1 /* 2 * Copyright © Microsoft Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24 #ifndef D3D12_BATCH_H 25 #define D3D12_BATCH_H 26 27 #include "util/u_dynarray.h" 28 #include "util/hash_table.h" 29 #include "pipe/p_state.h" 30 #include <stdint.h> 31 32 #include "d3d12_common.h" 33 34 struct d3d12_bo; 35 struct d3d12_descriptor_heap; 36 struct d3d12_fence; 37 38 39 struct d3d12_sampler_desc_table_key 40 { 41 D3D12_CPU_DESCRIPTOR_HANDLE descs[PIPE_MAX_SHADER_SAMPLER_VIEWS]; 42 unsigned count; 43 }; 44 45 struct d3d12_batch { 46 struct d3d12_fence *fence; 47 48 struct hash_table *bos; 49 struct util_dynarray local_bos; 50 struct hash_table *sampler_tables; 51 struct set *sampler_views; 52 struct set *surfaces; 53 struct set *objects; 54 struct set *queries; 55 56 struct util_dynarray zombie_samplers; 57 58 ID3D12CommandAllocator *cmdalloc; 59 struct d3d12_descriptor_heap *sampler_heap; 60 struct d3d12_descriptor_heap *view_heap; 61 bool has_errors; 62 bool pending_memory_barrier; 63 64 uint64_t submit_id; 65 uint32_t ctx_id, ctx_index; 66 }; 67 68 bool 69 d3d12_init_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); 70 71 void 72 d3d12_destroy_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); 73 74 void 75 d3d12_start_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); 76 77 void 78 d3d12_end_batch(struct d3d12_context *ctx, struct d3d12_batch *batch); 79 80 bool 81 d3d12_reset_batch(struct d3d12_context *ctx, struct d3d12_batch *batch, uint64_t timeout_ns); 82 83 bool 84 d3d12_batch_has_references(struct d3d12_batch *batch, 85 struct d3d12_bo *bo, 86 bool want_to_write); 87 88 void 89 d3d12_batch_reference_resource(struct d3d12_batch *batch, 90 struct d3d12_resource *res, 91 bool write); 92 93 void 94 d3d12_batch_reference_sampler_view(struct d3d12_batch *batch, 95 struct d3d12_sampler_view *sv); 96 97 void 98 d3d12_batch_reference_surface_texture(struct d3d12_batch *batch, 99 struct d3d12_surface *surf); 100 101 void 102 d3d12_batch_reference_object(struct d3d12_batch *batch, 103 ID3D12Object *object); 104 105 void 106 d3d12_batch_reference_query(struct d3d12_batch *batch, 107 struct d3d12_query *query); 108 109 #endif 110