csgo-2018-source/thirdparty/dxsdk/include/D3DCSX.h
2021-07-24 21:11:47 -07:00

410 lines
15 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3DX11GPGPU.h
// Content: D3DX11 General Purpose GPU computing algorithms
//
//////////////////////////////////////////////////////////////////////////////
#include "d3dx11.h"
#ifndef __D3DX11GPGPU_H__
#define __D3DX11GPGPU_H__
// Current name of the DLL shipped in the same SDK as this header.
#define D3DCSX_DLL_W L"d3dcsx_43.dll"
#define D3DCSX_DLL_A "d3dcsx_43.dll"
#ifdef UNICODE
#define D3DCSX_DLL D3DCSX_DLL_W
#else
#define D3DCSX_DLL D3DCSX_DLL_A
#endif
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//////////////////////////////////////////////////////////////////////////////
typedef enum D3DX11_SCAN_DATA_TYPE
{
D3DX11_SCAN_DATA_TYPE_FLOAT = 1,
D3DX11_SCAN_DATA_TYPE_INT,
D3DX11_SCAN_DATA_TYPE_UINT,
} D3DX11_SCAN_DATA_TYPE;
typedef enum D3DX11_SCAN_OPCODE
{
D3DX11_SCAN_OPCODE_ADD = 1,
D3DX11_SCAN_OPCODE_MIN,
D3DX11_SCAN_OPCODE_MAX,
D3DX11_SCAN_OPCODE_MUL,
D3DX11_SCAN_OPCODE_AND,
D3DX11_SCAN_OPCODE_OR,
D3DX11_SCAN_OPCODE_XOR,
} D3DX11_SCAN_OPCODE;
typedef enum D3DX11_SCAN_DIRECTION
{
D3DX11_SCAN_DIRECTION_FORWARD = 1,
D3DX11_SCAN_DIRECTION_BACKWARD,
} D3DX11_SCAN_DIRECTION;
//////////////////////////////////////////////////////////////////////////////
// ID3DX11Scan:
//////////////////////////////////////////////////////////////////////////////
// {5089b68f-e71d-4d38-be8e-f363b95a9405}
DEFINE_GUID(IID_ID3DX11Scan, 0x5089b68f, 0xe71d, 0x4d38, 0xbe, 0x8e, 0xf3, 0x63, 0xb9, 0x5a, 0x94, 0x05);
#undef INTERFACE
#define INTERFACE ID3DX11Scan
DECLARE_INTERFACE_(ID3DX11Scan, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DX11Scan
STDMETHOD(SetScanDirection)(THIS_ D3DX11_SCAN_DIRECTION Direction) PURE;
//=============================================================================
// Performs an unsegmented scan of a sequence in-place or out-of-place
// ElementType element type
// OpCode binary operation
// Direction scan direction
// ElementScanSize size of scan, in elements
// pSrc input sequence on the device. pSrc==pDst for in-place scans
// pDst output sequence on the device
//=============================================================================
STDMETHOD(Scan)( THIS_
D3DX11_SCAN_DATA_TYPE ElementType,
D3DX11_SCAN_OPCODE OpCode,
UINT ElementScanSize,
__in ID3D11UnorderedAccessView* pSrc,
__in ID3D11UnorderedAccessView* pDst
) PURE;
//=============================================================================
// Performs a multiscan of a sequence in-place or out-of-place
// ElementType element type
// OpCode binary operation
// Direction scan direction
// ElementScanSize size of scan, in elements
// ElementScanPitch pitch of the next scan, in elements
// ScanCount number of scans in a multiscan
// pSrc input sequence on the device. pSrc==pDst for in-place scans
// pDst output sequence on the device
//=============================================================================
STDMETHOD(Multiscan)( THIS_
D3DX11_SCAN_DATA_TYPE ElementType,
D3DX11_SCAN_OPCODE OpCode,
UINT ElementScanSize,
UINT ElementScanPitch,
UINT ScanCount,
__in ID3D11UnorderedAccessView* pSrc,
__in ID3D11UnorderedAccessView* pDst
) PURE;
};
//=============================================================================
// Creates a scan context
// pDevice the device context
// MaxElementScanSize maximum single scan size, in elements (FLOAT, UINT, or INT)
// MaxScanCount maximum number of scans in multiscan
// ppScanContext new scan context
//=============================================================================
HRESULT WINAPI D3DX11CreateScan(
__in ID3D11DeviceContext* pDeviceContext,
UINT MaxElementScanSize,
UINT MaxScanCount,
__out ID3DX11Scan** ppScan );
//////////////////////////////////////////////////////////////////////////////
// ID3DX11SegmentedScan:
//////////////////////////////////////////////////////////////////////////////
// {a915128c-d954-4c79-bfe1-64db923194d6}
DEFINE_GUID(IID_ID3DX11SegmentedScan, 0xa915128c, 0xd954, 0x4c79, 0xbf, 0xe1, 0x64, 0xdb, 0x92, 0x31, 0x94, 0xd6);
#undef INTERFACE
#define INTERFACE ID3DX11SegmentedScan
DECLARE_INTERFACE_(ID3DX11SegmentedScan, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DX11SegmentedScan
STDMETHOD(SetScanDirection)(THIS_ D3DX11_SCAN_DIRECTION Direction) PURE;
//=============================================================================
// Performs a segscan of a sequence in-place or out-of-place
// ElementType element type
// OpCode binary operation
// Direction scan direction
// pSrcElementFlags compact array of bits, one per element of pSrc. A set value
// indicates the start of a new segment.
