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 /* The purpose of this file is to abstract the differences between the Windows
25 * C ABI for D3D12 and the Linux ABI. Essentially, for class methods that return
26 * structures, the MSVC C++ ABI specifies that they are always called with the return
27 * structure allocated by the caller, and passed as a hidden second parameter,
28 * after "this". But the C compiler doesn't apply that automatically to the C
29 * equivalent definition of the method, and so that ABI needs to be explicitly
30 * embedded in the C function signature. For Linux, no such ABI difference between
31 * C and C++ exists, and so C callers should use the same signature as C++.
32 */
33
34 #ifndef DZN_ABI_HELPER_H
35 #define DZN_ABI_HELPER_H
36
37 static inline D3D12_HEAP_PROPERTIES
dzn_ID3D12Device4_GetCustomHeapProperties(ID3D12Device4 * dev,UINT node_mask,D3D12_HEAP_TYPE type)38 dzn_ID3D12Device4_GetCustomHeapProperties(ID3D12Device4 *dev, UINT node_mask, D3D12_HEAP_TYPE type)
39 {
40 D3D12_HEAP_PROPERTIES ret;
41 #ifdef _WIN32
42 ID3D12Device4_GetCustomHeapProperties(dev, &ret, node_mask, type);
43 #else
44 ret = ID3D12Device4_GetCustomHeapProperties(dev, node_mask, type);
45 #endif
46 return ret;
47 }
48
49 static inline D3D12_RESOURCE_ALLOCATION_INFO
dzn_ID3D12Device4_GetResourceAllocationInfo(ID3D12Device4 * dev,UINT visible_mask,UINT num_resource_descs,const D3D12_RESOURCE_DESC * resource_descs)50 dzn_ID3D12Device4_GetResourceAllocationInfo(ID3D12Device4 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs)
51 {
52 D3D12_RESOURCE_ALLOCATION_INFO ret;
53 #ifdef _WIN32
54 ID3D12Device4_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs);
55 #else
56 ret = ID3D12Device4_GetResourceAllocationInfo(dev, visible_mask, num_resource_descs, resource_descs);
57 #endif
58 return ret;
59 }
60
61 static inline D3D12_RESOURCE_ALLOCATION_INFO
dzn_ID3D12Device12_GetResourceAllocationInfo3(ID3D12Device12 * dev,UINT visible_mask,UINT num_resource_descs,const D3D12_RESOURCE_DESC1 * resource_descs,const UINT * num_castable_formats,const DXGI_FORMAT * const * castable_formats,D3D12_RESOURCE_ALLOCATION_INFO1 * allocation_info1)62 dzn_ID3D12Device12_GetResourceAllocationInfo3(ID3D12Device12 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC1 *resource_descs,
63 const UINT *num_castable_formats, const DXGI_FORMAT *const *castable_formats,
64 D3D12_RESOURCE_ALLOCATION_INFO1 *allocation_info1)
65 {
66 D3D12_RESOURCE_ALLOCATION_INFO ret;
67 #ifdef _WIN32
68 ID3D12Device12_GetResourceAllocationInfo3(dev, &ret, visible_mask, num_resource_descs, resource_descs, num_castable_formats, castable_formats, allocation_info1);
69 #else
70 ret = ID3D12Device12_GetResourceAllocationInfo3(dev, visible_mask, num_resource_descs, resource_descs, num_castable_formats, castable_formats, allocation_info1);
71 #endif
72 return ret;
73 }
74
75 static inline D3D12_RESOURCE_DESC
dzn_ID3D12Resource_GetDesc(ID3D12Resource * res)76 dzn_ID3D12Resource_GetDesc(ID3D12Resource *res)
77 {
78 D3D12_RESOURCE_DESC ret;
79 #ifdef _WIN32
80 ID3D12Resource_GetDesc(res, &ret);
81 #else
82 ret = ID3D12Resource_GetDesc(res);
83 #endif
84 return ret;
85 }
86
87 static inline D3D12_HEAP_DESC
dzn_ID3D12Heap_GetDesc(ID3D12Heap * heap)88 dzn_ID3D12Heap_GetDesc(ID3D12Heap *heap)
89 {
90 D3D12_HEAP_DESC ret;
91 #ifdef _WIN32
92 ID3D12Heap_GetDesc(heap, &ret);
93 #else
94 ret = ID3D12Heap_GetDesc(heap);
95 #endif
96 return ret;
97 }
98
99 static inline D3D12_CPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap * heap)100 dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
101 {
102 D3D12_CPU_DESCRIPTOR_HANDLE ret;
103 #ifdef _WIN32
104 ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret);
105 #else
106 ret = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
107 #endif
108 return ret;
109 }
110
111 static inline D3D12_GPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap * heap)112 dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
113 {
114 D3D12_GPU_DESCRIPTOR_HANDLE ret;
115 #ifdef _WIN32
116 ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret);
117 #else
118 ret = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
119 #endif
120 return ret;
121 }
122
123 #endif /*DZN_ABI_HELPER_H*/
124