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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_ID3D12Device2_GetCustomHeapProperties(ID3D12Device2 * dev,UINT node_mask,D3D12_HEAP_TYPE type)38 dzn_ID3D12Device2_GetCustomHeapProperties(ID3D12Device2 *dev, UINT node_mask, D3D12_HEAP_TYPE type)
39 {
40     D3D12_HEAP_PROPERTIES ret;
41 #ifdef _WIN32
42     ID3D12Device2_GetCustomHeapProperties(dev, &ret, node_mask, type);
43 #elif D3D12_SDK_VERSION >= 606
44     ret = ID3D12Device2_GetCustomHeapProperties(dev, node_mask, type);
45 #else
46     ret = ((D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, D3D12_HEAP_TYPE))dev->lpVtbl->GetCustomHeapProperties)(dev, node_mask, type);
47 #endif
48     return ret;
49 }
50 
51 static inline D3D12_RESOURCE_ALLOCATION_INFO
dzn_ID3D12Device2_GetResourceAllocationInfo(ID3D12Device2 * dev,UINT visible_mask,UINT num_resource_descs,const D3D12_RESOURCE_DESC * resource_descs)52 dzn_ID3D12Device2_GetResourceAllocationInfo(ID3D12Device2 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs)
53 {
54     D3D12_RESOURCE_ALLOCATION_INFO ret;
55 #ifdef _WIN32
56     ID3D12Device2_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs);
57 #elif D3D12_SDK_VERSION >= 606
58     ret = ID3D12Device2_GetResourceAllocationInfo(dev, visible_mask, num_resource_descs, resource_descs);
59 #else
60     ret = ((D3D12_RESOURCE_ALLOCATION_INFO (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, UINT, const D3D12_RESOURCE_DESC *))
61         dev->lpVtbl->GetResourceAllocationInfo)(dev, visible_mask, num_resource_descs, resource_descs);
62 #endif
63     return ret;
64 }
65 
66 static inline D3D12_RESOURCE_DESC
dzn_ID3D12Resource_GetDesc(ID3D12Resource * res)67 dzn_ID3D12Resource_GetDesc(ID3D12Resource *res)
68 {
69     D3D12_RESOURCE_DESC ret;
70 #ifdef _WIN32
71     ID3D12Resource_GetDesc(res, &ret);
72 #elif D3D12_SDK_VERSION >= 606
73     ret = ID3D12Resource_GetDesc(res);
74 #else
75     ret = ((D3D12_RESOURCE_DESC (STDMETHODCALLTYPE *)(ID3D12Resource *))res->lpVtbl->GetDesc)(res);
76 #endif
77     return ret;
78 }
79 
80 static inline D3D12_CPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap * heap)81 dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
82 {
83     D3D12_CPU_DESCRIPTOR_HANDLE ret;
84 #ifdef _WIN32
85     ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret);
86 #elif D3D12_SDK_VERSION >= 606
87     ret = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
88 #else
89     ret = ((D3D12_CPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(heap);
90 #endif
91     return ret;
92 }
93 
94 static inline D3D12_GPU_DESCRIPTOR_HANDLE
dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap * heap)95 dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap)
96 {
97     D3D12_GPU_DESCRIPTOR_HANDLE ret;
98 #ifdef _WIN32
99     ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret);
100 #elif D3D12_SDK_VERSION >= 606
101     ret = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
102 #else
103     ret = ((D3D12_GPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(heap);
104 #endif
105     return ret;
106 }
107 
108 #endif /*DZN_ABI_HELPER_H*/
109