/* * 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" #ifndef _WIN32 #include #endif #define D3D12_IGNORE_SDK_LAYERS #include 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