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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/d3d12/d3d12_pipeline_state.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_PIPELINE_STATE_H
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#define D3D12_PIPELINE_STATE_H
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#include "pipe/p_state.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_context;
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struct d3d12_root_signature;
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struct d3d12_vertex_elements_state {
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D3D12_INPUT_ELEMENT_DESC elements[PIPE_MAX_ATTRIBS];
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enum pipe_format format_conversion[PIPE_MAX_ATTRIBS];
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unsigned num_elements:6; // <= PIPE_MAX_ATTRIBS
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unsigned needs_format_emulation:1;
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unsigned unused:25;
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};
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struct d3d12_rasterizer_state {
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struct pipe_rasterizer_state base;
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D3D12_RASTERIZER_DESC desc;
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void *twoface_back;
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};
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struct d3d12_blend_state {
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D3D12_BLEND_DESC desc;
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unsigned blend_factor_flags;
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bool is_dual_src;
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};
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struct d3d12_depth_stencil_alpha_state {
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D3D12_DEPTH_STENCIL_DESC desc;
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};
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struct d3d12_gfx_pipeline_state {
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ID3D12RootSignature *root_signature;
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struct d3d12_shader *stages[PIPE_SHADER_TYPES - 1];
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struct pipe_stream_output_info so_info;
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struct d3d12_vertex_elements_state *ves;
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struct d3d12_blend_state *blend;
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struct d3d12_depth_stencil_alpha_state *zsa;
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struct d3d12_rasterizer_state *rast;
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unsigned samples;
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unsigned sample_mask;
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unsigned num_cbufs;
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unsigned num_so_targets;
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bool has_float_rtv;
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DXGI_FORMAT rtv_formats[8];
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DXGI_FORMAT dsv_format;
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ib_strip_cut_value;
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enum pipe_prim_type prim_type;
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};
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DXGI_FORMAT
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d3d12_rtv_format(struct d3d12_context *ctx, unsigned index);
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void
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d3d12_gfx_pipeline_state_cache_init(struct d3d12_context *ctx);
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void
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d3d12_gfx_pipeline_state_cache_destroy(struct d3d12_context *ctx);
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ID3D12PipelineState *
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d3d12_get_gfx_pipeline_state(struct d3d12_context *ctx);
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void
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d3d12_gfx_pipeline_state_cache_invalidate(struct d3d12_context *ctx, const void *state);
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void
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d3d12_gfx_pipeline_state_cache_invalidate_shader(struct d3d12_context *ctx,
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enum pipe_shader_type stage,
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struct d3d12_shader_selector *selector);
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#endif
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