v0.4.0: Direct3D 11/12 backends, in-game renderer selection, per-run logging

- ra3.dx: D3D11 and D3D12 presentation backends (runtime HLSL via d3dcompiler);
  2D image blit and the GPU heightfield terrain raymarch, with the corner
  minimap/FPS overlays. Non-Windows builds link a null fallback.
- ra3.display: preferred backend plus ordered fallback (Vulkan/D3D11/D3D12/SDL);
  menu gains a Renderer option and the CLI gains --dx11/--dx12/--sdl, which the
  render command now honours too.
- vendor libenderlog (MIT): every run writes openra3.log next to the exe and
  archives the previous run's log; records at warn and above carry a call stack
  (native fallback, since libc++ has no <stacktrace>).
- Windows crash reporter writes openra3_crash.log (faulting module + backtrace);
  D3D/DXGI diagnostics are routed through the logger.
This commit is contained in:
EnderTheCoder
2026-09-28 13:03:37 +08:00
parent 59261868e1
commit 3caf18409b
16 changed files with 2815 additions and 70 deletions
+66 -3
View File
@@ -25,7 +25,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_SCAN_FOR_MODULES ON)
project(OpenRA3 VERSION 0.3.0 LANGUAGES C CXX)
project(OpenRA3 VERSION 0.4.0 LANGUAGES C CXX)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
@@ -112,6 +112,36 @@ function(openra3_embed_spirv out_header)
file(WRITE "${out_header}" "${content}")
endfunction()
# Embed the HLSL sources as string literals. The Direct3D backends compile them
# at runtime with d3dcompiler_47, so no HLSL compiler is needed at build time
# (the Windows target cross-compiles from Linux).
function(openra3_embed_hlsl out_header)
set(content "// Generated by CMake from shaders/*.hlsl.\n")
string(APPEND content "#pragma once\n\nnamespace ra3_shaders {\n")
foreach(src IN LISTS ARGN)
if(NOT EXISTS "${src}")
message(FATAL_ERROR "Missing HLSL shader ${src}")
endif()
get_filename_component(base "${src}" NAME_WE)
string(MAKE_C_IDENTIFIER "${base}" ident)
string(APPEND ident "_hlsl")
file(READ "${src}" text)
string(APPEND content "inline constexpr const char ${ident}[] = R\"RA3HLSL(${text})RA3HLSL\";\n\n")
endforeach()
string(APPEND content "} // namespace ra3_shaders\n")
file(WRITE "${out_header}" "${content}")
endfunction()
# --- logging (vendored libenderlog, MIT) -------------------------------------
# A standalone C++26 module logger (`import ender.log;`) with a per-run
# archiving file sink. libc++ has no <stacktrace>, so on this toolchain the
# module records call sites but no stacks; it defaults ENDERLOG_HAS_STACKTRACE
# to 0 without any define.
add_library(ra3_enderlog STATIC)
target_sources(ra3_enderlog PUBLIC FILE_SET CXX_MODULES FILES third_party/libenderlog/src/ender.log.cppm)
target_compile_features(ra3_enderlog PUBLIC cxx_std_26)
openra3_target_defaults(ra3_enderlog)
# --- engine core -------------------------------------------------------------
add_library(ra3_core STATIC)
target_sources(ra3_core PUBLIC FILE_SET CXX_MODULES FILES src/core/ra3.core.cppm)
@@ -210,16 +240,49 @@ else()
endif()
openra3_target_defaults(ra3_vulkan)
# --- Direct3D viewer (D3D11 + D3D12, or null fallback) ------------------------
# Direct3D is Windows-only, so the real backends build only for the MinGW target;
# every other platform links the `ra3.dx.null` fallback that fails `init` cleanly.
option(OPENRA3_DX "Build the Direct3D 11/12 viewer" ON)
set(OPENRA3_HAS_DX OFF)
if(OPENRA3_DX AND WIN32 AND OPENRA3_HAS_SDL3)
set(OPENRA3_HAS_DX ON)
endif()
if(OPENRA3_HAS_DX)
message(STATUS "OpenRA3: Direct3D 11/12 viewer enabled (runtime HLSL via d3dcompiler)")
else()
message(STATUS "OpenRA3: Direct3D viewer disabled - offscreen image only")
endif()
add_library(ra3_dx STATIC)
if(OPENRA3_HAS_DX)
openra3_embed_hlsl(
"${CMAKE_CURRENT_BINARY_DIR}/generated/dx_shaders_embedded.hpp"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_scene.hlsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_terrain.hlsl"
)
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_scene.hlsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/dx_terrain.hlsl")
target_sources(ra3_dx PUBLIC FILE_SET CXX_MODULES FILES src/dx/ra3.dx.cppm)
target_include_directories(ra3_dx PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/generated")
target_link_libraries(ra3_dx PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_enderlog openra3_sdl3 d3d11 d3d12 dxgi d3dcompiler)
else()
target_sources(ra3_dx PUBLIC FILE_SET CXX_MODULES FILES src/dx/ra3.dx.null.cppm)
target_link_libraries(ra3_dx PUBLIC ra3_core ra3_render ra3_client)
endif()
openra3_target_defaults(ra3_dx)
# --- display backend selection ------------------------------------------------
add_library(ra3_display STATIC)
target_sources(ra3_display PUBLIC FILE_SET CXX_MODULES FILES src/display/ra3.display.cppm)
target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan)
target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan ra3_dx)
openra3_target_defaults(ra3_display)
# --- umbrella -----------------------------------------------------------------
add_library(ra3 STATIC)
target_sources(ra3 PUBLIC FILE_SET CXX_MODULES FILES src/ra3.cppm)
target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display ra3_ui ra3_vulkan)
target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display
ra3_ui ra3_vulkan ra3_dx ra3_enderlog)
openra3_target_defaults(ra3)
# --- executable ---------------------------------------------------------------