* "direct3d12"
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* "opengl"
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* "opengles2"
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* "opengles"
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@ -102,6 +102,22 @@ typedef struct ID3D11Device ID3D11Device;
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*/
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extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
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typedef struct ID3D12Device ID3D12Device;
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/**
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* Get the D3D12 device associated with a renderer.
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*
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* Once you are done using the device, you should release it to avoid a
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* resource leak.
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*
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* \param renderer the renderer from which to get the associated D3D12 device
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* \returns the D3D12 device associated with given renderer or NULL if it is
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* not a D3D12 renderer; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.23.
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*/
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extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer);
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/**
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* Get the DXGI Adapter and Output indices for the specified display index.
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*
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@ -33,7 +33,11 @@
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#undef WINVER
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#define WINVER 0x0501
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#undef _WIN32_WINNT
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#if !defined(SDL_VIDEO_RENDER_D3D12)
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#define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */
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#else
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#define _WIN32_WINNT 0xA00 /* For D3D12, 0xA00 is required */
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#endif
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#endif
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#include <windows.h>
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@ -847,3 +847,4 @@
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++'_SDL_GUIDFromString'.'SDL2.dll'.'SDL_GUIDFromString'
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++'_SDL_HasLSX'.'SDL2.dll'.'SDL_HasLSX'
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++'_SDL_HasLASX'.'SDL2.dll'.'SDL_HasLASX'
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++'_SDL_RenderGetD3D12Device'.'SDL2.dll'.'SDL_RenderGetD3D12Device'
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@ -873,3 +873,4 @@
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#define SDL_GUIDFromString SDL_GUIDFromString_REAL
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#define SDL_HasLSX SDL_HasLSX_REAL
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#define SDL_HasLASX SDL_HasLASX_REAL
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#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),)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return)
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#ifdef __WIN32__
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SDL_DYNAPI_PROC(ID3D12Device*,SDL_RenderGetD3D12Device,(SDL_Renderer *a),(a),return)
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#endif
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@ -20,7 +20,7 @@
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*/
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#include "../SDL_internal.h"
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED
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#include "SDL_stdinc.h"
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#include "SDL_d3dmath.h"
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@ -131,6 +131,6 @@ Float4X4 MatrixRotationZ(float r)
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}
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -20,7 +20,7 @@
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*/
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#include "../SDL_internal.h"
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED
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/* Direct3D matrix math functions */
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@ -67,6 +67,6 @@ Float4X4 MatrixRotationX(float r);
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Float4X4 MatrixRotationY(float r);
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Float4X4 MatrixRotationZ(float r);
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -96,6 +96,9 @@ static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D11
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&D3D11_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_D3D12
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&D3D12_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_METAL
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&METAL_RenderDriver,
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#endif
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@ -283,6 +283,7 @@ struct SDL_RenderDriver
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/* Not all of these are available in a given build. Use #ifdefs, etc. */
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extern SDL_RenderDriver D3D_RenderDriver;
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extern SDL_RenderDriver D3D11_RenderDriver;
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extern SDL_RenderDriver D3D12_RenderDriver;
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extern SDL_RenderDriver GL_RenderDriver;
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extern SDL_RenderDriver GLES2_RenderDriver;
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extern SDL_RenderDriver GLES_RenderDriver;
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3042
src/render/direct3d12/SDL_render_d3d12.c
Normal file
3042
src/render/direct3d12/SDL_render_d3d12.c
Normal file
File diff suppressed because it is too large
Load diff
6967
src/render/direct3d12/SDL_shaders_d3d12.c
Normal file
6967
src/render/direct3d12/SDL_shaders_d3d12.c
Normal file
File diff suppressed because it is too large
Load diff
57
src/render/direct3d12/SDL_shaders_d3d12.h
Normal file
57
src/render/direct3d12/SDL_shaders_d3d12.h
Normal file
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@ -0,0 +1,57 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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|
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
|
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in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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/* D3D12 shader implementation */
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typedef enum {
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SHADER_SOLID,
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SHADER_RGB,
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#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: */
|
Loading…
Reference in a new issue