Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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@@ -75,6 +75,12 @@
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#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
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#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
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#endif
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#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
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#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE ((D3D12_RESOURCE_STATES) (0x40 | 0x80))
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#endif
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#ifndef D3D12_HEAP_TYPE_GPU_UPLOAD
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#define D3D12_HEAP_TYPE_GPU_UPLOAD ((D3D12_HEAP_TYPE) 5)
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#endif
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// DXGI_PRESENT flags are removed on Xbox
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#define DXGI_PRESENT_ALLOW_TEARING 0
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@@ -82,6 +88,11 @@
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// Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves
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#include "SDL_d3d12_xbox_cmacros.h"
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// They don't even define the CMACROS for ID3DBlob, come on man
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#define ID3D10Blob_GetBufferPointer(blob) blob->GetBufferPointer()
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#define ID3D10Blob_GetBufferSize(blob) blob->GetBufferSize()
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#define ID3D10Blob_Release(blob) blob->Release()
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/* Xbox's D3D12 ABI actually varies from Windows, if a function does not exist
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* in the above header then you need to use this instead :(
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*/
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