mesa/src/microsoft/vulkan/dzn_abi_helper.h

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/*
* 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.
*/
/* The purpose of this file is to abstract the differences between the Windows
* C ABI for D3D12 and the Linux ABI. Essentially, for class methods that return
* structures, the MSVC C++ ABI specifies that they are always called with the return
* structure allocated by the caller, and passed as a hidden second parameter,
* after "this". But the C compiler doesn't apply that automatically to the C
* equivalent definition of the method, and so that ABI needs to be explicitly
* embedded in the C function signature. For Linux, no such ABI difference between
* C and C++ exists, and so C callers should use the same signature as C++.
*/
#ifndef DZN_ABI_HELPER_H
#define DZN_ABI_HELPER_H
static inline D3D12_HEAP_PROPERTIES
dzn_ID3D12Device2_GetCustomHeapProperties(ID3D12Device2 *dev, UINT node_mask, D3D12_HEAP_TYPE type)
{
D3D12_HEAP_PROPERTIES ret;
#ifdef _WIN32
ID3D12Device2_GetCustomHeapProperties(dev, &ret, node_mask, type);
#elif D3D12_SDK_VERSION >= 606
ret = ID3D12Device2_GetCustomHeapProperties(dev, node_mask, type);
#else
ret = ((D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, D3D12_HEAP_TYPE))dev->lpVtbl->GetCustomHeapProperties)(dev, node_mask, type);
#endif
return ret;
}
static inline D3D12_RESOURCE_ALLOCATION_INFO
dzn_ID3D12Device2_GetResourceAllocationInfo(ID3D12Device2 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs)
{
D3D12_RESOURCE_ALLOCATION_INFO ret;
#ifdef _WIN32
ID3D12Device2_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs);
#elif D3D12_SDK_VERSION >= 606
ret = ID3D12Device2_GetResourceAllocationInfo(dev, visible_mask, num_resource_descs, resource_descs);
#else
ret = ((D3D12_RESOURCE_ALLOCATION_INFO (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, UINT, const D3D12_RESOURCE_DESC *))
dev->lpVtbl->GetResourceAllocationInfo)(dev, visible_mask, num_resource_descs, resource_descs);
#endif
return ret;
}
static inline D3D12_RESOURCE_DESC
dzn_ID3D12Resource_GetDesc(ID3D12Resource *res)
{
D3D12_RESOURCE_DESC ret;
#ifdef _WIN32
ID3D12Resource_GetDesc(res, &ret);
#elif D3D12_SDK_VERSION >= 606
ret = ID3D12Resource_GetDesc(res);
#else
ret = ((D3D12_RESOURCE_DESC (STDMETHODCALLTYPE *)(ID3D12Resource *))res->lpVtbl->GetDesc)(res);
#endif
return ret;
}
static inline D3D12_CPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret;
#ifdef _WIN32
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret);
#elif D3D12_SDK_VERSION >= 606
ret = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
#else
ret = ((D3D12_CPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(heap);
#endif
return ret;
}
static inline D3D12_GPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret;
#ifdef _WIN32
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret);
#elif D3D12_SDK_VERSION >= 606
ret = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
#else
ret = ((D3D12_GPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(heap);
#endif
return ret;
}
#endif /*DZN_ABI_HELPER_H*/