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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/d3d12/d3d12_batch.h
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/*
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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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#ifndef D3D12_BATCH_H
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#define D3D12_BATCH_H
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#include "util/u_dynarray.h"
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#include <stdint.h>
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#ifndef _WIN32
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#include <wsl/winadapter.h>
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#endif
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#define D3D12_IGNORE_SDK_LAYERS
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#include <directx/d3d12.h>
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struct d3d12_bo;
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struct d3d12_descriptor_heap;
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struct d3d12_fence;
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struct d3d12_batch {
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struct d3d12_fence *fence;
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struct set *bos;
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struct set *sampler_views;
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struct set *surfaces;
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struct set *objects;
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struct util_dynarray zombie_samplers;
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ID3D12CommandAllocator *cmdalloc;
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struct d3d12_descriptor_heap *sampler_heap;
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struct d3d12_descriptor_heap *view_heap;
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bool has_errors;
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};
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bool
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d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
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void
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d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
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void
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d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
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void
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d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch);
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bool
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d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns);
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bool
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d3d12_batch_has_references(struct d3d12_batch *batch,
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struct d3d12_bo *bo);
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void
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d3d12_batch_reference_resource(struct d3d12_batch *batch,
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struct d3d12_resource *res);
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void
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d3d12_batch_reference_sampler_view(struct d3d12_batch *batch,
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struct d3d12_sampler_view *sv);
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void
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d3d12_batch_reference_surface_texture(struct d3d12_batch *batch,
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struct d3d12_surface *surf);
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void
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d3d12_batch_reference_object(struct d3d12_batch *batch,
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ID3D12Object *object);
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#endif
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