vkd3d/demos/demo.h

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2016-10-13 04:50:36 -07:00
/*
* Copyright 2016 Henri Verbeet for CodeWeavers
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/* Hack for MinGW-w64 headers.
*
* We want to use WIDL C inline wrappers because some methods
* in D3D12 interfaces return aggregate objects. Unfortunately,
* WIDL C inline wrappers are broken when used with MinGW-w64
* headers because FORCEINLINE expands to extern inline
* which leads to the "multiple storage classes in declaration
* specifiers" compiler error.
*/
#ifdef __MINGW32__
#include <_mingw.h>
# ifdef __MINGW64_VERSION_MAJOR
# undef __forceinline
# define __forceinline __inline__ __attribute__((__always_inline__,__gnu_inline__))
# endif
#endif
#include <vkd3d_windows.h>
#define WIDL_C_INLINE_WRAPPERS
#define COBJMACROS
#include <d3d12.h>
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(*x))
struct demo_vec3
{
float x, y, z;
};
struct demo_vec4
{
float x, y, z, w;
};
struct demo_swapchain_desc
{
unsigned int width;
unsigned int height;
unsigned int buffer_count;
DXGI_FORMAT format;
};
static inline void demo_rasterizer_desc_init_default(D3D12_RASTERIZER_DESC *desc)
{
desc->FillMode = D3D12_FILL_MODE_SOLID;
desc->CullMode = D3D12_CULL_MODE_BACK;
desc->FrontCounterClockwise = FALSE;
desc->DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
desc->DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
desc->SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
desc->DepthClipEnable = TRUE;
desc->MultisampleEnable = FALSE;
desc->AntialiasedLineEnable = FALSE;
desc->ForcedSampleCount = 0;
desc->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
static inline void demo_blend_desc_init_default(D3D12_BLEND_DESC *desc)
{
static const D3D12_RENDER_TARGET_BLEND_DESC rt_blend_desc =
{
.BlendEnable = FALSE,
.LogicOpEnable = FALSE,
.SrcBlend = D3D12_BLEND_ONE,
.DestBlend = D3D12_BLEND_ZERO,
.BlendOp = D3D12_BLEND_OP_ADD,
.SrcBlendAlpha = D3D12_BLEND_ONE,
.DestBlendAlpha = D3D12_BLEND_ZERO,
.BlendOpAlpha = D3D12_BLEND_OP_ADD,
.LogicOp = D3D12_LOGIC_OP_NOOP,
.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL,
};
unsigned int i;
desc->AlphaToCoverageEnable = FALSE;
desc->IndependentBlendEnable = FALSE;
for (i = 0; i < ARRAY_SIZE(desc->RenderTarget); ++i)
{
desc->RenderTarget[i] = rt_blend_desc;
}
}
#ifdef _WIN32
#include "demo_win32.h"
#else
#include <vkd3d_utils.h>
#include "demo_xcb.h"
#endif