ebiten/internal/graphicsdriver/directx/d3d12_windows.go
Hajime Hoshi c8a2e5dc71 internal/graphicsdriver/directx: refactoring
This is a preparation for a DirectX 11 driver.

Updates #2613
2023-03-29 15:34:58 +09:00

2078 lines
74 KiB
Go

// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package directx
import (
"fmt"
"math"
"runtime"
"syscall"
"unsafe"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
)
// Reference:
// * https://github.com/microsoft/DirectX-Headers
// * https://github.com/microsoft/win32metadata
const (
_D3D12_APPEND_ALIGNED_ELEMENT = 0xffffffff
_D3D12_DEFAULT_DEPTH_BIAS = 0
_D3D12_DEFAULT_DEPTH_BIAS_CLAMP = 0.0
_D3D12_DEFAULT_STENCIL_READ_MASK = 0xff
_D3D12_DEFAULT_STENCIL_WRITE_MASK = 0xff
_D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS = 0.0
_D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND = 0xffffffff
_D3D12_MAX_DEPTH = 1.0
_D3D12_MIN_DEPTH = 0.0
_D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION = 16384
_D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES = 0xffffffff
_D3D12XBOX_DEFAULT_SIZE_BYTES = 0xffffffff
)
type _D3D12_BLEND int32
const (
_D3D12_BLEND_ZERO _D3D12_BLEND = 1
_D3D12_BLEND_ONE _D3D12_BLEND = 2
_D3D12_BLEND_SRC_COLOR _D3D12_BLEND = 3
_D3D12_BLEND_INV_SRC_COLOR _D3D12_BLEND = 4
_D3D12_BLEND_SRC_ALPHA _D3D12_BLEND = 5
_D3D12_BLEND_INV_SRC_ALPHA _D3D12_BLEND = 6
_D3D12_BLEND_DEST_ALPHA _D3D12_BLEND = 7
_D3D12_BLEND_INV_DEST_ALPHA _D3D12_BLEND = 8
_D3D12_BLEND_DEST_COLOR _D3D12_BLEND = 9
_D3D12_BLEND_INV_DEST_COLOR _D3D12_BLEND = 10
_D3D12_BLEND_SRC_ALPHA_SAT _D3D12_BLEND = 11
_D3D12_BLEND_BLEND_FACTOR _D3D12_BLEND = 14
_D3D12_BLEND_INV_BLEND_FACTOR _D3D12_BLEND = 15
_D3D12_BLEND_SRC1_COLOR _D3D12_BLEND = 16
_D3D12_BLEND_INV_SRC1_COLOR _D3D12_BLEND = 17
_D3D12_BLEND_SRC1_ALPHA _D3D12_BLEND = 18
_D3D12_BLEND_INV_SRC1_ALPHA _D3D12_BLEND = 19
)
type _D3D12_BLEND_OP int32
const (
_D3D12_BLEND_OP_ADD _D3D12_BLEND_OP = 1
_D3D12_BLEND_OP_SUBTRACT _D3D12_BLEND_OP = 2
_D3D12_BLEND_OP_REV_SUBTRACT _D3D12_BLEND_OP = 3
_D3D12_BLEND_OP_MIN _D3D12_BLEND_OP = 4
_D3D12_BLEND_OP_MAX _D3D12_BLEND_OP = 5
)
type _D3D12_CLEAR_FLAGS int32
const (
_D3D12_CLEAR_FLAG_DEPTH _D3D12_CLEAR_FLAGS = 0x1
_D3D12_CLEAR_FLAG_STENCIL _D3D12_CLEAR_FLAGS = 0x2
)
type _D3D12_COLOR_WRITE_ENABLE int32
const (
_D3D12_COLOR_WRITE_ENABLE_RED _D3D12_COLOR_WRITE_ENABLE = 1
_D3D12_COLOR_WRITE_ENABLE_GREEN _D3D12_COLOR_WRITE_ENABLE = 2
_D3D12_COLOR_WRITE_ENABLE_BLUE _D3D12_COLOR_WRITE_ENABLE = 4
_D3D12_COLOR_WRITE_ENABLE_ALPHA _D3D12_COLOR_WRITE_ENABLE = 8
_D3D12_COLOR_WRITE_ENABLE_ALL _D3D12_COLOR_WRITE_ENABLE = _D3D12_COLOR_WRITE_ENABLE_RED | _D3D12_COLOR_WRITE_ENABLE_GREEN | _D3D12_COLOR_WRITE_ENABLE_BLUE | _D3D12_COLOR_WRITE_ENABLE_ALPHA
)
type _D3D12_COMMAND_LIST_TYPE int32
const (
_D3D12_COMMAND_LIST_TYPE_DIRECT _D3D12_COMMAND_LIST_TYPE = 0
)
type _D3D12_COMMAND_QUEUE_FLAGS int32
const (
_D3D12_COMMAND_QUEUE_FLAG_NONE _D3D12_COMMAND_QUEUE_FLAGS = 0
)
type _D3D12_COMPARISON_FUNC int32
const (
_D3D12_COMPARISON_FUNC_NEVER _D3D12_COMPARISON_FUNC = 1
_D3D12_COMPARISON_FUNC_LESS _D3D12_COMPARISON_FUNC = 2
_D3D12_COMPARISON_FUNC_EQUAL _D3D12_COMPARISON_FUNC = 3
_D3D12_COMPARISON_FUNC_LESS_EQUAL _D3D12_COMPARISON_FUNC = 4
_D3D12_COMPARISON_FUNC_GREATER _D3D12_COMPARISON_FUNC = 5
_D3D12_COMPARISON_FUNC_NOT_EQUAL _D3D12_COMPARISON_FUNC = 6
_D3D12_COMPARISON_FUNC_GREATER_EQUAL _D3D12_COMPARISON_FUNC = 7
_D3D12_COMPARISON_FUNC_ALWAYS _D3D12_COMPARISON_FUNC = 8
)
type _D3D12_CONSERVATIVE_RASTERIZATION_MODE int32
const (
_D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF _D3D12_CONSERVATIVE_RASTERIZATION_MODE = 0
_D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON _D3D12_CONSERVATIVE_RASTERIZATION_MODE = 1
)
type _D3D12_CPU_PAGE_PROPERTY int32
const (
_D3D12_CPU_PAGE_PROPERTY_UNKNOWN _D3D12_CPU_PAGE_PROPERTY = 0
)
type _D3D12_CULL_MODE int32
const (
_D3D12_CULL_MODE_NONE _D3D12_CULL_MODE = 1
_D3D12_CULL_MODE_FRONT _D3D12_CULL_MODE = 2
_D3D12_CULL_MODE_BACK _D3D12_CULL_MODE = 3
)
type _D3D12_DEBUG_FEATURE int32
const (
_D3D12_DEBUG_FEATURE_NONE _D3D12_DEBUG_FEATURE = 0
_D3D12_DEBUG_FEATURE_ALLOW_BEHAVIOR_CHANGING_DEBUG_AIDS _D3D12_DEBUG_FEATURE = 0x1
_D3D12_DEBUG_FEATURE_CONSERVATIVE_RESOURCE_STATE_TRACKING _D3D12_DEBUG_FEATURE = 0x2
_D3D12_DEBUG_FEATURE_DISABLE_VIRTUALIZED_BUNDLES_VALIDATION _D3D12_DEBUG_FEATURE = 0x4
)
type _D3D12_DEPTH_WRITE_MASK int32
const (
_D3D12_DEPTH_WRITE_MASK_ZERO _D3D12_DEPTH_WRITE_MASK = 0
_D3D12_DEPTH_WRITE_MASK_ALL _D3D12_DEPTH_WRITE_MASK = 1
)
type _D3D12_DESCRIPTOR_HEAP_TYPE int32
const (
_D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV _D3D12_DESCRIPTOR_HEAP_TYPE = iota
_D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
_D3D12_DESCRIPTOR_HEAP_TYPE_RTV
_D3D12_DESCRIPTOR_HEAP_TYPE_DSV
_D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES
)
type _D3D12_DESCRIPTOR_HEAP_FLAGS int32
const (
_D3D12_DESCRIPTOR_HEAP_FLAG_NONE _D3D12_DESCRIPTOR_HEAP_FLAGS = 0
_D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE _D3D12_DESCRIPTOR_HEAP_FLAGS = 0x1
)
type _D3D12_DESCRIPTOR_RANGE_TYPE int32
const (
_D3D12_DESCRIPTOR_RANGE_TYPE_SRV _D3D12_DESCRIPTOR_RANGE_TYPE = iota
_D3D12_DESCRIPTOR_RANGE_TYPE_UAV
_D3D12_DESCRIPTOR_RANGE_TYPE_CBV
_D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER
)
type _D3D12_DSV_DIMENSION int32
const (
_D3D12_DSV_DIMENSION_UNKNOWN _D3D12_DSV_DIMENSION = 0
_D3D12_DSV_DIMENSION_TEXTURE1D _D3D12_DSV_DIMENSION = 1
_D3D12_DSV_DIMENSION_TEXTURE1DARRAY _D3D12_DSV_DIMENSION = 2
_D3D12_DSV_DIMENSION_TEXTURE2D _D3D12_DSV_DIMENSION = 3
_D3D12_DSV_DIMENSION_TEXTURE2DARRAY _D3D12_DSV_DIMENSION = 4
_D3D12_DSV_DIMENSION_TEXTURE2DMS _D3D12_DSV_DIMENSION = 5
_D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY _D3D12_DSV_DIMENSION = 6
)
type _D3D12_DSV_FLAGS int32
const (
_D3D12_DSV_FLAG_NONE _D3D12_DSV_FLAGS = 0
_D3D12_DSV_FLAG_READ_ONLY_DEPTH _D3D12_DSV_FLAGS = 0x1
_D3D12_DSV_FLAG_READ_ONLY_STENCIL _D3D12_DSV_FLAGS = 0x2
)
type _D3D12_FENCE_FLAGS int32
const (
_D3D12_FENCE_FLAG_NONE _D3D12_FENCE_FLAGS = 0
)
type _D3D12_FILL_MODE int32
const (
_D3D12_FILL_MODE_WIREFRAME _D3D12_FILL_MODE = 2
_D3D12_FILL_MODE_SOLID _D3D12_FILL_MODE = 3
)
type _D3D12_FILTER int32
const (
_D3D12_FILTER_MIN_MAG_MIP_POINT _D3D12_FILTER = 0
)
type _D3D12_HEAP_FLAGS int32
const (
_D3D12_HEAP_FLAG_NONE _D3D12_HEAP_FLAGS = 0
_D3D12_HEAP_FLAG_ALLOW_DISPLAY _D3D12_HEAP_FLAGS = 0x8
)
type _D3D12_HEAP_TYPE int32
const (
_D3D12_HEAP_TYPE_DEFAULT _D3D12_HEAP_TYPE = 1
_D3D12_HEAP_TYPE_UPLOAD _D3D12_HEAP_TYPE = 2
_D3D12_HEAP_TYPE_READBACK _D3D12_HEAP_TYPE = 3
_D3D12_HEAP_TYPE_CUSTOM _D3D12_HEAP_TYPE = 4
)
type _D3D12_INDEX_BUFFER_STRIP_CUT_VALUE int32
const (
_D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED _D3D12_INDEX_BUFFER_STRIP_CUT_VALUE = 0
_D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF _D3D12_INDEX_BUFFER_STRIP_CUT_VALUE = 1
_D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF _D3D12_INDEX_BUFFER_STRIP_CUT_VALUE = 2
)
type _D3D12_INPUT_CLASSIFICATION int32
const (
_D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA _D3D12_INPUT_CLASSIFICATION = 0
_D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA _D3D12_INPUT_CLASSIFICATION = 1
)
type _D3D12_LOGIC_OP int32
const (
_D3D12_LOGIC_OP_CLEAR _D3D12_LOGIC_OP = iota
_D3D12_LOGIC_OP_SET
_D3D12_LOGIC_OP_COPY
_D3D12_LOGIC_OP_COPY_INVERTED
_D3D12_LOGIC_OP_NOOP
_D3D12_LOGIC_OP_INVERT
_D3D12_LOGIC_OP_AND
_D3D12_LOGIC_OP_NAND
_D3D12_LOGIC_OP_OR
_D3D12_LOGIC_OP_NOR
_D3D12_LOGIC_OP_XOR
_D3D12_LOGIC_OP_EQUIV
_D3D12_LOGIC_OP_AND_REVERSE
_D3D12_LOGIC_OP_AND_INVERTED
_D3D12_LOGIC_OP_OR_REVERSE
_D3D12_LOGIC_OP_OR_INVERTED
)
type _D3D12_MEMORY_POOL int32
const (
_D3D12_MEMORY_POOL_UNKNOWN _D3D12_MEMORY_POOL = 0
)
type _D3D12_PIPELINE_STATE_FLAGS int32
const (
_D3D12_PIPELINE_STATE_FLAG_NONE _D3D12_PIPELINE_STATE_FLAGS = 0
_D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG _D3D12_PIPELINE_STATE_FLAGS = 0x1
)
type _D3D12_PRIMITIVE_TOPOLOGY_TYPE int32
const (
_D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED _D3D12_PRIMITIVE_TOPOLOGY_TYPE = 0
