2019-05-26 09:43:12 +01:00
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef D3D12_DESCRIPTOR_POOL_H
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#define D3D12_DESCRIPTOR_POOL_H
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#include "pipe/p_context.h"
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#define D3D12_IGNORE_SDK_LAYERS
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2020-11-24 19:54:07 +00:00
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#include <directx/d3d12.h>
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2019-05-26 09:43:12 +01:00
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struct d3d12_descriptor_pool;
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struct d3d12_descriptor_heap;
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struct d3d12_descriptor_handle {
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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struct d3d12_descriptor_heap *heap;
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};
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inline bool
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d3d12_descriptor_handle_is_allocated(struct d3d12_descriptor_handle *handle)
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{
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return (handle->heap != NULL);
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}
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void
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d3d12_descriptor_handle_free(struct d3d12_descriptor_handle *handle);
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/* Offline Descriptor Pool */
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struct d3d12_descriptor_pool*
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d3d12_descriptor_pool_new(struct pipe_context *pctx,
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D3D12_DESCRIPTOR_HEAP_TYPE type,
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uint32_t num_descriptors);
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void
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d3d12_descriptor_pool_free(struct d3d12_descriptor_pool *pool);
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uint32_t
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d3d12_descriptor_pool_alloc_handle(struct d3d12_descriptor_pool *pool,
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struct d3d12_descriptor_handle *handle);
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/* Online/Offline Descriptor Heaps */
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struct d3d12_descriptor_heap*
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d3d12_descriptor_heap_new(ID3D12Device *device,
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D3D12_DESCRIPTOR_HEAP_TYPE type,
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D3D12_DESCRIPTOR_HEAP_FLAGS flags,
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uint32_t num_descriptors);
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void
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d3d12_descriptor_heap_free(struct d3d12_descriptor_heap *heap);
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ID3D12DescriptorHeap*
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d3d12_descriptor_heap_get(struct d3d12_descriptor_heap *heap);
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void
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d2d12_descriptor_heap_get_next_handle(struct d3d12_descriptor_heap *heap,
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struct d3d12_descriptor_handle *handle);
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uint32_t
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d3d12_descriptor_heap_get_remaining_handles(struct d3d12_descriptor_heap *heap);
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uint32_t
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d3d12_descriptor_heap_alloc_handle(struct d3d12_descriptor_heap *heap,
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struct d3d12_descriptor_handle *handle);
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void
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d3d12_descriptor_heap_append_handles(struct d3d12_descriptor_heap *heap,
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D3D12_CPU_DESCRIPTOR_HANDLE *handles,
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unsigned num_handles);
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void
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d3d12_descriptor_heap_clear(struct d3d12_descriptor_heap *heap);
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#endif
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