dzn: Add ABI helpers for D3D12 functions returning structs
The currently available D3D12 API headers have incorrect C function prototypes for these functions when compiling for non-Windows platforms. Future changes here will move these helpers into the DirectX-Headers project, but: * The process of getting a fix into the headers is still ongoing * I'd prefer to avoid taking an immediate dependency on just-published headers again So, for now add some helpers to work around this problem in Dozen Acked-by: Boris Brezillon <boris.brezillon@collabora.com> Reviewed-by: Bill Kristiansen <billkris@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17340>
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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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/* The purpose of this file is to abstract the differences between the Windows
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* C ABI for D3D12 and the Linux ABI. Essentially, for class methods that return
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* structures, the MSVC C++ ABI specifies that they are always called with the return
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* structure allocated by the caller, and passed as a hidden second parameter,
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* after "this". But the C compiler doesn't apply that automatically to the C
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* equivalent definition of the method, and so that ABI needs to be explicitly
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* embedded in the C function signature. For Linux, no such ABI difference between
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* C and C++ exists, and so C callers should use the same signature as C++.
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*/
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#ifndef DZN_ABI_HELPER_H
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#define DZN_ABI_HELPER_H
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static inline D3D12_HEAP_PROPERTIES
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dzn_ID3D12Device2_GetCustomHeapProperties(ID3D12Device2 *dev, UINT node_mask, D3D12_HEAP_TYPE type)
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{
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D3D12_HEAP_PROPERTIES ret;
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#ifdef _WIN32
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ID3D12Device2_GetCustomHeapProperties(dev, &ret, node_mask, type);
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#else
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ret = ((D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, D3D12_HEAP_TYPE))dev->lpVtbl->GetCustomHeapProperties)(dev, node_mask, type);
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#endif
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return ret;
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}
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static inline D3D12_RESOURCE_ALLOCATION_INFO
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dzn_ID3D12Device2_GetResourceAllocationInfo(ID3D12Device2 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs)
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{
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D3D12_RESOURCE_ALLOCATION_INFO ret;
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#ifdef _WIN32
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ID3D12Device2_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs);
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#else
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ret = ((D3D12_RESOURCE_ALLOCATION_INFO (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, UINT, const D3D12_RESOURCE_DESC *))
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dev->lpVtbl->GetResourceAllocationInfo)(dev, visible_mask, num_resource_descs, resource_descs);
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#endif
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return ret;
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}
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static inline D3D12_RESOURCE_DESC
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dzn_ID3D12Resource_GetDesc(ID3D12Resource *res)
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{
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D3D12_RESOURCE_DESC ret;
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#ifdef _WIN32
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ID3D12Resource_GetDesc(res, &ret);
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#else
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ret = ((D3D12_RESOURCE_DESC (STDMETHODCALLTYPE *)(ID3D12Resource *))res->lpVtbl->GetDesc)(res);
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#endif
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return ret;
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}
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static inline D3D12_CPU_DESCRIPTOR_HANDLE
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dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE ret;
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#ifdef _WIN32
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret);
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#else
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ret = ((D3D12_CPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(heap);
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#endif
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return ret;
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}
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static inline D3D12_GPU_DESCRIPTOR_HANDLE
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dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
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{
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D3D12_GPU_DESCRIPTOR_HANDLE ret;
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#ifdef _WIN32
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret);
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#else
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ret = ((D3D12_GPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(heap);
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#endif
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return ret;
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}
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#endif /*DZN_ABI_HELPER_H*/
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@ -95,8 +95,7 @@ dzn_cmd_buffer_queue_transition_barriers(struct dzn_cmd_buffer *cmdbuf,
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struct D3D12_RESOURCE_BARRIER *barriers = he ? he->data : NULL;
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if (!barriers) {
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D3D12_RESOURCE_DESC desc;
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ID3D12Resource_GetDesc(res, &desc);
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D3D12_RESOURCE_DESC desc = dzn_ID3D12Resource_GetDesc(res);
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D3D12_FEATURE_DATA_FORMAT_INFO fmt_info = { desc.Format, 0 };
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ID3D12Device_CheckFeatureSupport(device->dev, D3D12_FEATURE_FORMAT_INFO, &fmt_info, sizeof(fmt_info));
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uint32_t barrier_count =
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@ -825,12 +825,10 @@ dzn_descriptor_heap_init(struct dzn_descriptor_heap *heap,
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VK_ERROR_OUT_OF_DEVICE_MEMORY : VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap->heap, &cpu_handle);
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle = dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap->heap);
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heap->cpu_base = cpu_handle.ptr;
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if (shader_visible) {
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap->heap, &gpu_handle);
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle = dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap->heap);
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heap->gpu_base = gpu_handle.ptr;
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}
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@ -1864,8 +1864,7 @@ static VkResult
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dzn_device_query_init(struct dzn_device *device)
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{
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/* FIXME: create the resource in the default heap */
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D3D12_HEAP_PROPERTIES hprops;
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ID3D12Device1_GetCustomHeapProperties(device->dev, &hprops, 0, D3D12_HEAP_TYPE_UPLOAD);
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D3D12_HEAP_PROPERTIES hprops = dzn_ID3D12Device2_GetCustomHeapProperties(device->dev, 0, D3D12_HEAP_TYPE_UPLOAD);
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D3D12_RESOURCE_DESC rdesc = {
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.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
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.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
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@ -759,8 +759,7 @@ dzn_GetImageMemoryRequirements2(VkDevice _device,
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}
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}
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D3D12_RESOURCE_ALLOCATION_INFO info;
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ID3D12Device1_GetResourceAllocationInfo(device->dev, &info, 0, 1, &image->desc);
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D3D12_RESOURCE_ALLOCATION_INFO info = dzn_ID3D12Device2_GetResourceAllocationInfo(device->dev, 0, 1, &image->desc);
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pMemoryRequirements->memoryRequirements = (VkMemoryRequirements) {
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.size = info.SizeInBytes,
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@ -63,6 +63,7 @@
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#include <directx/d3d12.h>
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#include "spirv_to_dxil.h"
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#include "dzn_abi_helper.h"
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#define DZN_SWAP(t, a, b) \
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do { \
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