_D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT _D3D12_PRIMITIVE_TOPOLOGY_TYPE = 1
_D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE _D3D12_PRIMITIVE_TOPOLOGY_TYPE = 2
_D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE _D3D12_PRIMITIVE_TOPOLOGY_TYPE = 3
_D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH _D3D12_PRIMITIVE_TOPOLOGY_TYPE = 4
)
type _D3D12_RESOURCE_BARRIER_FLAGS int32
const (
_D3D12_RESOURCE_BARRIER_FLAG_NONE _D3D12_RESOURCE_BARRIER_FLAGS = 0
)
type _D3D12_RESOURCE_BARRIER_TYPE int32
const (
_D3D12_RESOURCE_BARRIER_TYPE_TRANSITION _D3D12_RESOURCE_BARRIER_TYPE = 0
)
type _D3D12_RESOURCE_DIMENSION int32
const (
_D3D12_RESOURCE_DIMENSION_UNKNOWN _D3D12_RESOURCE_DIMENSION = 0
_D3D12_RESOURCE_DIMENSION_BUFFER _D3D12_RESOURCE_DIMENSION = 1
_D3D12_RESOURCE_DIMENSION_TEXTURE1D _D3D12_RESOURCE_DIMENSION = 2
_D3D12_RESOURCE_DIMENSION_TEXTURE2D _D3D12_RESOURCE_DIMENSION = 3
_D3D12_RESOURCE_DIMENSION_TEXTURE3D _D3D12_RESOURCE_DIMENSION = 4
)
type _D3D12_RESOURCE_FLAGS int32
const (
_D3D12_RESOURCE_FLAG_NONE _D3D12_RESOURCE_FLAGS = 0
_D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET _D3D12_RESOURCE_FLAGS = 0x1
_D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL _D3D12_RESOURCE_FLAGS = 0x2
_D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS _D3D12_RESOURCE_FLAGS = 0x4
_D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE _D3D12_RESOURCE_FLAGS = 0x8
_D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER _D3D12_RESOURCE_FLAGS = 0x10
_D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS _D3D12_RESOURCE_FLAGS = 0x20
_D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY _D3D12_RESOURCE_FLAGS = 0x40
)
type _D3D12_RESOURCE_STATES int32
const (
_D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER _D3D12_RESOURCE_STATES = 0x1
_D3D12_RESOURCE_STATE_INDEX_BUFFER _D3D12_RESOURCE_STATES = 0x2
_D3D12_RESOURCE_STATE_RENDER_TARGET _D3D12_RESOURCE_STATES = 0x4
_D3D12_RESOURCE_STATE_DEPTH_WRITE _D3D12_RESOURCE_STATES = 0x10
_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE _D3D12_RESOURCE_STATES = 0x40
_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE _D3D12_RESOURCE_STATES = 0x80
_D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT _D3D12_RESOURCE_STATES = 0x200
_D3D12_RESOURCE_STATE_COPY_DEST _D3D12_RESOURCE_STATES = 0x400
_D3D12_RESOURCE_STATE_COPY_SOURCE _D3D12_RESOURCE_STATES = 0x800
_D3D12_RESOURCE_STATE_PRESENT _D3D12_RESOURCE_STATES = 0
)
func _D3D12_RESOURCE_STATE_GENERIC_READ() _D3D12_RESOURCE_STATES {
if microsoftgdk.IsXbox() {
return _D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
_D3D12_RESOURCE_STATE_INDEX_BUFFER |
_D3D12_RESOURCE_STATE_COPY_SOURCE |
_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
}
return _D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
_D3D12_RESOURCE_STATE_INDEX_BUFFER |
_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
_D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT |
_D3D12_RESOURCE_STATE_COPY_SOURCE
}
type _D3D12_ROOT_PARAMETER_TYPE int32
const (
_D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE _D3D12_ROOT_PARAMETER_TYPE = iota
_D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS
_D3D12_ROOT_PARAMETER_TYPE_CBV
_D3D12_ROOT_PARAMETER_TYPE_SRV
_D3D12_ROOT_PARAMETER_TYPE_UAV
)
type _D3D12_ROOT_SIGNATURE_FLAGS int32
const (
_D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT _D3D12_ROOT_SIGNATURE_FLAGS = 0x1
)
type _D3D12_RTV_DIMENSION int32
const (
_D3D12_RTV_DIMENSION_TEXTURE2D _D3D12_RTV_DIMENSION = 4
)
const (
_D3D12_SHADER_COMPONENT_MAPPING_MASK = 0x7
_D3D12_SHADER_COMPONENT_MAPPING_SHIFT = 3
_D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES = 1 << (_D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 4)
_D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING_0_1_2_3 = (0 & _D3D12_SHADER_COMPONENT_MAPPING_MASK) |
((1 & _D3D12_SHADER_COMPONENT_MAPPING_MASK) << _D3D12_SHADER_COMPONENT_MAPPING_SHIFT) |
((2 & _D3D12_SHADER_COMPONENT_MAPPING_MASK) << (_D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 2)) |
((3 & _D3D12_SHADER_COMPONENT_MAPPING_MASK) << (_D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 3)) |
_D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES
_D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = _D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING_0_1_2_3
)
type _D3D12_SHADER_VISIBILITY int32
const (
_D3D12_SHADER_VISIBILITY_ALL _D3D12_SHADER_VISIBILITY = 0
_D3D12_SHADER_VISIBILITY_VERTEX _D3D12_SHADER_VISIBILITY = 1
_D3D12_SHADER_VISIBILITY_HULL _D3D12_SHADER_VISIBILITY = 2
_D3D12_SHADER_VISIBILITY_DOMAIN _D3D12_SHADER_VISIBILITY = 3
_D3D12_SHADER_VISIBILITY_GEOMETRY _D3D12_SHADER_VISIBILITY = 4
_D3D12_SHADER_VISIBILITY_PIXEL _D3D12_SHADER_VISIBILITY = 5
_D3D12_SHADER_VISIBILITY_AMPLIFICATION _D3D12_SHADER_VISIBILITY = 6
_D3D12_SHADER_VISIBILITY_MESH _D3D12_SHADER_VISIBILITY = 7
)
type _D3D12_SRV_DIMENSION int32
const (
_D3D12_SRV_DIMENSION_UNKNOWN _D3D12_SRV_DIMENSION = 0
_D3D12_SRV_DIMENSION_BUFFER _D3D12_SRV_DIMENSION = 1
_D3D12_SRV_DIMENSION_TEXTURE1D _D3D12_SRV_DIMENSION = 2
_D3D12_SRV_DIMENSION_TEXTURE1DARRAY _D3D12_SRV_DIMENSION = 3
_D3D12_SRV_DIMENSION_TEXTURE2D _D3D12_SRV_DIMENSION = 4
_D3D12_SRV_DIMENSION_TEXTURE2DARRAY _D3D12_SRV_DIMENSION = 5
_D3D12_SRV_DIMENSION_TEXTURE2DMS _D3D12_SRV_DIMENSION = 6
_D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY _D3D12_SRV_DIMENSION = 7
_D3D12_SRV_DIMENSION_TEXTURE3D _D3D12_SRV_DIMENSION = 8
_D3D12_SRV_DIMENSION_TEXTURECUBE _D3D12_SRV_DIMENSION = 9
_D3D12_SRV_DIMENSION_TEXTURECUBEARRAY _D3D12_SRV_DIMENSION = 10
_D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE _D3D12_SRV_DIMENSION = 11
)
type _D3D12_STATIC_BORDER_COLOR int32
const (
_D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK _D3D12_STATIC_BORDER_COLOR = 0
)
type _D3D12_STENCIL_OP int32
const (
_D3D12_STENCIL_OP_KEEP _D3D12_STENCIL_OP = 1
_D3D12_STENCIL_OP_ZERO _D3D12_STENCIL_OP = 2
_D3D12_STENCIL_OP_REPLACE _D3D12_STENCIL_OP = 3
_D3D12_STENCIL_OP_INCR_SAT _D3D12_STENCIL_OP = 4
_D3D12_STENCIL_OP_DECR_SAT _D3D12_STENCIL_OP = 5
_D3D12_STENCIL_OP_INVERT _D3D12_STENCIL_OP = 6
_D3D12_STENCIL_OP_INCR _D3D12_STENCIL_OP = 7
_D3D12_STENCIL_OP_DECR _D3D12_STENCIL_OP = 8
)
type _D3D12_TEXTURE_ADDRESS_MODE int32
const (
_D3D12_TEXTURE_ADDRESS_MODE_WRAP _D3D12_TEXTURE_ADDRESS_MODE = 1
_D3D12_TEXTURE_ADDRESS_MODE_MIRROR _D3D12_TEXTURE_ADDRESS_MODE = 2
_D3D12_TEXTURE_ADDRESS_MODE_CLAMP _D3D12_TEXTURE_ADDRESS_MODE = 3
_D3D12_TEXTURE_ADDRESS_MODE_BORDER _D3D12_TEXTURE_ADDRESS_MODE = 4
_D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE _D3D12_TEXTURE_ADDRESS_MODE = 5
)
type _D3D12_TEXTURE_COPY_TYPE int32
const (
_D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX _D3D12_TEXTURE_COPY_TYPE = 0
_D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT _D3D12_TEXTURE_COPY_TYPE = 1
)
type _D3D12_TEXTURE_LAYOUT int32
const (
_D3D12_TEXTURE_LAYOUT_UNKNOWN _D3D12_TEXTURE_LAYOUT = 0
_D3D12_TEXTURE_LAYOUT_ROW_MAJOR _D3D12_TEXTURE_LAYOUT = 1
_D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE _D3D12_TEXTURE_LAYOUT = 2
_D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE _D3D12_TEXTURE_LAYOUT = 3
)
type _D3D12XBOX_CREATE_DEVICE_FLAGS int32
type _D3D12XBOX_FRAME_EVENT_TYPE int32
const (
_D3D12XBOX_FRAME_EVENT_ORIGIN _D3D12XBOX_FRAME_EVENT_TYPE = 0
)
type _D3D12XBOX_FRAME_INTERVAL_FLAGS int32
const (
_D3D12XBOX_FRAME_INTERVAL_FLAG_NONE _D3D12XBOX_FRAME_INTERVAL_FLAGS = 0x0
)
type _D3D12XBOX_FRAME_PIPELINE_TOKEN uint64
const (
_D3D12XBOX_FRAME_PIPELINE_TOKEN_NULL _D3D12XBOX_FRAME_PIPELINE_TOKEN = 0
)
type _D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY_FLAGS int32
type _D3D12XBOX_PRESENT_DESC_TYPE int32
type _D3D12XBOX_PRESENT_FLAGS int32
type _D3D12XBOX_PRESENT_PLANE_FLAGS int32
type _D3D12XBOX_PRESENT_PLANE_SCALE_FILTER int32
type _D3D12XBOX_PRESENT_PLANE_DESC_TYPE int32
type _D3D12XBOX_PROCESS_DEBUG_FLAGS int32
const (
_D3D12XBOX_PROCESS_DEBUG_FLAG_NONE _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x0
_D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00000001
