mirror of https://gitlab.freedesktop.org/mesa/mesa
124 lines
4.6 KiB
C
124 lines
4.6 KiB
C
/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/* The purpose of this file is to abstract the differences between the Windows
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* C ABI for D3D12 and the Linux ABI. Essentially, for class methods that return
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* structures, the MSVC C++ ABI specifies that they are always called with the return
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* structure allocated by the caller, and passed as a hidden second parameter,
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* after "this". But the C compiler doesn't apply that automatically to the C
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* equivalent definition of the method, and so that ABI needs to be explicitly
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* embedded in the C function signature. For Linux, no such ABI difference between
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* C and C++ exists, and so C callers should use the same signature as C++.
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*/
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#ifndef DZN_ABI_HELPER_H
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#define DZN_ABI_HELPER_H
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static inline D3D12_HEAP_PROPERTIES
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dzn_ID3D12Device4_GetCustomHeapProperties(ID3D12Device4 *dev, UINT node_mask, D3D12_HEAP_TYPE type)
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{
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D3D12_HEAP_PROPERTIES ret;
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#ifdef _WIN32
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ID3D12Device4_GetCustomHeapProperties(dev, &ret, node_mask, type);
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#else
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ret = ID3D12Device4_GetCustomHeapProperties(dev, node_mask, type);
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#endif
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return ret;
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}
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static inline D3D12_RESOURCE_ALLOCATION_INFO
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dzn_ID3D12Device4_GetResourceAllocationInfo(ID3D12Device4 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs)
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{
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D3D12_RESOURCE_ALLOCATION_INFO ret;
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#ifdef _WIN32
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ID3D12Device4_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs);
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#else
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ret = ID3D12Device4_GetResourceAllocationInfo(dev, visible_mask, num_resource_descs, resource_descs);
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#endif
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return ret;
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}
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static inline D3D12_RESOURCE_ALLOCATION_INFO
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dzn_ID3D12Device12_GetResourceAllocationInfo3(ID3D12Device12 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC1 *resource_descs,
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const UINT *num_castable_formats, const DXGI_FORMAT *const *castable_formats,
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D3D12_RESOURCE_ALLOCATION_INFO1 *allocation_info1)
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{
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D3D12_RESOURCE_ALLOCATION_INFO ret;
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#ifdef _WIN32
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ID3D12Device12_GetResourceAllocationInfo3(dev, &ret, visible_mask, num_resource_descs, resource_descs, num_castable_formats, castable_formats, allocation_info1);
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#else
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ret = ID3D12Device12_GetResourceAllocationInfo3(dev, visible_mask, num_resource_descs, resource_descs, num_castable_formats, castable_formats, allocation_info1);
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#endif
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return ret;
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}
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static inline D3D12_RESOURCE_DESC
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dzn_ID3D12Resource_GetDesc(ID3D12Resource *res)
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{
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D3D12_RESOURCE_DESC ret;
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#ifdef _WIN32
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ID3D12Resource_GetDesc(res, &ret);
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#else
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ret = ID3D12Resource_GetDesc(res);
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#endif
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return ret;
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}
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static inline D3D12_HEAP_DESC
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dzn_ID3D12Heap_GetDesc(ID3D12Heap *heap)
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{
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D3D12_HEAP_DESC ret;
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#ifdef _WIN32
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ID3D12Heap_GetDesc(heap, &ret);
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#else
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ret = ID3D12Heap_GetDesc(heap);
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#endif
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return ret;
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}
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static inline D3D12_CPU_DESCRIPTOR_HANDLE
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dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE ret;
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#ifdef _WIN32
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret);
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#else
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ret = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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#endif
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return ret;
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}
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static inline D3D12_GPU_DESCRIPTOR_HANDLE
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dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
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{
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D3D12_GPU_DESCRIPTOR_HANDLE ret;
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#ifdef _WIN32
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret);
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#else
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ret = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
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#endif
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return ret;
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}
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#endif /*DZN_ABI_HELPER_H*/
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