Files
third_party_mesa3d/src/gallium/drivers/d3d12/d3d12_pipeline_state.h
Jesse Natalie bc5f69faee d3d12: Use DirectX-Headers wrap for d3d12.h
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>
2020-12-16 16:25:54 +00:00

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/*
* 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_PIPELINE_STATE_H
#define D3D12_PIPELINE_STATE_H
#include "pipe/p_state.h"
#define D3D12_IGNORE_SDK_LAYERS
#include <directx/d3d12.h>
struct d3d12_context;
struct d3d12_root_signature;
struct d3d12_vertex_elements_state {
D3D12_INPUT_ELEMENT_DESC elements[PIPE_MAX_ATTRIBS];
enum pipe_format format_conversion[PIPE_MAX_ATTRIBS];
unsigned num_elements:6; // <= PIPE_MAX_ATTRIBS
unsigned needs_format_emulation:1;
unsigned unused:25;
};
struct d3d12_rasterizer_state {
struct pipe_rasterizer_state base;
D3D12_RASTERIZER_DESC desc;
void *twoface_back;
};
struct d3d12_blend_state {
D3D12_BLEND_DESC desc;
unsigned blend_factor_flags;
bool is_dual_src;
};
struct d3d12_depth_stencil_alpha_state {
D3D12_DEPTH_STENCIL_DESC desc;
};
struct d3d12_gfx_pipeline_state {
ID3D12RootSignature *root_signature;
struct d3d12_shader *stages[PIPE_SHADER_TYPES - 1];
struct pipe_stream_output_info so_info;
struct d3d12_vertex_elements_state *ves;
struct d3d12_blend_state *blend;
struct d3d12_depth_stencil_alpha_state *zsa;
struct d3d12_rasterizer_state *rast;
unsigned samples;
unsigned sample_mask;
unsigned num_cbufs;
unsigned num_so_targets;
bool has_float_rtv;
DXGI_FORMAT rtv_formats[8];
DXGI_FORMAT dsv_format;
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ib_strip_cut_value;
enum pipe_prim_type prim_type;
};
DXGI_FORMAT
d3d12_rtv_format(struct d3d12_context *ctx, unsigned index);
void
d3d12_gfx_pipeline_state_cache_init(struct d3d12_context *ctx);
void
d3d12_gfx_pipeline_state_cache_destroy(struct d3d12_context *ctx);
ID3D12PipelineState *
d3d12_get_gfx_pipeline_state(struct d3d12_context *ctx);
void
d3d12_gfx_pipeline_state_cache_invalidate(struct d3d12_context *ctx, const void *state);
void
d3d12_gfx_pipeline_state_cache_invalidate_shader(struct d3d12_context *ctx,
enum pipe_shader_type stage,
struct d3d12_shader_selector *selector);
#endif