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include: Document structure vkd3d_image_resource_create_info.
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Notes:
Alexandre Julliard
2024-05-02 22:40:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/819
@ -313,18 +313,58 @@ struct vkd3d_optional_device_extensions_info
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uint32_t extension_count;
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uint32_t extension_count;
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};
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};
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/* vkd3d_image_resource_create_info flags */
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/**
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* When specified as a flag of vkd3d_image_resource_create_info, it means that vkd3d will do the
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* initial transition operation on the image from VK_IMAGE_LAYOUT_UNDEFINED to its appropriate
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* Vulkan layout (depending on its D3D12 resource state). If this flag is not specified the caller
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* is responsible for transitioning the Vulkan image to the appropriate layout.
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*/
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#define VKD3D_RESOURCE_INITIAL_STATE_TRANSITION 0x00000001
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#define VKD3D_RESOURCE_INITIAL_STATE_TRANSITION 0x00000001
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/**
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* When specified as a flag of vkd3d_image_resource_create_info, it means that field present_state
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* is honored.
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*/
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#define VKD3D_RESOURCE_PRESENT_STATE_TRANSITION 0x00000002
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#define VKD3D_RESOURCE_PRESENT_STATE_TRANSITION 0x00000002
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/**
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* A chained structure containing the parameters to create a D3D12 resource backed by a Vulkan
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* image.
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*/
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struct vkd3d_image_resource_create_info
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struct vkd3d_image_resource_create_info
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{
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{
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/** Must be set to VKD3D_STRUCTURE_TYPE_IMAGE_RESOURCE_CREATE_INFO. */
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enum vkd3d_structure_type type;
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enum vkd3d_structure_type type;
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/** Optional pointer to a structure containing further parameters. */
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const void *next;
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const void *next;
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/** The Vulkan image that backs the resource. */
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VkImage vk_image;
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VkImage vk_image;
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/** The resource description. */
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D3D12_RESOURCE_DESC desc;
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D3D12_RESOURCE_DESC desc;
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/**
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* A combination of zero or more flags. The valid flags are
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* VKD3D_RESOURCE_INITIAL_STATE_TRANSITION and VKD3D_RESOURCE_PRESENT_STATE_TRANSITION.
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*/
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unsigned int flags;
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unsigned int flags;
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/**
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* This field specifies how to handle resource state D3D12_RESOURCE_STATE_PRESENT for
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* the resource. Notice that on D3D12 there is no difference between
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* D3D12_RESOURCE_STATE_COMMON and D3D12_RESOURCE_STATE_PRESENT (they have the same value),
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* while on Vulkan two different layouts are used (VK_IMAGE_LAYOUT_GENERAL and
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* VK_IMAGE_LAYOUT_PRESENT_SRC_KHR).
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*
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* * When flag VKD3D_RESOURCE_PRESENT_STATE_TRANSITION is not specified, field
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* present_state is ignored and resource state D3D12_RESOURCE_STATE_COMMON/_PRESENT is
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* mapped to VK_IMAGE_LAYOUT_GENERAL; this is useful for non-swapchain resources.
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* * Otherwise, when present_state is D3D12_RESOURCE_STATE_PRESENT/_COMMON, resource state
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* D3D12_RESOURCE_STATE_COMMON/_PRESENT is mapped to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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* this is useful for swapchain resources that are directly backed by a Vulkan swapchain
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* image.
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* * Otherwise, resource state D3D12_RESOURCE_STATE_COMMON/_PRESENT is treated as resource
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* state present_state; this is useful for swapchain resources that backed by a Vulkan
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* non-swapchain image, which the client will likely consume with a copy or drawing
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* operation at presentation time.
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*/
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D3D12_RESOURCE_STATES present_state;
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D3D12_RESOURCE_STATES present_state;
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};
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};
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