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