_D3D12_PROCESS_DEBUG_FLAG_DEBUG_LAYER_ENABLED _D3D12XBOX_PROCESS_DEBUG_FLAGS = _D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG
_D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00100000
_D3D12XBOX_PROCESS_DEBUG_FLAG_VALIDATED _D3D12XBOX_PROCESS_DEBUG_FLAGS = _D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG
_D3D12XBOX_PROCESS_DEBUG_FLAG_NULL_GPU _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x00400000
_D3D12XBOX_PROCESS_DEBUG_FLAG_ENABLE_COMMON_STATE_PROMOTION _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x01000000
_D3D12XBOX_PROCESS_DEBUG_FLAG_ENHANCED_VALIDATION _D3D12XBOX_PROCESS_DEBUG_FLAGS = 0x02000000
)
type _D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAGS int32
const (
_D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAG_NONE _D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAGS = 0x0
)
type _D3D12XBOX_WAIT_FRAME_EVENT_FLAGS int32
const (
_D3D12XBOX_WAIT_FRAME_EVENT_FLAG_NONE _D3D12XBOX_WAIT_FRAME_EVENT_FLAGS = 0x0
)
const (
_D3D12XBOX_FRAME_INTERVAL_60_HZ = 16667
)
var (
_IID_ID3D12CommandAllocator = windows.GUID{Data1: 0x6102dee4, Data2: 0xaf59, Data3: 0x4b09, Data4: [...]byte{0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24}}
_IID_ID3D12CommandQueue = windows.GUID{Data1: 0x0ec870a6, Data2: 0x5d7e, Data3: 0x4c22, Data4: [...]byte{0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed}}
_IID_ID3D12Debug = windows.GUID{Data1: 0x344488b7, Data2: 0x6846, Data3: 0x474b, Data4: [...]byte{0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0}}
_IID_ID3D12DescriptorHeap = windows.GUID{Data1: 0x8efb471d, Data2: 0x616c, Data3: 0x4f49, Data4: [...]byte{0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51}}
_IID_ID3D12DebugCommandList = windows.GUID{Data1: 0x09e0bf36, Data2: 0x54ac, Data3: 0x484f, Data4: [...]byte{0x88, 0x47, 0x4b, 0xae, 0xea, 0xb6, 0x05, 0x3f}}
_IID_ID3D12Device = windows.GUID{Data1: 0x189819f1, Data2: 0x1db6, Data3: 0x4b57, Data4: [...]byte{0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7}}
_IID_ID3D12Fence = windows.GUID{Data1: 0x0a753dcf, Data2: 0xc4d8, Data3: 0x4b91, Data4: [...]byte{0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76}}
_IID_ID3D12GraphicsCommandList = windows.GUID{Data1: 0x5b160d0f, Data2: 0xac1b, Data3: 0x4185, Data4: [...]byte{0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55}}
_IID_ID3D12PipelineState = windows.GUID{Data1: 0x765a30f3, Data2: 0xf624, Data3: 0x4c6f, Data4: [...]byte{0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45}}
_IID_ID3D12Resource = windows.GUID{Data1: 0x696442be, Data2: 0xa72e, Data3: 0x4059, Data4: [...]byte{0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad}}
_IID_ID3D12RootSignature = windows.GUID{Data1: 0xc54a6b66, Data2: 0x72df, Data3: 0x4ee8, Data4: [...]byte{0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14}}
)
type _D3D12_BLEND_DESC struct {
AlphaToCoverageEnable _BOOL
IndependentBlendEnable _BOOL
RenderTarget [8]_D3D12_RENDER_TARGET_BLEND_DESC
}
type _D3D12_BOX struct {
left uint32
top uint32
front uint32
right uint32
bottom uint32
back uint32
}
type _D3D12_CACHED_PIPELINE_STATE struct {
pCachedBlob uintptr
CachedBlobSizeInBytes uintptr
}
type _D3D12_CLEAR_VALUE struct {
Format _DXGI_FORMAT
Color [4]float32 // Union
}
type _D3D12_CONSTANT_BUFFER_VIEW_DESC struct {
BufferLocation _D3D12_GPU_VIRTUAL_ADDRESS
SizeInBytes uint32
}
type _D3D12_CPU_DESCRIPTOR_HANDLE struct {
ptr uintptr
}
func (h *_D3D12_CPU_DESCRIPTOR_HANDLE) Offset(offsetInDescriptors int32, descriptorIncrementSize uint32) {
h.ptr += uintptr(offsetInDescriptors) * uintptr(descriptorIncrementSize)
}
type _D3D12_DEPTH_STENCIL_DESC struct {
DepthEnable _BOOL
DepthWriteMask _D3D12_DEPTH_WRITE_MASK
DepthFunc _D3D12_COMPARISON_FUNC
StencilEnable _BOOL
StencilReadMask uint8
StencilWriteMask uint8
FrontFace _D3D12_DEPTH_STENCILOP_DESC
BackFace _D3D12_DEPTH_STENCILOP_DESC
}
type _D3D12_DEPTH_STENCILOP_DESC struct {
StencilFailOp _D3D12_STENCIL_OP
StencilDepthFailOp _D3D12_STENCIL_OP
StencilPassOp _D3D12_STENCIL_OP
StencilFunc _D3D12_COMPARISON_FUNC
}
type _D3D12_DESCRIPTOR_RANGE struct {
RangeType _D3D12_DESCRIPTOR_RANGE_TYPE
NumDescriptors uint32
BaseShaderRegister uint32
RegisterSpace uint32
OffsetInDescriptorsFromTableStart uint32
}
type _D3D12_GPU_DESCRIPTOR_HANDLE struct {
ptr uint64
}
func (h *_D3D12_GPU_DESCRIPTOR_HANDLE) Offset(offsetInDescriptors int32, descriptorIncrementSize uint32) {
h.ptr += uint64(offsetInDescriptors) * uint64(descriptorIncrementSize)
}
type _D3D12_GPU_VIRTUAL_ADDRESS uint64
type _D3D12_GRAPHICS_PIPELINE_STATE_DESC struct {
pRootSignature *_ID3D12RootSignature
VS _D3D12_SHADER_BYTECODE
PS _D3D12_SHADER_BYTECODE
DS _D3D12_SHADER_BYTECODE
HS _D3D12_SHADER_BYTECODE
GS _D3D12_SHADER_BYTECODE
StreamOutput _D3D12_STREAM_OUTPUT_DESC
BlendState _D3D12_BLEND_DESC
SampleMask uint32
RasterizerState _D3D12_RASTERIZER_DESC
DepthStencilState _D3D12_DEPTH_STENCIL_DESC
InputLayout _D3D12_INPUT_LAYOUT_DESC
IBStripCutValue _D3D12_INDEX_BUFFER_STRIP_CUT_VALUE
PrimitiveTopologyType _D3D12_PRIMITIVE_TOPOLOGY_TYPE
NumRenderTargets uint32
RTVFormats [8]_DXGI_FORMAT
DSVFormat _DXGI_FORMAT
SampleDesc _DXGI_SAMPLE_DESC
NodeMask uint32
CachedPSO _D3D12_CACHED_PIPELINE_STATE
Flags _D3D12_PIPELINE_STATE_FLAGS
}
type _D3D12_HEAP_PROPERTIES struct {
Type _D3D12_HEAP_TYPE
CPUPageProperty _D3D12_CPU_PAGE_PROPERTY
MemoryPoolPreference _D3D12_MEMORY_POOL
CreationNodeMask uint32
VisibleNodeMask uint32
}
type _D3D12_INDEX_BUFFER_VIEW struct {
BufferLocation _D3D12_GPU_VIRTUAL_ADDRESS
SizeInBytes uint32
Format _DXGI_FORMAT
}
type _D3D12_INPUT_ELEMENT_DESC struct {
SemanticName *byte
SemanticIndex uint32
Format _DXGI_FORMAT
InputSlot uint32
AlignedByteOffset uint32
InputSlotClass _D3D12_INPUT_CLASSIFICATION
InstanceDataStepRate uint32
}
type _D3D12_INPUT_LAYOUT_DESC struct {
pInputElementDescs *_D3D12_INPUT_ELEMENT_DESC
NumElements uint32
}
type _D3D12_RANGE struct {
Begin uintptr
End uintptr
}
type _D3D12_RASTERIZER_DESC struct {
FillMode _D3D12_FILL_MODE
CullMode _D3D12_CULL_MODE
FrontCounterClockwise _BOOL
DepthBias int32
DepthBiasClamp float32
SlopeScaledDepthBias float32
DepthClipEnable _BOOL
MultisampleEnable _BOOL
AntialiasedLineEnable _BOOL
ForcedSampleCount uint32
ConservativeRaster _D3D12_CONSERVATIVE_RASTERIZATION_MODE
}
type _D3D12_RECT struct {
left int32
top int32
right int32
bottom int32
}
type _D3D12_RESOURCE_BARRIER_Transition struct {
Type _D3D12_RESOURCE_BARRIER_TYPE
Flags _D3D12_RESOURCE_BARRIER_FLAGS
Transition _D3D12_RESOURCE_TRANSITION_BARRIER
}
type _D3D12_RESOURCE_TRANSITION_BARRIER struct {
pResource *_ID3D12Resource
Subresource uint32
StateBefore _D3D12_RESOURCE_STATES
StateAfter _D3D12_RESOURCE_STATES
}
type _D3D12_ROOT_DESCRIPTOR_TABLE struct {
NumDescriptorRanges uint32
pDescriptorRanges *_D3D12_DESCRIPTOR_RANGE
}
type _D3D12_ROOT_SIGNATURE_DESC struct {
NumParameters uint32
pParameters *_D3D12_ROOT_PARAMETER
NumStaticSamplers uint32
pStaticSamplers *_D3D12_STATIC_SAMPLER_DESC
Flags _D3D12_ROOT_SIGNATURE_FLAGS
}
type _D3D12_SHADER_BYTECODE struct {
pShaderBytecode unsafe.Pointer
BytecodeLength uintptr
}
type _D3D12_SHADER_RESOURCE_VIEW_DESC struct {
Format _DXGI_FORMAT
ViewDimension _D3D12_SRV_DIMENSION
Shader4ComponentMapping uint32
_ [4]byte // Padding (This is the same for 32bit and 64bit architectures)
Texture2D _D3D12_TEX2D_SRV // Union
_ [24 - unsafe.Sizeof(_D3D12_TEX2D_SRV{})]byte // Padding for union (D3D12_TEX2D_ARRAY_SRV (24bits) is the biggest)
}
type _D3D12_SO_DECLARATION_ENTRY struct {
Stream uint32
SemanticName *byte
SemanticIndex uint32
StartComponent byte
ComponentCount byte
OutputSlot byte
}
type _D3D12_STATIC_SAMPLER_DESC struct {
Filter _D3D12_FILTER
AddressU _D3D12_TEXTURE_ADDRESS_MODE
AddressV _D3D12_TEXTURE_ADDRESS_MODE
AddressW _D3D12_TEXTURE_ADDRESS_MODE
MipLODBias float32
MaxAnisotropy uint32
ComparisonFunc _D3D12_COMPARISON_FUNC
BorderColor _D3D12_STATIC_BORDER_COLOR
MinLOD float32
MaxLOD float32
ShaderRegister uint32
RegisterSpace uint32
ShaderVisibility _D3D12_SHADER_VISIBILITY
}
type _D3D12_STREAM_OUTPUT_DESC struct {
pSODeclaration *_D3D12_SO_DECLARATION_ENTRY
