PDB generation even for release builds takes a little more time, but makes debugging DXVK on Windows easier. As the symbols are not embedded in the DLL it doesn't impact code generation or output binary size.
This allows dependent projects to query the version and location of DXVK
via the pkg-config interface.
The include directories aren't yet set, because the headers aren't
installed; that will follow in a subsequent commit.
The naming of these pkg-config files is based on proposed Fedora packages
for DXVK 2.0, and is not compatible with older Fedora packages for DXVK
1.x (which used the naming convention dxvk-native-d3d9 and so on).
Packagers can create symlinks such as dxvk-native-d3d9.pc -> dxvk-d3d9.pc
if they want to retain compatibility with older names.
Signed-off-by: Simon McVittie <smcv@collabora.com>
When building a game that has been ported to Linux using DXVK Native,
these headers are necessary to provide the Direct3D and DXVK APIs.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This is necessary for compatibility with Meson's pkg module, which
generates pkg-config metadata containing "-lNAME" where NAME is the
first argument to shared_library(). Changing the name_prefix parameter
would break that.
Conversely, including .dll or .so in the first parameter would also
break that, so remove the `+dll_ext` part (in practice this is not a
functional change, because `dll_ext` is always set to an empty string).
Signed-off-by: Simon McVittie <smcv@collabora.com>
Since we're not linking to the libraries anymore, it doesn't make much sense to
use find_library, and in fact we need to use dependency() in order to get the
right CFLAGS for includes, defines, etc, so use that instead.
As a result, we can remove the 'SDL2/' folders from the includes, making the SDL
includes more correct.
clang-cl accepts both style of options but these will be generally meaningless:
- Static CRT is unnecessary.
- File alignment will be introduced in another commit.
- Wine has partial support for PDB backtrace so there is probably no need to
insist on DWARF (which is unsupported by real MSVC anyway).
- MSVC doesn't have the weird stdcall ordinal naming convention that
necessiates fixup and kill-at.
Disable stdcall aliasing and enable kill-at to ensure our exported
functions don't have the @8, @40, etc suffixes.
This still keeps `--enable-stdcall-fixup` as otherwise the linker can
get confused trying to find exports from the .def. This does not result
in aliases being added, just for them to be found to add to the export
table.
This also switches d3d11 to use the MinGW provided dxgi.lib for linking
and d3d10 to use the MinGW provided d3d11.lib for linking.
Unfortunately the .a's we output seem to still have the @blah that we
killed so we cannot use them for internal linkage since using kill-at.
Tested that what we get out of MinGW now is what we want with dllexp.
Supercedes: #3590
Exports
```
➜ build git:(master) ✗ winedump -j export src/dxgi/dxgi.dll
Contents of src/dxgi/dxgi.dll: 129505860 bytes
Name: DXGI.DLL
Characteristics: 00000000
TimeDateStamp: 64C97A2D Tue Aug 1 22:33:33 2023
Version: 0.00
Ordinal base: 9
# of functions: 9
# of Names: 5
Addresses of functions: 00423028
Addresses of name ordinals: 00423060
Addresses of names: 0042304C
Entry Pt Ordn Name
00007C17 9 CreateDXGIFactory
00007BF3 10 CreateDXGIFactory1
00007B62 11 CreateDXGIFactory2
00007C3B 16 DXGIDeclareAdapterRemovalSupport
00007CD8 17 DXGIGetDebugInterface1
Done dumping src/dxgi/dxgi.dll
```
```
➜ build git:(fix-stdcall-32-bit) winedump -j export src/d3d11/d3d11.dll
Contents of src/d3d11/d3d11.dll: 263021637 bytes
Name: D3D11.DLL
Characteristics: 00000000
TimeDateStamp: 64C97A2E Tue Aug 1 22:33:34 2023
Version: 0.00
Ordinal base: 18
# of functions: 7
# of Names: 4
Addresses of functions: 005E3028
Addresses of name ordinals: 005E3054
Addresses of names: 005E3044
Entry Pt Ordn Name
00020045 18 D3D11CoreCreateDevice
000200AA 22 D3D11CreateDevice
0002010E 23 D3D11CreateDeviceAndSwapChain
0002025F 24 D3D11On12CreateDevice
Done dumping src/d3d11/d3d11.dll
```
Import of DXGI in D3D11
```
offset 005e1014 dxgi.dll
Hint/Name Table: 005E408C
TimeDateStamp: 00000000 (Thu Jan 1 01:00:00 1970)
ForwarderChain: 00000000
First thunk RVA: 005E4300
Thunk Ordn Name
005e4300 4 CreateDXGIFactory1
```
This will be used to parse static HDR metadata and chromaticity of the display.
Upstream currently has no Windows or MSVC support so use my fork for now.
We don't have any interfaces that rely on the c++ abi. Makes our builds more portable.
Means that our builds in Sniper can be used on games that are still forcing the old C++03 string abi.
This makes LibraryLoader actually load the library and moves ownership
of GetInstanceProcAddr into it, which means we pass through the
loaders into their parents to grab stuff.
WARNING: You should add the boolean check kwarg to the run_command call.
It currently defaults to false,
but it will default to true in future releases of meson.
Stupid change, stupid warning, stupid fix.