include: Document vkd3d_acquire_vk_queue() and vkd3d_release_vk_queue().

This commit is contained in:
Giovanni Mascellani 2023-07-05 13:26:20 +02:00 committed by Alexandre Julliard
parent 574239e3e3
commit b2a1f6b5e4
Notes: Alexandre Julliard 2023-07-06 23:27:52 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/266

View File

@ -207,7 +207,42 @@ VKD3D_API VkPhysicalDevice vkd3d_get_vk_physical_device(ID3D12Device *device);
VKD3D_API struct vkd3d_instance *vkd3d_instance_from_device(ID3D12Device *device); VKD3D_API struct vkd3d_instance *vkd3d_instance_from_device(ID3D12Device *device);
VKD3D_API uint32_t vkd3d_get_vk_queue_family_index(ID3D12CommandQueue *queue); VKD3D_API uint32_t vkd3d_get_vk_queue_family_index(ID3D12CommandQueue *queue);
/**
* Acquire the Vulkan queue backing a command queue.
*
* While a queue is acquired by the client, it is locked so that
* neither the vkd3d library nor other threads can submit work to
* it. For that reason it should be released as soon as possible with
* vkd3d_release_vk_queue(). The lock is not reentrant, so the same
* queue must not be acquired more than once by the same thread.
*
* Work submitted through the Direct3D 12 API exposed by vkd3d is not
* always immediately submitted to the Vulkan queue; sometimes it is
* kept in another internal queue, which might not necessarily be
* empty at the time vkd3d_acquire_vk_queue() is called. For this
* reason, work submitted directly to the Vulkan queue might appear to
* the Vulkan driver as being submitted before other work submitted
* though the Direct3D 12 API. If this is not desired, it is
* recommended to synchronize work submission using an ID3D12Fence
* object, by submitting to the queue a signal operation after all the
* Direct3D 12 work is submitted and waiting for it before calling
* vkd3d_acquire_vk_queue().
*
* \since 1.0
*/
VKD3D_API VkQueue vkd3d_acquire_vk_queue(ID3D12CommandQueue *queue); VKD3D_API VkQueue vkd3d_acquire_vk_queue(ID3D12CommandQueue *queue);
/**
* Release the Vulkan queue backing a command queue.
*
* This must be paired to an earlier corresponding
* vkd3d_acquire_vk_queue(). After this function is called, the Vulkan
* queue returned by vkd3d_acquire_vk_queue() must not be used any
* more.
*
* \since 1.0
*/
VKD3D_API void vkd3d_release_vk_queue(ID3D12CommandQueue *queue); VKD3D_API void vkd3d_release_vk_queue(ID3D12CommandQueue *queue);
VKD3D_API HRESULT vkd3d_create_image_resource(ID3D12Device *device, VKD3D_API HRESULT vkd3d_create_image_resource(ID3D12Device *device,