mesa/src/gallium/drivers/d3d12/d3d12_common.h

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/*
* Copyright © Yonggang Luo
*
* 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_COMMON_STATE_H
#define D3D12_COMMON_STATE_H
#pragma once
#include <wsl/winadapter.h>
#define D3D12_IGNORE_SDK_LAYERS
#ifndef _GAMING_XBOX
#include <directx/d3d12.h>
#include <directx/d3d12video.h>
#elif defined(__cplusplus)
#ifdef _GAMING_XBOX_SCARLETT
#include <d3d12_xs.h>
#include <d3d12video_xs.h>
#else
#include <d3d12_x.h>
#include <d3d12video_x.h>
#endif
#ifdef IID_PPV_ARGS
#undef IID_PPV_ARGS
#endif
#define IID_PPV_ARGS IID_GRAPHICS_PPV_ARGS
#define D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT (D3D12_HEAP_FLAGS) 0x800
#endif /* _GAMING_XBOX */
#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT D3D12XBOX_TEXTURE_DATA_PITCH_ALIGNMENT
#endif /* D3D12_TEXTURE_DATA_PITCH_ALIGNMENT */
#if defined(__cplusplus)
#if !defined(_WIN32) || defined(_MSC_VER)
inline D3D12_CPU_DESCRIPTOR_HANDLE
GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
return heap->GetCPUDescriptorHandleForHeapStart();
}
inline D3D12_GPU_DESCRIPTOR_HANDLE
GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
return heap->GetGPUDescriptorHandleForHeapStart();
}
D3D12_HEAP_DESC
inline GetDesc(ID3D12Heap* heap)
{
return heap->GetDesc();
}
inline D3D12_RESOURCE_DESC
GetDesc(ID3D12Resource *res)
{
return res->GetDesc();
}
inline D3D12_HEAP_PROPERTIES
GetCustomHeapProperties(ID3D12Device *dev, D3D12_HEAP_TYPE type)
{
return dev->GetCustomHeapProperties(0, type);
}
inline LUID
GetAdapterLuid(ID3D12Device *dev)
{
return dev->GetAdapterLuid();
}
inline D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC
GetOutputStreamDesc(ID3D12VideoProcessor *proc)
{
return proc->GetOutputStreamDesc();
}
#else
inline D3D12_CPU_DESCRIPTOR_HANDLE
GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret;
heap->GetCPUDescriptorHandleForHeapStart(&ret);
return ret;
}
inline D3D12_GPU_DESCRIPTOR_HANDLE
GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret;
heap->GetGPUDescriptorHandleForHeapStart(&ret);
return ret;
}
D3D12_HEAP_DESC
inline GetDesc(ID3D12Heap* heap)
{
D3D12_HEAP_DESC ret;
heap->GetDesc(&ret);
return ret;
}
inline D3D12_RESOURCE_DESC
GetDesc(ID3D12Resource *res)
{
D3D12_RESOURCE_DESC ret;
res->GetDesc(&ret);
return ret;
}
inline D3D12_HEAP_PROPERTIES
GetCustomHeapProperties(ID3D12Device *dev, D3D12_HEAP_TYPE type)
{
D3D12_HEAP_PROPERTIES ret;
dev->GetCustomHeapProperties(&ret, 0, type);
return ret;
}
inline LUID
GetAdapterLuid(ID3D12Device *dev)
{
LUID ret;
dev->GetAdapterLuid(&ret);
return ret;
}
inline D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC
GetOutputStreamDesc(ID3D12VideoProcessor *proc)
{
D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC ret;
proc->GetOutputStreamDesc(&ret);
return ret;
}
#endif
#endif
#endif