virtualx-engine/drivers/d3d12/d3d12_godot_nir_bridge.h
2023-12-12 19:10:04 +01:00

60 lines
3.2 KiB
C++

/**************************************************************************/
/* d3d12_godot_nir_bridge.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef D3D12_GODOT_NIR_BRIDGE_H
#define D3D12_GODOT_NIR_BRIDGE_H
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
// This one leaves room for potentially extremely copious bindings in a set.
static const uint32_t GODOT_NIR_DESCRIPTOR_SET_MULTIPLIER = 100000000;
// This one leaves room for potentially big sized arrays.
static const uint32_t GODOT_NIR_BINDING_MULTIPLIER = 100000;
static const uint64_t GODOT_NIR_SC_SENTINEL_MAGIC = 0x45678900; // This must be as big as to be VBR-ed as a 32 bits number.
static const uint64_t GODOT_NIR_SC_SENTINEL_MAGIC_MASK = 0xffffffffffffff00;
static const uint64_t GODOT_NIR_SC_SENTINEL_ID_MASK = 0x00000000000000ff;
typedef struct GodotNirCallbacks {
void *data;
void (*report_resource)(uint32_t p_register, uint32_t p_space, uint32_t p_dxil_type, void *p_data);
void (*report_sc_bit_offset_fn)(uint32_t p_sc_id, uint64_t p_bit_offset, void *p_data);
void (*report_bitcode_bit_offset_fn)(uint64_t p_bit_offset, void *p_data);
} GodotNirCallbacks;
#ifdef __cplusplus
}
#endif
#endif // D3D12_GODOT_NIR_BRIDGE_H