mesa/src/gallium/drivers/d3d12/d3d12_resource.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_RESOURCE_H
#define D3D12_RESOURCE_H
struct pipe_screen;
#include "d3d12_bufmgr.h"
#include "util/u_range.h"
#include "util/u_transfer.h"
#include <directx/d3d12.h>
struct d3d12_resource {
struct pipe_resource base;
struct d3d12_bo *bo;
DXGI_FORMAT dxgi_format;
unsigned mip_levels;
struct sw_displaytarget *dt;
unsigned dt_stride;
struct util_range valid_buffer_range;
};
struct d3d12_transfer {
struct pipe_transfer base;
struct pipe_resource *staging_res;
void *data;
};
static inline struct d3d12_resource *
d3d12_resource(struct pipe_resource *r)
{
return (struct d3d12_resource *)r;
}
/* Returns the underlying ID3D12Resource and offset for this resource */
static inline ID3D12Resource *
d3d12_resource_underlying(struct d3d12_resource *res, uint64_t *offset)
{
if (!res->bo)
return NULL;
return d3d12_bo_get_base(res->bo, offset)->res;
}
/* Returns the underlying ID3D12Resource for this resource. */
static inline ID3D12Resource *
d3d12_resource_resource(struct d3d12_resource *res)
{
ID3D12Resource *ret;
uint64_t offset;
ret = d3d12_resource_underlying(res, &offset);
return ret;
}
static inline struct TransitionableResourceState *
d3d12_resource_state(struct d3d12_resource *res)
{
uint64_t offset;
if (!res->bo)
return NULL;
return d3d12_bo_get_base(res->bo, &offset)->trans_state;
}
static inline D3D12_GPU_VIRTUAL_ADDRESS
d3d12_resource_gpu_virtual_address(struct d3d12_resource *res)
{
uint64_t offset;
ID3D12Resource *base_res = d3d12_resource_underlying(res, &offset);
return base_res->GetGPUVirtualAddress() + offset;
}
static inline bool
d3d12_subresource_id_uses_layer(enum pipe_texture_target target)
{
return target == PIPE_TEXTURE_CUBE ||
target == PIPE_TEXTURE_1D_ARRAY ||
target == PIPE_TEXTURE_2D_ARRAY;
}
void
d3d12_resource_release(struct d3d12_resource *res);
void
d3d12_resource_wait_idle(struct d3d12_context *ctx,
struct d3d12_resource *res);
void
d3d12_resource_make_writeable(struct pipe_context *pctx,
struct pipe_resource *pres);
void
d3d12_screen_resource_init(struct pipe_screen *pscreen);
void
d3d12_context_resource_init(struct pipe_context *pctx);
#endif