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_RESOURCE_STATE_H
25#define D3D12_RESOURCE_STATE_H
26
27#include <stdbool.h>
28#include <stdint.h>
29
30#include "d3d12_common.h"
31
32#include "util/hash_table.h"
33
34struct d3d12_context;
35
36const D3D12_RESOURCE_STATES RESOURCE_STATE_ALL_WRITE_BITS =
37   D3D12_RESOURCE_STATE_RENDER_TARGET | D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_DEPTH_WRITE |
38   D3D12_RESOURCE_STATE_STREAM_OUT | D3D12_RESOURCE_STATE_COPY_DEST | D3D12_RESOURCE_STATE_RESOLVE_DEST |
39   D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE | D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE;
40
41inline bool
42d3d12_is_write_state(D3D12_RESOURCE_STATES state)
43{
44   return (state & RESOURCE_STATE_ALL_WRITE_BITS) != D3D12_RESOURCE_STATE_COMMON;
45}
46
47inline bool
48d3d12_resource_supports_simultaneous_access(const D3D12_RESOURCE_DESC *desc)
49{
50   return desc->Dimension == D3D12_RESOURCE_DIMENSION_BUFFER ||
51          (desc->Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) != D3D12_RESOURCE_FLAG_NONE;
52}
53
54struct d3d12_subresource_state
55{
56   D3D12_RESOURCE_STATES state;
57   uint64_t execution_id;
58   bool is_promoted;
59   bool may_decay;
60};
61
62/* Stores the current state of either an entire resource, or each subresource */
63struct d3d12_resource_state
64{
65   bool homogenous;
66   bool supports_simultaneous_access;
67   uint32_t num_subresources;
68   d3d12_subresource_state *subresource_states;
69};
70
71bool
72d3d12_resource_state_init(d3d12_resource_state *state, uint32_t subresource_count, bool simultaneous_access);
73
74void
75d3d12_resource_state_cleanup(d3d12_resource_state *state);
76
77void
78d3d12_context_state_table_init(struct d3d12_context *ctx);
79
80void
81d3d12_context_state_table_destroy(struct d3d12_context *ctx);
82
83bool
84d3d12_context_state_resolve_submission(struct d3d12_context *ctx, struct d3d12_batch *batch);
85
86#endif // D3D12_RESOURCE_STATE_H
87