NumEntries uint32
pBufferStrides *uint32
NumStrides uint32
RasterizedStream uint32
}
type _D3D12_TEX2D_DSV struct {
MipSlice uint32
}
type _D3D12_TEX2D_SRV struct {
MostDetailedMip uint32
MipLevels uint32
PlaneSlice uint32
ResourceMinLODClamp float32
}
type _D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint struct {
pResource *_ID3D12Resource
Type _D3D12_TEXTURE_COPY_TYPE
PlacedFootprint _D3D12_PLACED_SUBRESOURCE_FOOTPRINT
}
type _D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex struct {
pResource *_ID3D12Resource
Type _D3D12_TEXTURE_COPY_TYPE
SubresourceIndex uint32
_ [unsafe.Sizeof(_D3D12_PLACED_SUBRESOURCE_FOOTPRINT{}) - unsafe.Sizeof(uint32(0))]byte // A padding for union
}
type _D3D12_VERTEX_BUFFER_VIEW struct {
BufferLocation _D3D12_GPU_VIRTUAL_ADDRESS
SizeInBytes uint32
StrideInBytes uint32
}
type _D3D12_VIEWPORT struct {
TopLeftX float32
TopLeftY float32
Width float32
Height float32
MinDepth float32
MaxDepth float32
}
type _D3D12XBOX_CREATE_DEVICE_PARAMETERS struct {
Version uint32
ProcessDebugFlags _D3D12XBOX_PROCESS_DEBUG_FLAGS
GraphicsCommandQueueRingSizeBytes uint32
pOffchipTessellationBuffer _D3D12_GPU_VIRTUAL_ADDRESS
GraphicsScratchMemorySizeBytes uint32
ComputeScratchMemorySizeBytes uint32
DisableGeometryShaderAllocations _BOOL
DisableTessellationShaderAllocations _BOOL
// These members are for Xbox Series.
DisableDXR _BOOL
DisableAutomaticDPBBBreakBatchEvents _BOOL
pDXRStackBuffer _D3D12_GPU_VIRTUAL_ADDRESS
DXRStackBufferOverrideSizeBytes uint32
CreateDeviceFlags _D3D12XBOX_CREATE_DEVICE_FLAGS
AutoHDRPaperWhiteLevelNits uint32
DisableAutomaticCommandSegmentChaining _BOOL
}
type _D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY struct {
Flags _D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY_FLAGS
RenderResolutionWidth uint16
RenderResolutionHeight uint16
MaxResolutionWidth uint16
MaxResolutionHeight uint16
}
type _D3D12XBOX_PRESENT_PARAMETERS struct {
ImmediateThresholdPercent float32
ViewCount uint32
ExtendedDescCount uint32
pExtendedDescs *_D3D12XBOX_PRESENT_DESC
Flags _D3D12XBOX_PRESENT_FLAGS
}
type _D3D12XBOX_PRESENT_DESC struct {
Type _D3D12XBOX_PRESENT_DESC_TYPE
TitlePerfOverlay _D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY
}
type _D3D12XBOX_PRESENT_PLANE_DESC struct {
Type _D3D12XBOX_PRESENT_PLANE_DESC_TYPE
}
type _D3D12XBOX_PRESENT_PLANE_PARAMETERS struct {
Token _D3D12XBOX_FRAME_PIPELINE_TOKEN
ResourceCount uint32
ppResources **_ID3D12Resource
pSrcViewRects *_D3D12_RECT
pDestPlacementBase *_D3D12XBOX_VIEW_RECT
ColorSpace _DXGI_COLOR_SPACE_TYPE
ScaleFilter _D3D12XBOX_PRESENT_PLANE_SCALE_FILTER
ExtendedDescCount uint32
pExtendedDescs *_D3D12XBOX_PRESENT_PLANE_DESC
Flags _D3D12XBOX_PRESENT_PLANE_FLAGS
}
type _D3D12XBOX_SCHEDULE_FRAME_OBJECT_LIST struct {
Count uint32
pObjects *windows.Handle
}
type _D3D12XBOX_VIEW_RECT struct {
left float32
top float32
right float32
bottom float32
}
type _D3D12XBOX_WAIT_FRAME_OBJECT_LIST struct {
Count uint32
pObjects *windows.Handle
pSignaledObjectIndex *uint32
}
var (
d3d12 = windows.NewLazySystemDLL("d3d12.dll")
d3d12x = windows.NewLazySystemDLL(microsoftgdk.D3D12DLLName())
procD3D12CreateDevice = d3d12.NewProc("D3D12CreateDevice")
procD3D12GetDebugInterface = d3d12.NewProc("D3D12GetDebugInterface")
procD3D12SerializeRootSignature = d3d12.NewProc("D3D12SerializeRootSignature")
procD3D12SerializeRootSignature_Xbox = d3d12x.NewProc("D3D12SerializeRootSignature")
procD3D12XboxCreateDevice = d3d12x.NewProc("D3D12XboxCreateDevice")
)
func _D3D12CreateDevice(pAdapter unsafe.Pointer, minimumFeatureLevel _D3D_FEATURE_LEVEL, riid *windows.GUID, createDevice bool) (unsafe.Pointer, error) {
var v unsafe.Pointer
var pv *unsafe.Pointer
if createDevice {
pv = &v
}
r, _, _ := procD3D12CreateDevice.Call(uintptr(pAdapter), uintptr(minimumFeatureLevel), uintptr(unsafe.Pointer(riid)), uintptr(unsafe.Pointer(pv)))
if v == nil && uint32(r) != uint32(windows.S_FALSE) {
return nil, fmt.Errorf("directx: D3D12CreateDevice failed: %w", handleError(windows.Handle(uint32(r))))
}
if v != nil && uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: D3D12CreateDevice failed: %w", handleError(windows.Handle(uint32(r))))
}
return v, nil
}
func _D3D12GetDebugInterface() (*_ID3D12Debug, error) {
var debug *_ID3D12Debug
r, _, _ := procD3D12GetDebugInterface.Call(uintptr(unsafe.Pointer(&_IID_ID3D12Debug)), uintptr(unsafe.Pointer(&debug)))
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: D3D12GetDebugInterface failed: %w", handleError(windows.Handle(uint32(r))))
}
return debug, nil
}
func _D3D12SerializeRootSignature(pRootSignature *_D3D12_ROOT_SIGNATURE_DESC, version _D3D_ROOT_SIGNATURE_VERSION) (*_ID3DBlob, error) {
var blob *_ID3DBlob
var errorBlob *_ID3DBlob
var proc *windows.LazyProc
if microsoftgdk.IsXbox() {
proc = procD3D12SerializeRootSignature_Xbox
} else {
proc = procD3D12SerializeRootSignature
}
r, _, _ := proc.Call(uintptr(unsafe.Pointer(pRootSignature)), uintptr(version), uintptr(unsafe.Pointer(&blob)), uintptr(unsafe.Pointer(&errorBlob)))
if uint32(r) != uint32(windows.S_OK) {
if errorBlob != nil {
defer errorBlob.Release()
return nil, fmt.Errorf("directx: D3D12SerializeRootSignature failed: %s: %w", errorBlob.String(), handleError(windows.Handle(uint32(r))))
}
return nil, fmt.Errorf("directx: D3D12SerializeRootSignature failed: %w", handleError(windows.Handle(uint32(r))))
}
return blob, nil
}
func _D3D12XboxCreateDevice(pAdapter unsafe.Pointer, pParameters *_D3D12XBOX_CREATE_DEVICE_PARAMETERS, riid *windows.GUID) (unsafe.Pointer, error) {
var v unsafe.Pointer
r, _, _ := procD3D12XboxCreateDevice.Call(uintptr(pAdapter), uintptr(unsafe.Pointer(pParameters)), uintptr(unsafe.Pointer(riid)), uintptr(unsafe.Pointer(&v)))
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: D3D12XboxCreateDevice failed: %w", handleError(windows.Handle(uint32(r))))
}
return v, nil
}
type _D3D12_COMMAND_QUEUE_DESC struct {
Type _D3D12_COMMAND_LIST_TYPE
Priority int32
Flags _D3D12_COMMAND_QUEUE_FLAGS
NodeMask uint32
}
type _D3D12_DESCRIPTOR_HEAP_DESC struct {
Type _D3D12_DESCRIPTOR_HEAP_TYPE
NumDescriptors uint32
Flags _D3D12_DESCRIPTOR_HEAP_FLAGS
NodeMask uint32
}
type _D3D12_PLACED_SUBRESOURCE_FOOTPRINT struct {
Offset uint64
Footprint _D3D12_SUBRESOURCE_FOOTPRINT
}
type _D3D12_RENDER_TARGET_BLEND_DESC struct {
BlendEnable _BOOL
LogicOpEnable _BOOL
SrcBlend _D3D12_BLEND
DestBlend _D3D12_BLEND
BlendOp _D3D12_BLEND_OP
SrcBlendAlpha _D3D12_BLEND
DestBlendAlpha _D3D12_BLEND
BlendOpAlpha _D3D12_BLEND_OP
LogicOp _D3D12_LOGIC_OP
RenderTargetWriteMask uint8
}
type _D3D12_RENDER_TARGET_VIEW_DESC struct {
Format _DXGI_FORMAT
ViewDimension _D3D12_RTV_DIMENSION
_ [3]uint32 // Union: D3D12_BUFFER_RTV seems the biggest
}
type _D3D12_SAMPLER_DESC struct {
Filter _D3D12_FILTER
AddressU _D3D12_TEXTURE_ADDRESS_MODE
AddressV _D3D12_TEXTURE_ADDRESS_MODE
AddressW _D3D12_TEXTURE_ADDRESS_MODE
MipLODBias float32
MaxAnisotropy uint32
ComparisonFunc _D3D12_COMPARISON_FUNC
BorderColor [4]float32
MinLOD float32
MaxLOD float32
}
type _D3D12_SUBRESOURCE_FOOTPRINT struct {
Format _DXGI_FORMAT
Width uint32
Height uint32
Depth uint32
RowPitch uint32
}
type _ID3D12CommandAllocator struct {
vtbl *_ID3D12CommandAllocator_Vtbl
}
type _ID3D12CommandAllocator_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
Reset uintptr
}
func (i *_ID3D12CommandAllocator) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
func (i *_ID3D12CommandAllocator) Reset() error {
r, _, _ := syscall.Syscall(i.vtbl.Reset, 1, uintptr(unsafe.Pointer(i)), 0, 0)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12CommandAllocator::Reset failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
type _ID3D12CommandQueue struct {
vtbl *_ID3D12CommandQueue_Vtbl
}
type _ID3D12CommandQueue_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
UpdateTileMappings uintptr
CopyTileMappings uintptr
ExecuteCommandLists uintptr
SetMarker uintptr
BeginEvent uintptr
EndEvent uintptr
Signal uintptr
Wait uintptr
GetTimestampFrequency uintptr
GetClockCalibration uintptr
GetDesc uintptr // Is this another function for Xbox?
