d3d12: Move shared code that include d3d12 headers into d3d12_common.h

Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16767>
This commit is contained in:
Yonggang Luo
2022-04-30 03:10:47 +08:00
committed by Marge Bot
parent b4f701f962
commit d493e2ef7d
19 changed files with 49 additions and 70 deletions

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@@ -24,16 +24,13 @@
#ifndef D3D12_RESOURCE_STATE_H
#define D3D12_RESOURCE_STATE_H
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#include <vector>
#include <assert.h>
#include <directx/d3d12.h>
#include "util/list.h"
#include "d3d12_common.h"
#if defined(__GNUC__)
#pragma GCC diagnostic ignored "-Winvalid-offsetof"
#endif

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@@ -28,12 +28,7 @@
#include "util/hash_table.h"
#include <stdint.h>
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct d3d12_bo;
struct d3d12_descriptor_heap;

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@@ -33,7 +33,6 @@
#include "util/format/u_format.h"
#include "util/u_memory.h"
#include <directx/d3d12.h>
#include <dxguids/dxguids.h>
struct d3d12_bufmgr {

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@@ -28,11 +28,7 @@
#include "util/u_atomic.h"
#include "util/list.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct d3d12_bufmgr;
struct d3d12_screen;

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@@ -0,0 +1,36 @@
/*
* 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
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#endif

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@@ -44,7 +44,6 @@
#include "util/u_simple_shaders.h"
#include "util/u_dl.h"
#include <directx/d3d12.h>
#include <dxguids/dxguids.h>
extern "C" {

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@@ -37,8 +37,6 @@
#include "util/u_suballoc.h"
#include "util/u_threaded_context.h"
#include <directx/d3d12.h>
#define D3D12_GFX_SHADER_STAGES (PIPE_SHADER_TYPES - 1)
enum d3d12_dirty_flags

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@@ -32,7 +32,6 @@
#include "util/u_dynarray.h"
#include "util/u_memory.h"
#include <directx/d3d12.h>
#include <dxguids/dxguids.h>
struct d3d12_descriptor_pool {

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@@ -24,12 +24,7 @@
#ifndef D3D12_DESCRIPTOR_POOL_H
#define D3D12_DESCRIPTOR_POOL_H
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct d3d12_descriptor_pool;
struct d3d12_descriptor_heap;

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@@ -26,11 +26,7 @@
#include "util/u_inlines.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct pipe_screen;
struct d3d12_screen;

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@@ -26,12 +26,7 @@
#include "pipe/p_state.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct d3d12_context;
struct d3d12_root_signature;

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@@ -38,7 +38,6 @@
#include "frontend/sw_winsys.h"
#include <directx/d3d12.h>
#include <dxguids/dxguids.h>
#include <memory>

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@@ -30,7 +30,7 @@ struct pipe_screen;
#include "util/u_transfer.h"
#include "util/u_threaded_context.h"
#include <directx/d3d12.h>
#include "d3d12_common.h"
enum d3d12_resource_binding_type {
D3D12_RESOURCE_BINDING_TYPE_SRV,

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@@ -31,12 +31,7 @@
#include "nir.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
struct pb_manager;

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@@ -26,8 +26,6 @@
#include "pipe/p_state.h"
#include <directx/d3d12.h>
struct d3d12_descriptor_handle;
struct pipe_context;

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@@ -30,12 +30,8 @@
// Uses an std::vector with individual D3D resources as backing storage instead of an D3D12 Texture Array
// Supports dynamic pool capacity extension (by pushing back a new D3D12Resource) of the pool
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#include "d3d12_common.h"
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_util.h"
void

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@@ -21,12 +21,7 @@
* IN THE SOFTWARE.
*/
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
#include "d3d12_util.h"
#include "d3d12_context.h"

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@@ -26,11 +26,7 @@
#include "util/u_inlines.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#include <directx/d3d12.h>
#include "d3d12_common.h"
void
d3d12_screen_video_init(struct pipe_screen *pscreen);

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@@ -23,12 +23,7 @@
#include "d3d12_video_texture_array_dpb_manager.h"
#ifndef _WIN32
#include <wsl/winadapter.h>
#endif
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
#include "d3d12_common.h"
#include "d3d12_util.h"