// ElementScanSize size of scan, in elements
// pSrc input sequence on the device. pSrc==pDst for in-place scans
// pDst output sequence on the device
//=============================================================================
STDMETHOD(SegScan)( THIS_
D3DX11_SCAN_DATA_TYPE ElementType,
D3DX11_SCAN_OPCODE OpCode,
UINT ElementScanSize,
__in_opt ID3D11UnorderedAccessView* pSrc,
__in ID3D11UnorderedAccessView* pSrcElementFlags,
__in ID3D11UnorderedAccessView* pDst
) PURE;
};
//=============================================================================
// Creates a segmented scan context
// pDevice the device context
// MaxElementScanSize maximum single scan size, in elements (FLOAT, UINT, or INT)
// ppScanContext new scan context
//=============================================================================
HRESULT WINAPI D3DX11CreateSegmentedScan(
__in ID3D11DeviceContext* pDeviceContext,
UINT MaxElementScanSize,
__out ID3DX11SegmentedScan** ppScan );
//////////////////////////////////////////////////////////////////////////////
#define D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS 4
#define D3DX11_FFT_MAX_TEMP_BUFFERS 4
#define D3DX11_FFT_MAX_DIMENSIONS 32
//////////////////////////////////////////////////////////////////////////////
// ID3DX11FFT:
//////////////////////////////////////////////////////////////////////////////
// {b3f7a938-4c93-4310-a675-b30d6de50553}
DEFINE_GUID(IID_ID3DX11FFT, 0xb3f7a938, 0x4c93, 0x4310, 0xa6, 0x75, 0xb3, 0x0d, 0x6d, 0xe5, 0x05, 0x53);
#undef INTERFACE
#define INTERFACE ID3DX11FFT
DECLARE_INTERFACE_(ID3DX11FFT, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DX11FFT
// scale for forward transform (defaults to 1 if set to 0)
STDMETHOD(SetForwardScale)(THIS_ FLOAT ForwardScale) PURE;
STDMETHOD_(FLOAT, GetForwardScale)(THIS) PURE;
// scale for inverse transform (defaults to 1/N if set to 0, where N is
// the product of the transformed dimension lengths
STDMETHOD(SetInverseScale)(THIS_ FLOAT InverseScale) PURE;
STDMETHOD_(FLOAT, GetInverseScale)(THIS) PURE;
//------------------------------------------------------------------------------
// Attaches buffers to the context and performs any required precomputation.
// The buffers must be no smaller than the corresponding buffer sizes returned
// by D3DX11CreateFFT*(). Temp buffers may beshared between multiple contexts,
// though care should be taken to concurrently execute multiple FFTs which share
// temp buffers.
//
// NumTempBuffers number of buffers in ppTempBuffers
// ppTempBuffers temp buffers to attach
// NumPrecomputeBuffers number of buffers in ppPrecomputeBufferSizes
// ppPrecomputeBufferSizes buffers to hold precomputed data
STDMETHOD(AttachBuffersAndPrecompute)( THIS_
__in_range(0,D3DX11_FFT_MAX_TEMP_BUFFERS) UINT NumTempBuffers,
__in_ecount(NumTempBuffers) ID3D11UnorderedAccessView*const* ppTempBuffers,
__in_range(0,D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS) UINT NumPrecomputeBuffers,
__in_ecount(NumPrecomputeBuffers) ID3D11UnorderedAccessView*const* ppPrecomputeBufferSizes ) PURE;
//------------------------------------------------------------------------------
// Call after buffers have been attached to the context, pInput and *ppOuput can
// be one of the temp buffers. If *ppOutput == NULL, then the computation will ping-pong
// between temp buffers and the last buffer written to is stored at *ppOutput.
// Otherwise, *ppOutput is used as the output buffer (which may incur an extra copy).
