
This does 2 things for us: 1. Allows us to compile-time depend on any features from new headers, instead of having to conditionally compile based on Windows SDK version. 2. Allows us to reference d3d12.h when compiling for non-Windows. Reviewed-by: Bill Kristiansen <billkris@microsoft.com> Reviewed-by: Dylan Baker <dylan@pnwbakers.com> Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7937>
61 lines
1.9 KiB
C
61 lines
1.9 KiB
C
/*
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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_FENCE_H
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#define D3D12_FENCE_H
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#include "util/u_inlines.h"
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#include <directx/d3d12.h>
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struct pipe_screen;
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struct d3d12_screen;
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struct d3d12_fence {
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struct pipe_reference reference;
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ID3D12Fence *cmdqueue_fence;
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HANDLE event;
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uint64_t value;
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bool signaled;
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};
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static inline struct d3d12_fence *
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d3d12_fence(struct pipe_fence_handle *pfence)
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{
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return (struct d3d12_fence *)pfence;
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}
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struct d3d12_fence *
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d3d12_create_fence(struct d3d12_screen *screen, struct d3d12_context *ctx);
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void
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d3d12_fence_reference(struct d3d12_fence **ptr, struct d3d12_fence *fence);
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bool
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d3d12_fence_finish(struct d3d12_fence *fence, uint64_t timeout_ns);
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void
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d3d12_screen_fence_init(struct pipe_screen *pscreen);
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#endif
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