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All rights reserved. #pragma once #include "../DemoApp/computeContext.h" struct ComputeDescriptorReserveHandleD3D12 { ID3D12DescriptorHeap* heap; UINT descriptorSize; D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle; D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle; }; struct ComputeDynamicDescriptorHeapD3D12 { void* userdata; ComputeDescriptorReserveHandleD3D12(*reserveDescriptors)(void* userdata, UINT numDescriptors, UINT64 lastFenceCompleted, UINT64 nextFenceValue); }; struct ComputeContextDescD3D12 { ID3D12Device* device; ID3D12CommandQueue* commandQueue; ID3D12Fence* commandQueueFence; ID3D12GraphicsCommandList* commandList; UINT64 lastFenceCompleted; UINT64 nextFenceValue; ComputeDynamicDescriptorHeapD3D12 dynamicHeapCbvSrvUav; }; struct ComputeResourceDescD3D12 { D3D12_CPU_DESCRIPTOR_HANDLE srv; ID3D12Resource* resource; D3D12_RESOURCE_STATES* currentState; }; struct ComputeResourceRWDescD3D12 { ComputeResourceDescD3D12 resource; D3D12_CPU_DESCRIPTOR_HANDLE uav; }; inline const ComputeContextDescD3D12* cast_to_ComputeContextDescD3D12(const ComputeContextDesc* desc) { return (const ComputeContextDescD3D12*)(desc); } inline ComputeContextDesc* cast_from_ComputeContextDescD3D12(ComputeContextDescD3D12* desc) { return (ComputeContextDesc*)(desc); } inline const ComputeResourceDescD3D12* cast_to_ComputeResourceDescD3D12(const ComputeResourceDesc* desc) { return (const ComputeResourceDescD3D12*)(desc); } inline const ComputeResourceDesc* cast_from_ComputeResourceDescD3D12(const ComputeResourceDescD3D12* desc) { return (const ComputeResourceDesc*)(desc); } inline const ComputeResourceRWDescD3D12* cast_to_ComputeResourceRWDescD3D12(const ComputeResourceRWDesc* desc) { return (const ComputeResourceRWDescD3D12*)(desc); } inline const ComputeResourceRWDesc* cast_from_ComputeResourceRWDescD3D12(const ComputeResourceRWDescD3D12* desc) { return (const ComputeResourceRWDesc*)(desc); } COMPUTE_API ComputeContext* ComputeContextCreateD3D12(ComputeContextDesc* desc); COMPUTE_API void ComputeContextUpdateD3D12(ComputeContext* context, ComputeContextDesc* desc); COMPUTE_API void ComputeContextReleaseD3D12(ComputeContext* context); COMPUTE_API ComputeShader* ComputeShaderCreateD3D12(ComputeContext* context, const ComputeShaderDesc* desc); COMPUTE_API void ComputeShaderReleaseD3D12(ComputeShader* shader); COMPUTE_API ComputeConstantBuffer* ComputeConstantBufferCreateD3D12(ComputeContext* context, const ComputeConstantBufferDesc* desc); COMPUTE_API void ComputeConstantBufferReleaseD3D12(ComputeConstantBuffer* constantBuffer); COMPUTE_API void* ComputeConstantBufferMapD3D12(ComputeContext* context, ComputeConstantBuffer* constantBuffer); COMPUTE_API void ComputeConstantBufferUnmapD3D12(ComputeContext* context, ComputeConstantBuffer* constantBuffer); COMPUTE_API ComputeResource* ComputeResourceCreateD3D12(ComputeContext* context, const ComputeResourceDesc* desc); COMPUTE_API void ComputeResourceUpdateD3D12(ComputeContext* context, ComputeResource* resource, const ComputeResourceDesc* desc); COMPUTE_API void ComputeResourceReleaseD3D12(ComputeResource* resource); COMPUTE_API ComputeResourceRW* ComputeResourceRWCreateD3D12(ComputeContext* context, const ComputeResourceRWDesc* desc); COMPUTE_API void ComputeResourceRWUpdateD3D12(ComputeContext* context, ComputeResourceRW* resourceRW, const ComputeResourceRWDesc* desc); COMPUTE_API void ComputeResourceRWReleaseD3D12(ComputeResourceRW* resourceRW); COMPUTE_API ComputeResource* ComputeResourceRWGetResourceD3D12(ComputeResourceRW* resourceRW); COMPUTE_API void ComputeContextDispatchD3D12(ComputeContext* context, const ComputeDispatchParams* params); COMPUTE_API ComputeContext* ComputeContextNvFlowContextCreateD3D12(NvFlowContext* flowContext); COMPUTE_API void ComputeContextNvFlowContextUpdateD3D12(ComputeContext* computeContext, NvFlowContext* flowContext); COMPUTE_API ComputeResource* ComputeResourceNvFlowCreateD3D12(ComputeContext* context, NvFlowContext* flowContext, NvFlowResource* flowResource); COMPUTE_API void ComputeResourceNvFlowUpdateD3D12(ComputeContext* context, ComputeResource* resource, NvFlowContext* flowContext, NvFlowResource* flowResource); COMPUTE_API ComputeResourceRW* ComputeResourceRWNvFlowCreateD3D12(ComputeContext* context, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW); COMPUTE_API void ComputeResourceRWNvFlowUpdateD3D12(ComputeContext* context, ComputeResourceRW* resourceRW, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW);