LookingGlass/idd/LGIdd/CSwapChainProcessor.h

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C
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#pragma once
#include "Direct3DDevice.h"
#include "CIndirectDeviceContext.h"
#include <Windows.h>
#include <wrl.h>
#include <IddCx.h>
#include <memory>
using namespace Microsoft::WRL;
#define STAGING_TEXTURES 3
class CSwapChainProcessor
{
private:
CIndirectDeviceContext * m_devContext;
IDDCX_SWAPCHAIN m_hSwapChain;
std::shared_ptr<Direct3DDevice> m_device;
HANDLE m_newFrameEvent;
Wrappers::HandleT<Wrappers::HandleTraits::HANDLENullTraits> m_thread[2];
Wrappers::Event m_terminateEvent;
static DWORD CALLBACK _SwapChainThread(LPVOID arg);
static DWORD CALLBACK _FrameThread(LPVOID arg);
void SwapChainThread();
void SwapChainThreadCore();
void SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer);
void FrameThread();
struct StagingTexture
{
volatile LONG lock = 0;
int width = 0;
int height = 0;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
Microsoft::WRL::ComPtr<ID3D11Texture2D> tex;
D3D11_MAPPED_SUBRESOURCE map = {};
};
StagingTexture m_cpuTex[STAGING_TEXTURES] = {};
volatile LONG m_copyCount = 0;
volatile LONG m_contextLock = 0;
int m_texRIndex = 0;
int m_texWIndex = 0;
int m_lastIndex = 0;
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bool SetupStagingTexture(StagingTexture & st, int width, int height, DXGI_FORMAT format);
public:
CSwapChainProcessor(CIndirectDeviceContext * devContext, IDDCX_SWAPCHAIN hSwapChain,
std::shared_ptr<Direct3DDevice> device, HANDLE newFrameEvent);
~CSwapChainProcessor();
void ResendLastFrame();
};