//
// The format of complex data is interleaved components, e.g. (Real0, Imag0),
// (Real1, Imag1) ... etc. Data is stored in row major order
//
// pInputBuffer view onto input buffer
// ppOutpuBuffert pointer to view of output buffer
STDMETHOD(ForwardTransform)( THIS_
__in const ID3D11UnorderedAccessView* pInputBuffer,
__inout ID3D11UnorderedAccessView** ppOutputBuffer ) PURE;
STDMETHOD(InverseTransform)( THIS_
__in const ID3D11UnorderedAccessView* pInputBuffer,
__inout ID3D11UnorderedAccessView** ppOutputBuffer ) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// ID3DX11FFT Creation Routines
//////////////////////////////////////////////////////////////////////////////
typedef enum D3DX11_FFT_DATA_TYPE
{
D3DX11_FFT_DATA_TYPE_REAL,
D3DX11_FFT_DATA_TYPE_COMPLEX,
} D3DX11_FFT_DATA_TYPE;
typedef enum D3DX11_FFT_DIM_MASK
{
D3DX11_FFT_DIM_MASK_1D = 0x1,
D3DX11_FFT_DIM_MASK_2D = 0x3,
D3DX11_FFT_DIM_MASK_3D = 0x7,
} D3DX11_FFT_DIM_MASK;
typedef struct D3DX11_FFT_DESC
{
UINT NumDimensions; // number of dimensions
UINT ElementLengths[D3DX11_FFT_MAX_DIMENSIONS]; // length of each dimension
UINT DimensionMask; // a bit set for each dimensions to transform
// (see D3DX11_FFT_DIM_MASK for common masks)
D3DX11_FFT_DATA_TYPE Type; // type of the elements in spatial domain
} D3DX11_FFT_DESC;
//------------------------------------------------------------------------------
// NumTempBufferSizes Number of temporary buffers needed
// pTempBufferSizes Minimum sizes (in FLOATs) of temporary buffers
// NumPrecomputeBufferSizes Number of precompute buffers needed
// pPrecomputeBufferSizes minimum sizes (in FLOATs) for precompute buffers
//------------------------------------------------------------------------------
typedef struct D3DX11_FFT_BUFFER_INFO
{
__range(0,D3DX11_FFT_MAX_TEMP_BUFFERS) UINT NumTempBufferSizes;
UINT TempBufferFloatSizes[D3DX11_FFT_MAX_TEMP_BUFFERS];
__range(0,D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS) UINT NumPrecomputeBufferSizes;
UINT PrecomputeBufferFloatSizes[D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS];
} D3DX11_FFT_BUFFER_INFO;
typedef enum D3DX11_FFT_CREATE_FLAG
{
D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS = 0x01L, // do not precompute values and store into buffers
} D3DX11_FFT_CREATE_FLAG;
//------------------------------------------------------------------------------
// Creates an ID3DX11FFT COM interface object and returns a pointer to it at *ppFFT.
// The descriptor describes the shape of the data as well as the scaling factors
// that should be used for forward and inverse transforms.
// The FFT computation may require temporaries that act as ping-pong buffers
// and for other purposes. aTempSizes is a list of the sizes required for
// temporaries. Likewise, some data may need to be precomputed and the sizes
// of those sizes are returned in aPrecomputedBufferSizes.
//
// To perform a computation, follow these steps:
// 1) Create the FFT context object
// 2) Precompute (and Attach temp working buffers of at least the required size)
// 3) Call Compute() on some input data
//
// Compute() may be called repeatedly with different inputs and transform
// directions. When finished with the FFT work, release the FFT interface()
//
// Device Direct3DDeviceContext to use in
// pDesc Descriptor for FFT transform in
// Count the number of 1D FFTs to perform in
// Flags See D3DX11_FFT_CREATE_FLAG in
// pBufferInfo Pointer to BUFFER_INFO struct, filled by funciton out
// ppFFT Pointer to returned context pointer out
//------------------------------------------------------------------------------
HRESULT WINAPI D3DX11CreateFFT(
ID3D11DeviceContext* pDeviceContext,
__in const D3DX11_FFT_DESC* pDesc,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT1DReal(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT1DComplex(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT2DReal(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Y,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT2DComplex(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Y,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT3DReal(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Y,
UINT Z,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
HRESULT WINAPI D3DX11CreateFFT3DComplex(
ID3D11DeviceContext* pDeviceContext,
UINT X,
UINT Y,
UINT Z,
UINT Flags,
__out D3DX11_FFT_BUFFER_INFO* pBufferInfo,
__out ID3DX11FFT** ppFFT
);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3DX11GPGPU_H__