vkd3d/demos/demo.h
Józef Kucia 0ae0e431b1 libs/vkd3d-utils: Prefix defines with VKD3D_.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2018-04-25 15:50:04 +02:00

148 lines
4.2 KiB
C

/*
* Copyright 2016 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* 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 <vkd3d_d3d12.h>
#include <inttypes.h>
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(*x))
#define DEMO_KEY_UNKNOWN 0x0000
#define DEMO_KEY_ESCAPE 0xff1b
#define DEMO_KEY_LEFT 0xff51
#define DEMO_KEY_UP 0xff52
#define DEMO_KEY_RIGHT 0xff53
#define DEMO_KEY_DOWN 0xff54
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;
};
typedef uint32_t demo_key;
static inline void demo_vec3_set(struct demo_vec3 *v, float x, float y, float z)
{
v->x = x;
v->y = y;
v->z = z;
}
static inline void demo_vec4_set(struct demo_vec4 *v, float x, float y, float z, float w)
{
v->x = x;
v->y = y;
v->z = z;
v->w = w;
}
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;
}
}
static inline HRESULT demo_create_root_signature(ID3D12Device *device,
const D3D12_ROOT_SIGNATURE_DESC *desc, ID3D12RootSignature **signature)
{
ID3DBlob *blob;
HRESULT hr;
if (FAILED(hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL)))
return hr;
hr = ID3D12Device_CreateRootSignature(device, 0, ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob), &IID_ID3D12RootSignature, (void **)signature);
ID3D10Blob_Release(blob);
return hr;
}
#ifdef _WIN32
#include "demo_win32.h"
#else
#include <vkd3d_utils.h>
#define INFINITE VKD3D_INFINITE
#include "demo_xcb.h"
#endif