This does quite a lot in one go, simply because C and C++ are too
different to cleanly move from one language to another. But hopefully
this won't create too many rebase-issues.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
If we're going to have any chance of porting this code to C, we're
going to have to be better at spelling out structs.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
Using the vulkan-helpers from C++ code has turned out to have a lot of
friction, because no other driver uses C++ for this.
So let's bite the bullet and call the D3D12 C-API instead. The C-API
wasn't really around when we started out, but it's there now.
This is still far from ideal; we should really create some wrapping
macros to generate the extremely verbose COM calls.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
In the C-interface, ID3D12GraphicsCommandList1 and
ID3D12GraphicsCommandList are unrelated types. So let's make sure we
consistenly use the most up-to-date version.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
In the C-interface, ID3D12Device1 and ID3D12Device are unrelated types.
So let's make sure we consistenly use the most up-to-date version.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
The Command allocator and command list type must match, but we
are forcing it to D3D12_COMMAND_LIST_TYPE_DIRECT in the reset path.
Fixes: a012b21964 ("microsoft: Initial vulkan-on-12 driver")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16023>
Needed for VK_KHR_maintenance2. While at it, fix various places where
we were only issuing resource state transition on the first sub-resource
instead of doing it per-layer/aspect.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15698>
We just need to treat layers as slices when manipulating 3D resources
whose slices are coming from/going to 2D array layers.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15698>
The current code was assuming blend constants to be passed dynamically,
which is wrong. Let's handle both the dynamic and static cases.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15608>
Looks like some functions that should have been marked static when
transitioning from C++ methods to plain C where forgotten. Let's fix that
now.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15607>
This is Dozen, the Vulkan on DirectX 12 driver. Not to be confused with
DirectEggs.
This is an early prototype, and not meant to be upstreamed as-is.
Co-Authored-by: Boris Brezillon <boris.brezillon@collabora.com>
Co-Authored-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Co-Authored-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Co-Authored-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Acked-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14766>