// These members are for Xbox.
_ uintptr
_ uintptr
SuspendX uintptr
ResumeX uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr // Is this GetDesc for Xbox?
_ uintptr
_ uintptr
_ uintptr
PresentX uintptr
_ uintptr
_ uintptr
}
func (i *_ID3D12CommandQueue) ExecuteCommandLists(ppCommandLists []*_ID3D12GraphicsCommandList) {
_, _, _ = syscall.Syscall(i.vtbl.ExecuteCommandLists, 3, uintptr(unsafe.Pointer(i)),
uintptr(len(ppCommandLists)), uintptr(unsafe.Pointer(&ppCommandLists[0])))
runtime.KeepAlive(ppCommandLists)
}
func (i *_ID3D12CommandQueue) PresentX(planeCount uint32, pPlaneParameters *_D3D12XBOX_PRESENT_PLANE_PARAMETERS, pPresentParameters *_D3D12XBOX_PRESENT_PARAMETERS) error {
r, _, _ := syscall.Syscall6(i.vtbl.PresentX, 4, uintptr(unsafe.Pointer(i)), uintptr(planeCount), uintptr(unsafe.Pointer(pPlaneParameters)), uintptr(unsafe.Pointer(pPresentParameters)), 0, 0)
runtime.KeepAlive(pPlaneParameters)
runtime.KeepAlive(pPresentParameters)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12CommandQueue::PresentX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12CommandQueue) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
func (i *_ID3D12CommandQueue) ResumeX() error {
if r, _, _ := syscall.Syscall(i.vtbl.ResumeX, 1, uintptr(unsafe.Pointer(i)), 0, 0); uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12CommandQueue::ResumeX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12CommandQueue) Signal(signal *_ID3D12Fence, value uint64) error {
var r uintptr
if is64bit {
r, _, _ = syscall.Syscall(i.vtbl.Signal, 3, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(signal)), uintptr(value))
} else {
r, _, _ = syscall.Syscall6(i.vtbl.Signal, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(signal)), uintptr(value), uintptr(value>>32), 0, 0)
}
runtime.KeepAlive(signal)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12CommandQueue::Signal failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12CommandQueue) SuspendX(flags uint32) error {
if r, _, _ := syscall.Syscall(i.vtbl.SuspendX, 2, uintptr(unsafe.Pointer(i)), uintptr(flags), 0); uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12CommandQueue::SuspendX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
type _ID3D12Debug struct {
vtbl *_ID3D12Debug_Vtbl
}
type _ID3D12Debug_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
EnableDebugLayer uintptr
}
func (i *_ID3D12Debug) As(debug **_ID3D12Debug3) {
*debug = (*_ID3D12Debug3)(unsafe.Pointer(i))
}
func (i *_ID3D12Debug) EnableDebugLayer() {
_, _, _ = syscall.Syscall(i.vtbl.EnableDebugLayer, 1, uintptr(unsafe.Pointer(i)), 0, 0)
}
func (i *_ID3D12Debug) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
type _ID3D12Debug3 struct {
vtbl *_ID3D12Debug3_Vtbl
}
type _ID3D12Debug3_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
EnableDebugLayer uintptr
SetEnableGPUBasedValidation uintptr
SetEnableSynchronizedCommandQueueValidation uintptr
SetGPUBasedValidationFlags uintptr
}
func (i *_ID3D12Debug3) SetEnableGPUBasedValidation(enable bool) {
_, _, _ = syscall.Syscall(i.vtbl.SetEnableGPUBasedValidation, 2, uintptr(unsafe.Pointer(i)), boolToUintptr(enable), 0)
}
type _ID3D12DebugCommandList struct {
vtbl *_ID3D12DebugCommandList_Vtbl
}
type _ID3D12DebugCommandList_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
AssertResourceState uintptr
SetFeatureMask uintptr
GetFeatureMask uintptr
}
func (i *_ID3D12DebugCommandList) SetFeatureMask(mask _D3D12_DEBUG_FEATURE) error {
r, _, _ := syscall.Syscall(i.vtbl.SetFeatureMask, 2, uintptr(unsafe.Pointer(i)), uintptr(mask), 0)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12DebugCommandList::SetFeatureMask failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
type _ID3D12DescriptorHeap struct {
vtbl *_ID3D12DescriptrHeap_Vtbl
}
type _ID3D12DescriptrHeap_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
GetDesc uintptr
GetCPUDescriptorHandleForHeapStart uintptr
GetGPUDescriptorHandleForHeapStart uintptr
}
func (i *_ID3D12DescriptorHeap) GetCPUDescriptorHandleForHeapStart() (_D3D12_CPU_DESCRIPTOR_HANDLE, error) {
if microsoftgdk.IsXbox() {
r, _, e := syscall.Syscall(i.vtbl.GetCPUDescriptorHandleForHeapStart, 1, uintptr(unsafe.Pointer(i)), 0, 0)
if r == 0 {
return _D3D12_CPU_DESCRIPTOR_HANDLE{}, fmt.Errorf("directx: ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart failed: %w", e)
}
return _D3D12_CPU_DESCRIPTOR_HANDLE{
ptr: r,
}, nil
}
// There is a bug in the header file:
// https://stackoverflow.com/questions/34118929/getcpudescriptorhandleforheapstart-stack-corruption
var handle _D3D12_CPU_DESCRIPTOR_HANDLE
_, _, e := syscall.Syscall(i.vtbl.GetCPUDescriptorHandleForHeapStart, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&handle)), 0)
if handle.ptr == 0 {
return _D3D12_CPU_DESCRIPTOR_HANDLE{}, fmt.Errorf("directx: ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart failed: %w", e)
}
return handle, nil
}
func (i *_ID3D12DescriptorHeap) GetGPUDescriptorHandleForHeapStart() (_D3D12_GPU_DESCRIPTOR_HANDLE, error) {
if microsoftgdk.IsXbox() {
r1, r2, e := syscall.Syscall(i.vtbl.GetGPUDescriptorHandleForHeapStart, 1, uintptr(unsafe.Pointer(i)), 0, 0)
var ptr uint64
if is64bit {
ptr = uint64(r1)
} else {
ptr = uint64(r1) | (uint64(r2) << 32)
}
if ptr == 0 {
return _D3D12_GPU_DESCRIPTOR_HANDLE{}, fmt.Errorf("directx: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart failed: %w", e)
}
return _D3D12_GPU_DESCRIPTOR_HANDLE{
ptr: ptr,
}, nil
}
// This has the same issue as GetCPUDescriptorHandleForHeapStart.
var handle _D3D12_GPU_DESCRIPTOR_HANDLE
_, _, e := syscall.Syscall(i.vtbl.GetGPUDescriptorHandleForHeapStart, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&handle)), 0)
if handle.ptr == 0 {
return _D3D12_GPU_DESCRIPTOR_HANDLE{}, fmt.Errorf("directx: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart failed: %w", e)
}
return handle, nil
}
func (i *_ID3D12DescriptorHeap) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
type _ID3D12Device struct {
vtbl *_ID3D12Device_Vtbl
}
type _ID3D12Device_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetNodeCount uintptr
CreateCommandQueue uintptr
CreateCommandAllocator uintptr
CreateGraphicsPipelineState uintptr
CreateComputePipelineState uintptr
CreateCommandList uintptr
CheckFeatureSupport uintptr
CreateDescriptorHeap uintptr
GetDescriptorHandleIncrementSize uintptr
CreateRootSignature uintptr
CreateConstantBufferView uintptr
CreateShaderResourceView uintptr
CreateUnorderedAccessView uintptr
CreateRenderTargetView uintptr
CreateDepthStencilView uintptr
CreateSampler uintptr
CopyDescriptors uintptr
CopyDescriptorsSimple uintptr
GetResourceAllocationInfo uintptr
GetCustomHeapProperties uintptr
CreateCommittedResource uintptr
CreateHeap uintptr
CreatePlacedResource uintptr
CreateReservedResource uintptr
CreateSharedHandle uintptr
OpenSharedHandle uintptr
OpenSharedHandleByName uintptr
MakeResident uintptr
Evict uintptr
CreateFence uintptr
GetDeviceRemovedReason uintptr
GetCopyableFootprints uintptr
CreateQueryHeap uintptr
SetStablePowerState uintptr
CreateCommandSignature uintptr
GetResourceTiling uintptr
GetAdapterLuid uintptr
// These members are for Xbox.
