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