mirror of
https://gitlab.winehq.org/wine/vkd3d.git
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132 lines
3.7 KiB
C
132 lines
3.7 KiB
C
/*
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* Copyright 2016 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* Hack for MinGW-w64 headers.
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*
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* We want to use WIDL C inline wrappers because some methods
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* in D3D12 interfaces return aggregate objects. Unfortunately,
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* WIDL C inline wrappers are broken when used with MinGW-w64
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* headers because FORCEINLINE expands to extern inline
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* which leads to the "multiple storage classes in declaration
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* specifiers" compiler error.
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*/
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#ifdef __MINGW32__
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#include <_mingw.h>
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# ifdef __MINGW64_VERSION_MAJOR
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# undef __forceinline
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# define __forceinline __inline__ __attribute__((__always_inline__,__gnu_inline__))
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# endif
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#endif
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#include <vkd3d_windows.h>
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#define WIDL_C_INLINE_WRAPPERS
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#define COBJMACROS
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#include <d3d12.h>
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#include <inttypes.h>
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#define ARRAY_SIZE(x) (sizeof(x) / sizeof(*x))
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#define DEMO_KEY_UNKNOWN 0x0000
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#define DEMO_KEY_ESCAPE 0xff1b
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#define DEMO_KEY_LEFT 0xff51
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#define DEMO_KEY_UP 0xff52
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#define DEMO_KEY_RIGHT 0xff53
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#define DEMO_KEY_DOWN 0xff54
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struct demo_vec3
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{
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float x, y, z;
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};
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struct demo_vec4
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{
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float x, y, z, w;
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};
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struct demo_swapchain_desc
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{
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unsigned int width;
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unsigned int height;
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unsigned int buffer_count;
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DXGI_FORMAT format;
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};
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typedef uint32_t demo_key;
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static inline void demo_vec3_set(struct demo_vec3 *v, float x, float y, float z)
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{
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v->x = x;
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v->y = y;
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v->z = z;
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}
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static inline void demo_vec4_set(struct demo_vec4 *v, float x, float y, float z, float w)
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{
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v->x = x;
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v->y = y;
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v->z = z;
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v->w = w;
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}
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static inline void demo_rasterizer_desc_init_default(D3D12_RASTERIZER_DESC *desc)
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{
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desc->FillMode = D3D12_FILL_MODE_SOLID;
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desc->CullMode = D3D12_CULL_MODE_BACK;
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desc->FrontCounterClockwise = FALSE;
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desc->DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
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desc->DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
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desc->SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
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desc->DepthClipEnable = TRUE;
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desc->MultisampleEnable = FALSE;
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desc->AntialiasedLineEnable = FALSE;
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desc->ForcedSampleCount = 0;
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desc->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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}
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static inline void demo_blend_desc_init_default(D3D12_BLEND_DESC *desc)
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{
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static const D3D12_RENDER_TARGET_BLEND_DESC rt_blend_desc =
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{
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.BlendEnable = FALSE,
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.LogicOpEnable = FALSE,
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.SrcBlend = D3D12_BLEND_ONE,
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.DestBlend = D3D12_BLEND_ZERO,
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.BlendOp = D3D12_BLEND_OP_ADD,
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.SrcBlendAlpha = D3D12_BLEND_ONE,
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.DestBlendAlpha = D3D12_BLEND_ZERO,
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.BlendOpAlpha = D3D12_BLEND_OP_ADD,
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.LogicOp = D3D12_LOGIC_OP_NOOP,
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.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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unsigned int i;
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desc->AlphaToCoverageEnable = FALSE;
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desc->IndependentBlendEnable = FALSE;
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for (i = 0; i < ARRAY_SIZE(desc->RenderTarget); ++i)
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{
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desc->RenderTarget[i] = rt_blend_desc;
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}
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}
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#ifdef _WIN32
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#include "demo_win32.h"
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#else
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#include <vkd3d_utils.h>
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#include "demo_xcb.h"
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#endif
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