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
CreateCommandListX uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
SetFrameIntervalX uintptr
ScheduleFrameEventX uintptr
WaitFrameEventX uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
_ uintptr
}
func (i *_ID3D12Device) CreateCommandAllocator(typ _D3D12_COMMAND_LIST_TYPE) (*_ID3D12CommandAllocator, error) {
var commandAllocator *_ID3D12CommandAllocator
r, _, _ := syscall.Syscall6(i.vtbl.CreateCommandAllocator, 4, uintptr(unsafe.Pointer(i)),
uintptr(typ), uintptr(unsafe.Pointer(&_IID_ID3D12CommandAllocator)), uintptr(unsafe.Pointer(&commandAllocator)),
0, 0)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateCommandAllocator failed: %w", handleError(windows.Handle(uint32(r))))
}
return commandAllocator, nil
}
func (i *_ID3D12Device) CreateCommandList(nodeMask uint32, typ _D3D12_COMMAND_LIST_TYPE, pCommandAllocator *_ID3D12CommandAllocator, pInitialState *_ID3D12PipelineState) (*_ID3D12GraphicsCommandList, error) {
var commandList *_ID3D12GraphicsCommandList
var r uintptr
if microsoftgdk.IsXbox() {
desc := struct {
Member1 _D3D12_COMMAND_LIST_TYPE
Member2 int32
Member3 uint32
Member4 uint32
}{
Member1: typ,
Member2: 0,
Member3: nodeMask,
Member4: 0,
}
r, _, _ = syscall.Syscall6(i.vtbl.CreateCommandListX, 6,
uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&desc)), uintptr(unsafe.Pointer(pCommandAllocator)),
uintptr(unsafe.Pointer(pInitialState)), uintptr(unsafe.Pointer(&_IID_ID3D12GraphicsCommandList)), uintptr(unsafe.Pointer(&commandList)))
} else {
r, _, _ = syscall.Syscall9(i.vtbl.CreateCommandList, 7,
uintptr(unsafe.Pointer(i)), uintptr(nodeMask), uintptr(typ),
uintptr(unsafe.Pointer(pCommandAllocator)), uintptr(unsafe.Pointer(pInitialState)), uintptr(unsafe.Pointer(&_IID_ID3D12GraphicsCommandList)),
uintptr(unsafe.Pointer(&commandList)), 0, 0)
}
runtime.KeepAlive(pCommandAllocator)
runtime.KeepAlive(pInitialState)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateCommandList failed: %w", handleError(windows.Handle(uint32(r))))
}
return commandList, nil
}
func (i *_ID3D12Device) CreateCommittedResource(pHeapProperties *_D3D12_HEAP_PROPERTIES, heapFlags _D3D12_HEAP_FLAGS, pDesc *_D3D12_RESOURCE_DESC, initialResourceState _D3D12_RESOURCE_STATES, pOptimizedClearValue *_D3D12_CLEAR_VALUE) (*_ID3D12Resource, error) {
var resource *_ID3D12Resource
r, _, _ := syscall.Syscall9(i.vtbl.CreateCommittedResource, 8,
uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pHeapProperties)), uintptr(heapFlags),
uintptr(unsafe.Pointer(pDesc)), uintptr(initialResourceState), uintptr(unsafe.Pointer(pOptimizedClearValue)),
uintptr(unsafe.Pointer(&_IID_ID3D12Resource)), uintptr(unsafe.Pointer(&resource)), 0)
runtime.KeepAlive(pHeapProperties)
runtime.KeepAlive(pDesc)
runtime.KeepAlive(pOptimizedClearValue)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateCommittedResource failed: %w", handleError(windows.Handle(uint32(r))))
}
return resource, nil
}
func (i *_ID3D12Device) CreateCommandQueue(desc *_D3D12_COMMAND_QUEUE_DESC) (*_ID3D12CommandQueue, error) {
var commandQueue *_ID3D12CommandQueue
r, _, _ := syscall.Syscall6(i.vtbl.CreateCommandQueue, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(desc)), uintptr(unsafe.Pointer(&_IID_ID3D12CommandQueue)), uintptr(unsafe.Pointer(&commandQueue)),
0, 0)
runtime.KeepAlive(desc)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateCommandQueue failed: %w", handleError(windows.Handle(uint32(r))))
}
return commandQueue, nil
}
func (i *_ID3D12Device) CreateConstantBufferView(pDesc *_D3D12_CONSTANT_BUFFER_VIEW_DESC, destDescriptor _D3D12_CPU_DESCRIPTOR_HANDLE) {
_, _, _ = syscall.Syscall(i.vtbl.CreateConstantBufferView, 3, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pDesc)), destDescriptor.ptr)
runtime.KeepAlive(pDesc)
}
func (i *_ID3D12Device) CreateDescriptorHeap(desc *_D3D12_DESCRIPTOR_HEAP_DESC) (*_ID3D12DescriptorHeap, error) {
var descriptorHeap *_ID3D12DescriptorHeap
r, _, _ := syscall.Syscall6(i.vtbl.CreateDescriptorHeap, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(desc)), uintptr(unsafe.Pointer(&_IID_ID3D12DescriptorHeap)), uintptr(unsafe.Pointer(&descriptorHeap)),
0, 0)
runtime.KeepAlive(desc)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateDescriptorHeap failed: %w", handleError(windows.Handle(uint32(r))))
}
return descriptorHeap, nil
}
func (i *_ID3D12Device) CreateDepthStencilView(pResource *_ID3D12Resource, pDesc *_D3D12_DEPTH_STENCIL_VIEW_DESC, destDescriptor _D3D12_CPU_DESCRIPTOR_HANDLE) {
if pDesc != nil {
panic("directx: D3D12_DEPTH_STENCIL_VIEW_DESC is not implemented yet (especially for 32bit machine)")
}
_, _, _ = syscall.Syscall6(i.vtbl.CreateDepthStencilView, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pResource)), uintptr(unsafe.Pointer(pDesc)), destDescriptor.ptr,
0, 0)
runtime.KeepAlive(pResource)
runtime.KeepAlive(pDesc)
}
func (i *_ID3D12Device) CreateFence(initialValue uint64, flags _D3D12_FENCE_FLAGS) (*_ID3D12Fence, error) {
var fence *_ID3D12Fence
var r uintptr
if is64bit {
r, _, _ = syscall.Syscall6(i.vtbl.CreateFence, 5, uintptr(unsafe.Pointer(i)),
uintptr(initialValue), uintptr(flags), uintptr(unsafe.Pointer(&_IID_ID3D12Fence)), uintptr(unsafe.Pointer(&fence)),
0)
} else {
r, _, _ = syscall.Syscall6(i.vtbl.CreateFence, 6, uintptr(unsafe.Pointer(i)),
uintptr(initialValue), uintptr(initialValue>>32), uintptr(flags),
uintptr(unsafe.Pointer(&_IID_ID3D12Fence)), uintptr(unsafe.Pointer(&fence)))
}
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateFence failed: %w", handleError(windows.Handle(uint32(r))))
}
return fence, nil
}
func (i *_ID3D12Device) CreateGraphicsPipelineState(pDesc *_D3D12_GRAPHICS_PIPELINE_STATE_DESC) (*_ID3D12PipelineState, error) {
var pipelineState *_ID3D12PipelineState
r, _, _ := syscall.Syscall6(i.vtbl.CreateGraphicsPipelineState, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(&_IID_ID3D12PipelineState)), uintptr(unsafe.Pointer(&pipelineState)),
0, 0)
runtime.KeepAlive(pDesc)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateGraphicsPipelineState failed: %w", handleError(windows.Handle(uint32(r))))
}
return pipelineState, nil
}
func (i *_ID3D12Device) CreateRenderTargetView(pResource *_ID3D12Resource, pDesc *_D3D12_RENDER_TARGET_VIEW_DESC, destDescriptor _D3D12_CPU_DESCRIPTOR_HANDLE) {
_, _, _ = syscall.Syscall6(i.vtbl.CreateRenderTargetView, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pResource)), uintptr(unsafe.Pointer(pDesc)), destDescriptor.ptr,
0, 0)
runtime.KeepAlive(pResource)
runtime.KeepAlive(pDesc)
}
func (i *_ID3D12Device) CreateRootSignature(nodeMask uint32, pBlobWithRootSignature unsafe.Pointer, blobLengthInBytes uintptr) (*_ID3D12RootSignature, error) {
var signature *_ID3D12RootSignature
r, _, _ := syscall.Syscall6(i.vtbl.CreateRootSignature, 6, uintptr(unsafe.Pointer(i)),
uintptr(nodeMask), uintptr(pBlobWithRootSignature), blobLengthInBytes,
uintptr(unsafe.Pointer(&_IID_ID3D12RootSignature)), uintptr(unsafe.Pointer(&signature)))
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::CreateRootSignature failed: %w", handleError(windows.Handle(uint32(r))))
}
return signature, nil
}
func (i *_ID3D12Device) CreateSampler(pDesc *_D3D12_SAMPLER_DESC, destDescriptor _D3D12_CPU_DESCRIPTOR_HANDLE) {
_, _, _ = syscall.Syscall(i.vtbl.CreateSampler, 3, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pDesc)), destDescriptor.ptr)
runtime.KeepAlive(pDesc)
}
func (i *_ID3D12Device) CreateShaderResourceView(pResource *_ID3D12Resource, pDesc *_D3D12_SHADER_RESOURCE_VIEW_DESC, destDescriptor _D3D12_CPU_DESCRIPTOR_HANDLE) {
_, _, _ = syscall.Syscall6(i.vtbl.CreateShaderResourceView, 4, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pResource)), uintptr(unsafe.Pointer(pDesc)), destDescriptor.ptr,
0, 0)
runtime.KeepAlive(pResource)
runtime.KeepAlive(pDesc)
}
func (i *_ID3D12Device) GetCopyableFootprints(pResourceDesc *_D3D12_RESOURCE_DESC, firstSubresource uint32, numSubresources uint32, baseOffset uint64) (layouts _D3D12_PLACED_SUBRESOURCE_FOOTPRINT, numRows uint, rowSizeInBytes uint64, totalBytes uint64) {
if is64bit {
_, _, _ = syscall.Syscall9(i.vtbl.GetCopyableFootprints, 9, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pResourceDesc)), uintptr(firstSubresource), uintptr(numSubresources),
uintptr(baseOffset), uintptr(unsafe.Pointer(&layouts)), uintptr(unsafe.Pointer(&numRows)),
uintptr(unsafe.Pointer(&rowSizeInBytes)), uintptr(unsafe.Pointer(&totalBytes)))
} else {
_, _, _ = syscall.Syscall12(i.vtbl.GetCopyableFootprints, 10, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pResourceDesc)), uintptr(firstSubresource), uintptr(numSubresources),
uintptr(baseOffset), uintptr(baseOffset>>32), uintptr(unsafe.Pointer(&layouts)),
uintptr(unsafe.Pointer(&numRows)), uintptr(unsafe.Pointer(&rowSizeInBytes)), uintptr(unsafe.Pointer(&totalBytes)),
0, 0)
}
runtime.KeepAlive(pResourceDesc)
return
}
func (i *_ID3D12Device) GetDescriptorHandleIncrementSize(descriptorHeapType _D3D12_DESCRIPTOR_HEAP_TYPE) uint32 {
r, _, _ := syscall.Syscall(i.vtbl.GetDescriptorHandleIncrementSize, 2, uintptr(unsafe.Pointer(i)),
uintptr(descriptorHeapType), 0)
return uint32(r)
}
func (i *_ID3D12Device) GetDeviceRemovedReason() error {
r, _, _ := syscall.Syscall(i.vtbl.GetDeviceRemovedReason, 1, uintptr(unsafe.Pointer(i)), 0, 0)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12Device::GetDeviceRemovedReason failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12Device) ScheduleFrameEventX(typ _D3D12XBOX_FRAME_EVENT_TYPE, intervalOffsetInMicroseconds uint32, pAncillarySignalList *_D3D12XBOX_SCHEDULE_FRAME_OBJECT_LIST, flags _D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAGS) error {
r, _, _ := syscall.Syscall6(i.vtbl.ScheduleFrameEventX, 5, uintptr(unsafe.Pointer(i)), uintptr(typ), uintptr(intervalOffsetInMicroseconds), uintptr(unsafe.Pointer(pAncillarySignalList)), uintptr(flags), 0)
runtime.KeepAlive(pAncillarySignalList)
// The return value might not be S_OK on Xbox One.
