/* * 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_ROOT_SIGNATURE_H #define D3D12_ROOT_SIGNATURE_H #include "d3d12_context.h" struct d3d12_root_signature_key { bool has_stream_output; struct { unsigned num_cb_bindings; unsigned end_srv_binding; unsigned begin_srv_binding; unsigned state_vars_size; bool has_default_ubo0; } stages[D3D12_GFX_SHADER_STAGES]; }; void d3d12_root_signature_cache_init(struct d3d12_context *ctx); void d3d12_root_signature_cache_destroy(struct d3d12_context *ctx); ID3D12RootSignature * d3d12_get_root_signature(struct d3d12_context *ctx); #endif