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d3d12: Move platform-specific includes/defines to SDL_d3d12.h
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/* | ||
Simple DirectMedia Layer | ||
Copyright (C) 1997-2024 Sam Lantinga <[email protected]> | ||
This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the authors be held liable for any damages | ||
arising from the use of this software. | ||
Permission is granted to anyone to use this software for any purpose, | ||
including commercial applications, and to alter it and redistribute it | ||
freely, subject to the following restrictions: | ||
1. The origin of this software must not be misrepresented; you must not | ||
claim that you wrote the original software. If you use this software | ||
in a product, an acknowledgment in the product documentation would be | ||
appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be | ||
misrepresented as being the original software. | ||
3. This notice may not be removed or altered from any source distribution. | ||
*/ | ||
#include "SDL_internal.h" | ||
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#ifndef SDL_D3D12_H | ||
#define SDL_D3D12_H | ||
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#if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) | ||
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/* From the DirectX-Headers build system: | ||
* "MinGW has RPC headers which define old versions, and complain if D3D | ||
* headers are included before the RPC headers, since D3D headers were | ||
* generated with new MIDL and "require" new RPC headers." | ||
*/ | ||
#define __REQUIRED_RPCNDR_H_VERSION__ 475 | ||
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/* May not be defined in winapifamily.h, can safely be ignored */ | ||
#ifndef WINAPI_PARTITION_GAMES | ||
#define WINAPI_PARTITION_GAMES 0 | ||
#endif /* WINAPI_PARTITION_GAMES */ | ||
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#define COBJMACROS | ||
#include "d3d12.h" | ||
#include <dxgi1_6.h> | ||
#include <dxgidebug.h> | ||
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#define D3D_GUID(X) &(X) | ||
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#define D3D_SAFE_RELEASE(X) \ | ||
if (X) { \ | ||
(X)->lpVtbl->Release(X); \ | ||
X = NULL; \ | ||
} | ||
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/* FIXME: Remove this in favor of the COBJMACROS defines */ | ||
#define D3D_CALL(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) | ||
#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__) | ||
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#else /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */ | ||
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#if defined(SDL_PLATFORM_XBOXONE) | ||
#include <d3d12_x.h> | ||
#else /* SDL_PLATFORM_XBOXSERIES */ | ||
#include <d3d12_xs.h> | ||
#endif | ||
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#define D3D_GUID(X) (X) | ||
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#define D3D_SAFE_RELEASE(X) \ | ||
if (X) { \ | ||
(X)->Release(); \ | ||
X = NULL; \ | ||
} | ||
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/* Older versions of the Xbox GDK may not have this defined */ | ||
#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT | ||
#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256 | ||
#endif | ||
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/* DXGI_PRESENT flags are removed on Xbox */ | ||
#define DXGI_PRESENT_ALLOW_TEARING 0 | ||
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/* FIXME: Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves */ | ||
#define D3D_CALL(THIS, FUNC, ...) (THIS)->FUNC(__VA_ARGS__) | ||
#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__) | ||
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#endif /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */ | ||
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#endif /* SDL_D3D12_H */ |