
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>
101 lines
3.1 KiB
C
101 lines
3.1 KiB
C
/*
|
||
* 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
|