/* * 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_BATCH_H #define D3D12_BATCH_H #include "util/u_dynarray.h" #include #ifndef _WIN32 #include #endif #define D3D12_IGNORE_SDK_LAYERS #include struct d3d12_bo; struct d3d12_descriptor_heap; struct d3d12_fence; struct d3d12_batch { struct d3d12_fence *fence; struct set *bos; struct set *sampler_views; struct set *surfaces; struct set *objects; struct util_dynarray zombie_samplers; ID3D12CommandAllocator *cmdalloc; struct d3d12_descriptor_heap *sampler_heap; struct d3d12_descriptor_heap *view_heap; bool has_errors; }; bool d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); void d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); void d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); void d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); bool d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns); bool d3d12_batch_has_references(struct d3d12_batch *batch, struct d3d12_bo *bo); void d3d12_batch_reference_resource(struct d3d12_batch *batch, struct d3d12_resource *res); void d3d12_batch_reference_sampler_view(struct d3d12_batch *batch, struct d3d12_sampler_view *sv); void d3d12_batch_reference_surface_texture(struct d3d12_batch *batch, struct d3d12_surface *surf); void d3d12_batch_reference_object(struct d3d12_batch *batch, ID3D12Object *object); #endif