#pragma once #include "d3d9_include.h" #include "../vulkan/vulkan_loader.h" /** * \brief D3D9 interface for Vulkan interop * * Provides access to the instance and physical device * handles for the given D3D9 interface and adapter ordinals. */ MIDL_INTERFACE("3461a81b-ce41-485b-b6b5-fcf08ba6a6bd") ID3D9VkInteropInterface : public IUnknown { /** * \brief Queries Vulkan handles used by DXVK * * \param [out] pInstance The Vulkan instance */ virtual void STDMETHODCALLTYPE GetInstanceHandle( VkInstance* pInstance) = 0; /** * \brief Queries Vulkan handles used by DXVK * * \param [in] Adapter Adapter ordinal * \param [out] pInstance The Vulkan instance */ virtual void STDMETHODCALLTYPE GetPhysicalDeviceHandle( UINT Adapter, VkPhysicalDevice* pPhysicalDevice) = 0; }; /** * \brief D3D9 texture interface for Vulkan interop * * Provides access to the backing resource of a * D3D9 texture. */ MIDL_INTERFACE("d56344f5-8d35-46fd-806d-94c351b472c1") ID3D9VkInteropTexture : public IUnknown { /** * \brief Retrieves Vulkan image info * * Retrieves both the image handle as well as the image's * properties. Any of the given pointers may be \c nullptr. * * If \c pInfo is not \c nullptr, the following rules apply: * - \c pInfo->sType \e must be \c VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO * - \c pInfo->pNext \e must be \c nullptr or point to a supported * extension-specific structure (currently none) * - \c pInfo->queueFamilyIndexCount must be the length of the * \c pInfo->pQueueFamilyIndices array, in \c uint32_t units. * - \c pInfo->pQueueFamilyIndices must point to a pre-allocated * array of \c uint32_t of size \c pInfo->pQueueFamilyIndices. * * \note As of now, the sharing mode will always be * \c VK_SHARING_MODE_EXCLUSIVE and no queue * family indices will be written to the array. * * After the call, the structure pointed to by \c pInfo can * be used to create an image with identical properties. * * If \c pLayout is not \c nullptr, it will receive the * layout that the image will be in after flushing any * outstanding commands on the device. * \param [out] pHandle The image handle * \param [out] pLayout Image layout * \param [out] pInfo Image properties * \returns \c S_OK on success, or \c D3DERR_INVALIDCALL */ virtual HRESULT STDMETHODCALLTYPE GetVulkanImageInfo( VkImage* pHandle, VkImageLayout* pLayout, VkImageCreateInfo* pInfo) = 0; }; /** * \brief D3D9 device interface for Vulkan interop * * Provides access to the device and instance handles * as well as the queue that is used for rendering. */ MIDL_INTERFACE("2eaa4b89-0107-4bdb-87f7-0f541c493ce0") ID3D9VkInteropDevice : public IUnknown { /** * \brief Queries Vulkan handles used by DXVK * * \param [out] pInstance The Vulkan instance * \param [out] pPhysDev The physical device * \param [out] pDevide The device handle */ virtual void STDMETHODCALLTYPE GetVulkanHandles( VkInstance* pInstance, VkPhysicalDevice* pPhysDev, VkDevice* pDevice) = 0; /** * \brief Queries the rendering queue used by DXVK * * \param [out] pQueue The Vulkan queue handle * \param [out] pQueueIndex Queue index * \param [out] pQueueFamilyIndex Queue family index */ virtual void STDMETHODCALLTYPE GetSubmissionQueue( VkQueue* pQueue, uint32_t* pQueueIndex, uint32_t* pQueueFamilyIndex) = 0; /** * \brief Transitions a Texture to a given layout * * Executes an explicit image layout transition on the * D3D device. Note that the image subresources \e must * be transitioned back to its original layout before * using it again from D3D9. * Synchronization is left up to the caller. * This function merely emits a call to transition the * texture on the DXVK internal command stream. * \param [in] pTexture The image to transform * \param [in] pSubresources Subresources to transform * \param [in] OldLayout Current image layout * \param [in] NewLayout Desired image layout */ virtual void STDMETHODCALLTYPE TransitionTextureLayout( ID3D9VkInteropTexture* pTexture, const VkImageSubresourceRange* pSubresources, VkImageLayout OldLayout, VkImageLayout NewLayout) = 0; /** * \brief Flushes outstanding D3D rendering commands * * Must be called before submitting Vulkan commands * to the rendering queue if those commands use the * backing resource of a D3D9 object. */ virtual void STDMETHODCALLTYPE FlushRenderingCommands() = 0; /** * \brief Locks submission queue * * Should be called immediately before submitting * Vulkan commands to the rendering queue in order * to prevent DXVK from using the queue. * * While the submission queue is locked, no D3D9 * methods must be called from the locking thread, * or otherwise a deadlock might occur. */ virtual void STDMETHODCALLTYPE LockSubmissionQueue() = 0; /** * \brief Releases submission queue * * Should be called immediately after submitting * Vulkan commands to the rendering queue in order * to allow DXVK to submit new commands. */ virtual void STDMETHODCALLTYPE ReleaseSubmissionQueue() = 0; /** * \brief Locks the device * * Can be called to ensure no D3D9 device methods * can be executed until UnlockDevice has been called. * * This will do nothing if the D3DCREATE_MULTITHREADED * is not set. */ virtual void STDMETHODCALLTYPE LockDevice() = 0; /** * \brief Unlocks the device * * Must only be called after a call to LockDevice. */ virtual void STDMETHODCALLTYPE UnlockDevice() = 0; /** * \brief Wait for a resource to finish being used * * Waits for the GPU resource associated with the * resource to finish being used by the GPU. * * Valid D3DLOCK flags: * - D3DLOCK_READONLY: Only waits for writes * - D3DLOCK_DONOTWAIT: Does not wait for the resource (may flush) * * \param [in] pResource Resource to be waited upon * \param [in] MapFlags D3DLOCK flags * \returns true if the resource is ready to use, * false if the resource is till in use */ virtual bool STDMETHODCALLTYPE WaitForResource( IDirect3DResource9* pResource, DWORD MapFlags) = 0; }; #ifdef _MSC_VER struct __declspec(uuid("3461a81b-ce41-485b-b6b5-fcf08ba6a6bd")) ID3D9VkInteropInterface; struct __declspec(uuid("d56344f5-8d35-46fd-806d-94c351b472c1")) ID3D9VkInteropTexture; struct __declspec(uuid("2eaa4b89-0107-4bdb-87f7-0f541c493ce0")) ID3D9VkInteropDevice; #else __CRT_UUID_DECL(ID3D9VkInteropInterface, 0x3461a81b,0xce41,0x485b,0xb6,0xb5,0xfc,0xf0,0x8b,0xa6,0xa6,0xbd); __CRT_UUID_DECL(ID3D9VkInteropTexture, 0xd56344f5,0x8d35,0x46fd,0x80,0x6d,0x94,0xc3,0x51,0xb4,0x72,0xc1); __CRT_UUID_DECL(ID3D9VkInteropDevice, 0x2eaa4b89,0x0107,0x4bdb,0x87,0xf7,0x0f,0x54,0x1c,0x49,0x3c,0xe0); #endif