mesa/src/gallium/drivers/d3d12/d3d12_descriptor_pool.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_DESCRIPTOR_POOL_H
#define D3D12_DESCRIPTOR_POOL_H
#include "pipe/p_context.h"
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
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