if int32(r) < 0 {
return fmt.Errorf("directx: ID3D12Device::ScheduleFrameEventX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12Device) SetFrameIntervalX(pOutputSyncTarget *_IDXGIOutput, lengthInMicroseconds uint32, periodInIntervals uint32, flags _D3D12XBOX_FRAME_INTERVAL_FLAGS) error {
r, _, _ := syscall.Syscall6(i.vtbl.SetFrameIntervalX, 5, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pOutputSyncTarget)), uintptr(lengthInMicroseconds), uintptr(periodInIntervals), uintptr(flags), 0)
runtime.KeepAlive(pOutputSyncTarget)
// S_FALSE means the call was successful but the new frame interval is not yet in effect.
if uint32(r) != uint32(windows.S_OK) && uint32(r) != uint32(windows.S_FALSE) {
return fmt.Errorf("directx: ID3D12Device::SetFrameIntervalX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12Device) QueryInterface(riid *windows.GUID) (unsafe.Pointer, error) {
var v unsafe.Pointer
r, _, _ := syscall.Syscall(i.vtbl.QueryInterface, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(riid)), uintptr(unsafe.Pointer(&v)))
runtime.KeepAlive(riid)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("directx: ID3D12Device::QueryInterface failed: %w", handleError(windows.Handle(uint32(r))))
}
return v, nil
}
func (i *_ID3D12Device) WaitFrameEventX(typ _D3D12XBOX_FRAME_EVENT_TYPE, timeOutInMs uint32, pAncillaryWaitList *_D3D12XBOX_WAIT_FRAME_OBJECT_LIST, flags _D3D12XBOX_WAIT_FRAME_EVENT_FLAGS, pToken *_D3D12XBOX_FRAME_PIPELINE_TOKEN) error {
r, _, _ := syscall.Syscall6(i.vtbl.WaitFrameEventX, 6, uintptr(unsafe.Pointer(i)), uintptr(typ), uintptr(timeOutInMs), uintptr(unsafe.Pointer(pAncillaryWaitList)), uintptr(flags), uintptr(unsafe.Pointer(pToken)))
runtime.KeepAlive(pAncillaryWaitList)
runtime.KeepAlive(pToken)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12Device::WaitFrameEventX failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
type _ID3D12Fence struct {
vtbl *_ID3D12Fence_Vtbl
}
type _ID3D12Fence_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
GetCompletedValue uintptr
SetEventOnCompletion uintptr
Signal uintptr
}
func (i *_ID3D12Fence) GetCompletedValue() uint64 {
r1, r2, _ := syscall.Syscall(i.vtbl.GetCompletedValue, 1, uintptr(unsafe.Pointer(i)), 0, 0)
if is64bit {
return uint64(r1)
} else {
return uint64(r1) | (uint64(r2) << 32)
}
}
func (i *_ID3D12Fence) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
func (i *_ID3D12Fence) SetEventOnCompletion(value uint64, hEvent windows.Handle) error {
var r uintptr
if is64bit {
r, _, _ = syscall.Syscall(i.vtbl.SetEventOnCompletion, 3, uintptr(unsafe.Pointer(i)),
uintptr(value), uintptr(hEvent))
} else {
r, _, _ = syscall.Syscall6(i.vtbl.SetEventOnCompletion, 4, uintptr(unsafe.Pointer(i)),
uintptr(value), uintptr(value>>32), uintptr(hEvent), 0, 0)
}
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12Fence::SetEventOnCompletion failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
type _ID3D12GraphicsCommandList struct {
vtbl *_ID3D12GraphicsCommandList_Vtbl
}
type _ID3D12GraphicsCommandList_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
GetType uintptr
Close uintptr
Reset uintptr
ClearState uintptr
DrawInstanced uintptr
DrawIndexedInstanced uintptr
Dispatch uintptr
CopyBufferRegion uintptr
CopyTextureRegion uintptr
CopyResource uintptr
CopyTiles uintptr
ResolveSubresource uintptr
IASetPrimitiveTopology uintptr
RSSetViewports uintptr
RSSetScissorRects uintptr
OMSetBlendFactor uintptr
OMSetStencilRef uintptr
SetPipelineState uintptr
ResourceBarrier uintptr
ExecuteBundle uintptr
SetDescriptorHeaps uintptr
SetComputeRootSignature uintptr
SetGraphicsRootSignature uintptr
SetComputeRootDescriptorTable uintptr
SetGraphicsRootDescriptorTable uintptr
SetComputeRoot32BitConstant uintptr
SetGraphicsRoot32BitConstant uintptr
SetComputeRoot32BitConstants uintptr
SetGraphicsRoot32BitConstants uintptr
SetComputeRootConstantBufferView uintptr
SetGraphicsRootConstantBufferView uintptr
SetComputeRootShaderResourceView uintptr
SetGraphicsRootShaderResourceView uintptr
SetComputeRootUnorderedAccessView uintptr
SetGraphicsRootUnorderedAccessView uintptr
IASetIndexBuffer uintptr
IASetVertexBuffers uintptr
SOSetTargets uintptr
OMSetRenderTargets uintptr
ClearDepthStencilView uintptr
ClearRenderTargetView uintptr
ClearUnorderedAccessViewUint uintptr
ClearUnorderedAccessViewFloat uintptr
DiscardResource uintptr
BeginQuery uintptr
EndQuery uintptr
ResolveQueryData uintptr
SetPredication uintptr
SetMarker uintptr
BeginEvent uintptr
EndEvent uintptr
ExecuteIndirect uintptr
}
func (i *_ID3D12GraphicsCommandList) ClearDepthStencilView(depthStencilView _D3D12_CPU_DESCRIPTOR_HANDLE, clearFlags _D3D12_CLEAR_FLAGS, depth float32, stencil uint8, rects []_D3D12_RECT) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_ClearDepthStencilView(i, depthStencilView, clearFlags, depth, stencil, rects)
} else {
var pRects *_D3D12_RECT
if len(rects) > 0 {
pRects = &rects[0]
}
_, _, _ = syscall.Syscall9(i.vtbl.ClearDepthStencilView, 7, uintptr(unsafe.Pointer(i)),
depthStencilView.ptr, uintptr(clearFlags), uintptr(math.Float32bits(depth)),
uintptr(stencil), uintptr(len(rects)), uintptr(unsafe.Pointer(pRects)),
0, 0)
}
runtime.KeepAlive(rects)
}
func (i *_ID3D12GraphicsCommandList) ClearRenderTargetView(pRenderTargetView _D3D12_CPU_DESCRIPTOR_HANDLE, colorRGBA [4]float32, rects []_D3D12_RECT) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_ClearRenderTargetView(i, pRenderTargetView, colorRGBA, rects)
} else {
var pRects *_D3D12_RECT
if len(rects) > 0 {
pRects = &rects[0]
}
_, _, _ = syscall.Syscall6(i.vtbl.ClearRenderTargetView, 5, uintptr(unsafe.Pointer(i)),
pRenderTargetView.ptr, uintptr(unsafe.Pointer(&colorRGBA[0])), uintptr(len(rects)), uintptr(unsafe.Pointer(pRects)),
0)
}
runtime.KeepAlive(pRenderTargetView)
runtime.KeepAlive(rects)
}
func (i *_ID3D12GraphicsCommandList) Close() error {
var r uintptr
if microsoftgdk.IsXbox() {
r = _ID3D12GraphicsCommandList_Close(i)
} else {
r, _, _ = syscall.Syscall(i.vtbl.Close, 1, uintptr(unsafe.Pointer(i)), 0, 0)
}
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12GraphicsCommandList::Close failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12GraphicsCommandList) CopyTextureRegion_PlacedFootPrint_SubresourceIndex(pDst *_D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint, dstX uint32, dstY uint32, dstZ uint32, pSrc *_D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex, pSrcBox *_D3D12_BOX) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_CopyTextureRegion(i, unsafe.Pointer(pDst), dstX, dstY, dstZ, unsafe.Pointer(pSrc), pSrcBox)
} else {
_, _, _ = syscall.Syscall9(i.vtbl.CopyTextureRegion, 7, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pDst)), uintptr(dstX), uintptr(dstY),
uintptr(dstZ), uintptr(unsafe.Pointer(pSrc)), uintptr(unsafe.Pointer(pSrcBox)),
0, 0)
}
runtime.KeepAlive(pDst)
runtime.KeepAlive(pSrc)
runtime.KeepAlive(pSrcBox)
}
func (i *_ID3D12GraphicsCommandList) CopyTextureRegion_SubresourceIndex_PlacedFootPrint(pDst *_D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex, dstX uint32, dstY uint32, dstZ uint32, pSrc *_D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint, pSrcBox *_D3D12_BOX) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_CopyTextureRegion(i, unsafe.Pointer(pDst), dstX, dstY, dstZ, unsafe.Pointer(pSrc), pSrcBox)
} else {
_, _, _ = syscall.Syscall9(i.vtbl.CopyTextureRegion, 7, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pDst)), uintptr(dstX), uintptr(dstY),
uintptr(dstZ), uintptr(unsafe.Pointer(pSrc)), uintptr(unsafe.Pointer(pSrcBox)),
0, 0)
}
runtime.KeepAlive(pDst)
runtime.KeepAlive(pSrc)
runtime.KeepAlive(pSrcBox)
}
func (i *_ID3D12GraphicsCommandList) DrawIndexedInstanced(indexCountPerInstance uint32, instanceCount uint32, startIndexLocation uint32, baseVertexLocation int32, startInstanceLocation uint32) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_DrawIndexedInstanced(i, indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation)
return
}
_, _, _ = syscall.Syscall6(i.vtbl.DrawIndexedInstanced, 6, uintptr(unsafe.Pointer(i)),
uintptr(indexCountPerInstance), uintptr(instanceCount), uintptr(startIndexLocation), uintptr(baseVertexLocation), uintptr(startInstanceLocation))
}
func (i *_ID3D12GraphicsCommandList) IASetIndexBuffer(pView *_D3D12_INDEX_BUFFER_VIEW) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetIndexBuffer(i, pView)
