mesa/src/gallium/drivers/d3d12/d3d12_batch.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.
*/
#ifndef D3D12_BATCH_H
#define D3D12_BATCH_H
#include "util/u_dynarray.h"
#include <stdint.h>
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
struct d3d12_bo;
struct d3d12_descriptor_heap;
struct d3d12_fence;
struct d3d12_batch {
struct d3d12_fence *fence;
struct set *bos;
struct set *sampler_views;
struct set *surfaces;
struct set *objects;
struct util_dynarray zombie_samplers;
ID3D12CommandAllocator *cmdalloc;
struct d3d12_descriptor_heap *sampler_heap;
struct d3d12_descriptor_heap *view_heap;
bool has_errors;
};
bool
d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
void
d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
void
d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
void
d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
bool
d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns);
bool
d3d12_batch_has_references(struct d3d12_batch *batch,
struct d3d12_bo *bo);
void
d3d12_batch_reference_resource(struct d3d12_batch *batch,
struct d3d12_resource *res);
void
d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
struct d3d12_sampler_view *sv);
void
d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
struct d3d12_surface *surf);
void
d3d12_batch_reference_object(struct d3d12_batch *batch,
ID3D12Object *object);
#endif