/* * 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 enum d3d12_resource_binding_type { D3D12_RESOURCE_BINDING_TYPE_SRV, D3D12_RESOURCE_BINDING_TYPE_CBV, D3D12_RESOURCE_BINDING_TYPES }; 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; uint32_t bind_counts[PIPE_SHADER_TYPES][D3D12_RESOURCE_BINDING_TYPES]; }; 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