/* * 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. */ /* The purpose of this file is to abstract the differences between the Windows * C ABI for D3D12 and the Linux ABI. Essentially, for class methods that return * structures, the MSVC C++ ABI specifies that they are always called with the return * structure allocated by the caller, and passed as a hidden second parameter, * after "this". But the C compiler doesn't apply that automatically to the C * equivalent definition of the method, and so that ABI needs to be explicitly * embedded in the C function signature. For Linux, no such ABI difference between * C and C++ exists, and so C callers should use the same signature as C++. */ #ifndef DZN_ABI_HELPER_H #define DZN_ABI_HELPER_H static inline D3D12_HEAP_PROPERTIES dzn_ID3D12Device2_GetCustomHeapProperties(ID3D12Device2 *dev, UINT node_mask, D3D12_HEAP_TYPE type) { D3D12_HEAP_PROPERTIES ret; #ifdef _WIN32 ID3D12Device2_GetCustomHeapProperties(dev, &ret, node_mask, type); #elif D3D12_SDK_VERSION >= 606 ret = ID3D12Device2_GetCustomHeapProperties(dev, node_mask, type); #else ret = ((D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, D3D12_HEAP_TYPE))dev->lpVtbl->GetCustomHeapProperties)(dev, node_mask, type); #endif return ret; } static inline D3D12_RESOURCE_ALLOCATION_INFO dzn_ID3D12Device2_GetResourceAllocationInfo(ID3D12Device2 *dev, UINT visible_mask, UINT num_resource_descs, const D3D12_RESOURCE_DESC *resource_descs) { D3D12_RESOURCE_ALLOCATION_INFO ret; #ifdef _WIN32 ID3D12Device2_GetResourceAllocationInfo(dev, &ret, visible_mask, num_resource_descs, resource_descs); #elif D3D12_SDK_VERSION >= 606 ret = ID3D12Device2_GetResourceAllocationInfo(dev, visible_mask, num_resource_descs, resource_descs); #else ret = ((D3D12_RESOURCE_ALLOCATION_INFO (STDMETHODCALLTYPE *)(ID3D12Device2 *, UINT, UINT, const D3D12_RESOURCE_DESC *)) dev->lpVtbl->GetResourceAllocationInfo)(dev, visible_mask, num_resource_descs, resource_descs); #endif return ret; } static inline D3D12_RESOURCE_DESC dzn_ID3D12Resource_GetDesc(ID3D12Resource *res) { D3D12_RESOURCE_DESC ret; #ifdef _WIN32 ID3D12Resource_GetDesc(res, &ret); #elif D3D12_SDK_VERSION >= 606 ret = ID3D12Resource_GetDesc(res); #else ret = ((D3D12_RESOURCE_DESC (STDMETHODCALLTYPE *)(ID3D12Resource *))res->lpVtbl->GetDesc)(res); #endif return ret; } static inline D3D12_CPU_DESCRIPTOR_HANDLE dzn_ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap) { D3D12_CPU_DESCRIPTOR_HANDLE ret; #ifdef _WIN32 ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap, &ret); #elif D3D12_SDK_VERSION >= 606 ret = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); #else ret = ((D3D12_CPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetCPUDescriptorHandleForHeapStart)(heap); #endif return ret; } static inline D3D12_GPU_DESCRIPTOR_HANDLE dzn_ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(ID3D12DescriptorHeap *heap) { D3D12_GPU_DESCRIPTOR_HANDLE ret; #ifdef _WIN32 ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap, &ret); #elif D3D12_SDK_VERSION >= 606 ret = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); #else ret = ((D3D12_GPU_DESCRIPTOR_HANDLE (STDMETHODCALLTYPE *)(ID3D12DescriptorHeap *))heap->lpVtbl->GetGPUDescriptorHandleForHeapStart)(heap); #endif return ret; } #endif /*DZN_ABI_HELPER_H*/