} else {
_, _, _ = syscall.Syscall(i.vtbl.IASetIndexBuffer, 2, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pView)), 0)
}
runtime.KeepAlive(pView)
}
func (i *_ID3D12GraphicsCommandList) IASetPrimitiveTopology(primitiveTopology _D3D_PRIMITIVE_TOPOLOGY) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetPrimitiveTopology(i, primitiveTopology)
return
}
_, _, _ = syscall.Syscall(i.vtbl.IASetPrimitiveTopology, 2, uintptr(unsafe.Pointer(i)),
uintptr(primitiveTopology), 0)
}
func (i *_ID3D12GraphicsCommandList) IASetVertexBuffers(startSlot uint32, views []_D3D12_VERTEX_BUFFER_VIEW) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_IASetVertexBuffers(i, startSlot, views)
return
} else {
var pViews *_D3D12_VERTEX_BUFFER_VIEW
if len(views) > 0 {
pViews = &views[0]
}
_, _, _ = syscall.Syscall6(i.vtbl.IASetVertexBuffers, 4, uintptr(unsafe.Pointer(i)),
uintptr(startSlot), uintptr(len(views)), uintptr(unsafe.Pointer(pViews)),
0, 0)
}
runtime.KeepAlive(views)
}
func (i *_ID3D12GraphicsCommandList) OMSetRenderTargets(renderTargetDescriptors []_D3D12_CPU_DESCRIPTOR_HANDLE, rtsSingleHandleToDescriptorRange bool, pDepthStencilDescriptor *_D3D12_CPU_DESCRIPTOR_HANDLE) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_OMSetRenderTargets(i, renderTargetDescriptors, rtsSingleHandleToDescriptorRange, pDepthStencilDescriptor)
} else {
var pRenderTargetDescriptors *_D3D12_CPU_DESCRIPTOR_HANDLE
if len(renderTargetDescriptors) > 0 {
pRenderTargetDescriptors = &renderTargetDescriptors[0]
}
_, _, _ = syscall.Syscall6(i.vtbl.OMSetRenderTargets, 5, uintptr(unsafe.Pointer(i)),
uintptr(len(renderTargetDescriptors)), uintptr(unsafe.Pointer(pRenderTargetDescriptors)), boolToUintptr(rtsSingleHandleToDescriptorRange), uintptr(unsafe.Pointer(pDepthStencilDescriptor)),
0)
}
runtime.KeepAlive(renderTargetDescriptors)
runtime.KeepAlive(pDepthStencilDescriptor)
}
func (i *_ID3D12GraphicsCommandList) OMSetStencilRef(stencilRef uint32) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_OMSetStencilRef(i, stencilRef)
return
}
_, _, _ = syscall.Syscall(i.vtbl.OMSetStencilRef, 2, uintptr(unsafe.Pointer(i)), uintptr(stencilRef), 0)
}
func (i *_ID3D12GraphicsCommandList) Release() uint32 {
if microsoftgdk.IsXbox() {
return _ID3D12GraphicsCommandList_Release(i)
}
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
func (i *_ID3D12GraphicsCommandList) Reset(pAllocator *_ID3D12CommandAllocator, pInitialState *_ID3D12PipelineState) error {
var r uintptr
if microsoftgdk.IsXbox() {
r = _ID3D12GraphicsCommandList_Reset(i, pAllocator, pInitialState)
} else {
r, _, _ = syscall.Syscall(i.vtbl.Reset, 3, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pAllocator)), uintptr(unsafe.Pointer(pInitialState)))
}
runtime.KeepAlive(pAllocator)
runtime.KeepAlive(pInitialState)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("directx: ID3D12GraphicsCommandList::Reset failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (i *_ID3D12GraphicsCommandList) ResourceBarrier(barriers []_D3D12_RESOURCE_BARRIER_Transition) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_ResourceBarrier(i, barriers)
} else {
var pBarriers *_D3D12_RESOURCE_BARRIER_Transition
if len(barriers) > 0 {
pBarriers = &barriers[0]
}
_, _, _ = syscall.Syscall(i.vtbl.ResourceBarrier, 3, uintptr(unsafe.Pointer(i)),
uintptr(len(barriers)), uintptr(unsafe.Pointer(pBarriers)))
}
runtime.KeepAlive(barriers)
}
func (i *_ID3D12GraphicsCommandList) RSSetViewports(viewports []_D3D12_VIEWPORT) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_RSSetViewports(i, viewports)
} else {
var pViewports *_D3D12_VIEWPORT
if len(viewports) > 0 {
pViewports = &viewports[0]
}
_, _, _ = syscall.Syscall(i.vtbl.RSSetViewports, 3, uintptr(unsafe.Pointer(i)),
uintptr(len(viewports)), uintptr(unsafe.Pointer(pViewports)))
}
runtime.KeepAlive(viewports)
}
func (i *_ID3D12GraphicsCommandList) RSSetScissorRects(rects []_D3D12_RECT) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_RSSetScissorRects(i, rects)
} else {
var pRects *_D3D12_RECT
if len(rects) > 0 {
pRects = &rects[0]
}
_, _, _ = syscall.Syscall(i.vtbl.RSSetScissorRects, 3, uintptr(unsafe.Pointer(i)),
uintptr(len(rects)), uintptr(unsafe.Pointer(pRects)))
}
runtime.KeepAlive(rects)
}
func (i *_ID3D12GraphicsCommandList) SetDescriptorHeaps(descriptorHeaps []*_ID3D12DescriptorHeap) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetDescriptorHeaps(i, descriptorHeaps)
} else {
var ppDescriptorHeaps **_ID3D12DescriptorHeap
if len(descriptorHeaps) > 0 {
ppDescriptorHeaps = &descriptorHeaps[0]
}
_, _, _ = syscall.Syscall(i.vtbl.SetDescriptorHeaps, 3, uintptr(unsafe.Pointer(i)),
uintptr(len(descriptorHeaps)), uintptr(unsafe.Pointer(ppDescriptorHeaps)))
}
runtime.KeepAlive(descriptorHeaps)
}
func (i *_ID3D12GraphicsCommandList) SetGraphicsRootDescriptorTable(rootParameterIndex uint32, baseDescriptor _D3D12_GPU_DESCRIPTOR_HANDLE) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(i, rootParameterIndex, baseDescriptor)
return
}
if is64bit {
_, _, _ = syscall.Syscall(i.vtbl.SetGraphicsRootDescriptorTable, 3, uintptr(unsafe.Pointer(i)),
uintptr(rootParameterIndex), uintptr(baseDescriptor.ptr))
} else {
_, _, _ = syscall.Syscall6(i.vtbl.SetGraphicsRootDescriptorTable, 4, uintptr(unsafe.Pointer(i)),
uintptr(rootParameterIndex), uintptr(baseDescriptor.ptr), uintptr(baseDescriptor.ptr>>32), 0, 0)
}
}
func (i *_ID3D12GraphicsCommandList) SetGraphicsRootSignature(pRootSignature *_ID3D12RootSignature) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetGraphicsRootSignature(i, pRootSignature)
} else {
_, _, _ = syscall.Syscall(i.vtbl.SetGraphicsRootSignature, 2, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pRootSignature)), 0)
}
runtime.KeepAlive(pRootSignature)
}
func (i *_ID3D12GraphicsCommandList) SetPipelineState(pPipelineState *_ID3D12PipelineState) {
if microsoftgdk.IsXbox() {
_ID3D12GraphicsCommandList_SetPipelineState(i, pPipelineState)
} else {
_, _, _ = syscall.Syscall(i.vtbl.SetPipelineState, 2, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(pPipelineState)), 0)
}
runtime.KeepAlive(pPipelineState)
}
type _ID3D12PipelineState struct {
vtbl *_ID3D12PipelineState_Vtbl
}
type _ID3D12PipelineState_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
GetCachedBlob uintptr
}
func (i *_ID3D12PipelineState) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
type _ID3D12Resource struct {
vtbl *_ID3D12Resource_Vtbl
}
type _ID3D12Resource_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
Map uintptr
Unmap uintptr
GetDesc uintptr
GetGPUVirtualAddress uintptr
WriteToSubresource uintptr
}
func (i *_ID3D12Resource) GetDesc() _D3D12_RESOURCE_DESC {
var resourceDesc _D3D12_RESOURCE_DESC
_, _, _ = syscall.Syscall(i.vtbl.GetDesc, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&resourceDesc)), 0)
return resourceDesc
}
func (i *_ID3D12Resource) GetGPUVirtualAddress() _D3D12_GPU_VIRTUAL_ADDRESS {
r1, r2, _ := syscall.Syscall(i.vtbl.GetGPUVirtualAddress, 1, uintptr(unsafe.Pointer(i)), 0, 0)
if is64bit {
return _D3D12_GPU_VIRTUAL_ADDRESS(r1)
} else {
return _D3D12_GPU_VIRTUAL_ADDRESS(uint64(r1) | (uint64(r2) << 32))
}
}
func (i *_ID3D12Resource) Map(subresource uint32, pReadRange *_D3D12_RANGE) (uintptr, error) {
var data uintptr
r, _, _ := syscall.Syscall6(i.vtbl.Map, 4, uintptr(unsafe.Pointer(i)),
uintptr(subresource), uintptr(unsafe.Pointer(pReadRange)), uintptr(unsafe.Pointer(&data)),
0, 0)
runtime.KeepAlive(pReadRange)
if uint32(r) != uint32(windows.S_OK) {
return 0, fmt.Errorf("directx: ID3D12Resource::Map failed: %w", handleError(windows.Handle(uint32(r))))
}
return data, nil
}
func (i *_ID3D12Resource) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}
func (i *_ID3D12Resource) Unmap(subresource uint32, pWrittenRange *_D3D12_RANGE) {
_, _, _ = syscall.Syscall(i.vtbl.Unmap, 3, uintptr(unsafe.Pointer(i)),
uintptr(subresource), uintptr(unsafe.Pointer(pWrittenRange)))
runtime.KeepAlive(pWrittenRange)
}
type _ID3D12RootSignature struct {
vtbl *_ID3D12RootSignature_Vtbl
}
type _ID3D12RootSignature_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
SetName uintptr
GetDevice uintptr
}
func (i *_ID3D12RootSignature) Release() uint32 {
r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
return uint32(r)
}