mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-09 08:41:31 +00:00
[idd] project: organize driver sources by responsibility
Group the IDD sources and Visual Studio filters by subsystem. Split the device and swap-chain implementations into focused units, rename the context classes, and reduce header coupling.
This commit is contained in:
179
idd/LGIdd/d3d/CD3D12CommandQueue.h
Normal file
179
idd/LGIdd/d3d/CD3D12CommandQueue.h
Normal file
@@ -0,0 +1,179 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program; if not, write to the Free Software Foundation, Inc., 59
|
||||
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Windows.h>
|
||||
#include <wdf.h>
|
||||
#include <wrl.h>
|
||||
#include <d3d12.h>
|
||||
#include <atomic>
|
||||
#include <stdint.h>
|
||||
|
||||
using namespace Microsoft::WRL;
|
||||
using namespace Microsoft::WRL::Wrappers;
|
||||
using namespace Microsoft::WRL::Wrappers::HandleTraits;
|
||||
|
||||
class CD3D12CommandQueue;
|
||||
|
||||
class CD3D12CommandSlot
|
||||
{
|
||||
friend class CD3D12CommandQueue;
|
||||
|
||||
private:
|
||||
enum State
|
||||
{
|
||||
STATE_FREE,
|
||||
STATE_RECORDING,
|
||||
STATE_CANCELLING,
|
||||
STATE_SUBMITTED,
|
||||
STATE_COMPLETING,
|
||||
STATE_FAILED,
|
||||
};
|
||||
|
||||
struct FenceWait
|
||||
{
|
||||
ComPtr<ID3D12Fence> fence;
|
||||
UINT64 value = 0;
|
||||
};
|
||||
|
||||
static const UINT MAX_FENCE_WAITS = 2;
|
||||
|
||||
const WCHAR * m_name = nullptr;
|
||||
CD3D12CommandQueue * m_queue = nullptr;
|
||||
ComPtr<ID3D12CommandAllocator > m_allocator;
|
||||
ComPtr<ID3D12GraphicsCommandList> m_gfxList;
|
||||
ComPtr<ID3D12CommandList > m_cmdList;
|
||||
|
||||
std::atomic<State> m_state = STATE_FREE;
|
||||
std::atomic<bool> m_submitted = false;
|
||||
HandleT<HANDLENullTraits> m_event;
|
||||
HandleT<HANDLENullTraits> m_availableEvent;
|
||||
HANDLE m_waitHandle = INVALID_HANDLE_VALUE;
|
||||
bool m_needsReset = false;
|
||||
UINT64 m_fenceTarget = 0;
|
||||
|
||||
FenceWait m_fenceWaits[MAX_FENCE_WAITS];
|
||||
UINT m_fenceWaitCount = 0;
|
||||
|
||||
typedef void (*CompletionFunction)(CD3D12CommandSlot * slot,
|
||||
bool result, void * param1, void * param2);
|
||||
|
||||
CompletionFunction m_completionCallback = nullptr;
|
||||
void * m_completionParams[2] = {};
|
||||
bool m_completionResult = true;
|
||||
|
||||
UINT m_queryBase = 0;
|
||||
bool m_timingActive = false;
|
||||
UINT64 m_timestampFrequency = 0;
|
||||
UINT64 m_calibrationGPU = 0;
|
||||
UINT64 m_calibrationCPU = 0;
|
||||
|
||||
bool Init(ID3D12Device3 * device, CD3D12CommandQueue * queue,
|
||||
const WCHAR * name, UINT queryBase, ULONG waitFlags);
|
||||
void DeInit();
|
||||
void OnCompletion(bool timeout);
|
||||
|
||||
public:
|
||||
enum CallbackMode
|
||||
{
|
||||
FAST,
|
||||
NORMAL,
|
||||
};
|
||||
|
||||
~CD3D12CommandSlot() { DeInit(); }
|
||||
|
||||
bool Acquire();
|
||||
void Cancel();
|
||||
bool Execute();
|
||||
|
||||
bool BeginTiming();
|
||||
void EndTiming();
|
||||
bool GetGPUTimes(uint64_t& start, uint64_t& end) const;
|
||||
|
||||
bool WaitFor(ID3D12Fence * fence, UINT64 value);
|
||||
bool WaitFor(const CD3D12CommandSlot& slot);
|
||||
|
||||
void SetCompletionCallback(CompletionFunction fn,
|
||||
void * param1, void * param2)
|
||||
{
|
||||
m_completionCallback = fn;
|
||||
m_completionParams[0] = param1;
|
||||
m_completionParams[1] = param2;
|
||||
}
|
||||
|
||||
bool IsIdle() const
|
||||
{
|
||||
const State state = m_state.load(std::memory_order_acquire);
|
||||
return state == STATE_FREE ||
|
||||
(state == STATE_FAILED &&
|
||||
!m_submitted.load(std::memory_order_acquire));
|
||||
}
|
||||
|
||||
bool HasSubmittedWork() const
|
||||
{
|
||||
return m_submitted.load(std::memory_order_acquire);
|
||||
}
|
||||
|
||||
ComPtr<ID3D12GraphicsCommandList> GetGfxList() { return m_gfxList; }
|
||||
};
|
||||
|
||||
class CD3D12CommandQueue
|
||||
{
|
||||
friend class CD3D12CommandSlot;
|
||||
|
||||
private:
|
||||
static const UINT MAX_SLOTS = 2;
|
||||
|
||||
const WCHAR * m_name = nullptr;
|
||||
|
||||
ComPtr<ID3D12CommandQueue> m_queue;
|
||||
ComPtr<ID3D12Fence > m_fence;
|
||||
UINT64 m_fenceValue = 0;
|
||||
SRWLOCK m_submitLock = SRWLOCK_INIT;
|
||||
std::atomic<bool> m_failed = false;
|
||||
|
||||
CD3D12CommandSlot m_slots[MAX_SLOTS];
|
||||
UINT m_slotCount = 0;
|
||||
|
||||
ComPtr<ID3D12QueryHeap> m_timestampHeap;
|
||||
ComPtr<ID3D12Resource > m_timestampReadback;
|
||||
UINT64 * m_timestampMap = nullptr;
|
||||
UINT64 m_qpcFrequency = 0;
|
||||
bool m_timingSupported = false;
|
||||
|
||||
bool InitTiming(ID3D12Device3 * device, UINT slotCount);
|
||||
bool Submit(CD3D12CommandSlot& slot);
|
||||
bool SnapshotTiming(CD3D12CommandSlot& slot) const;
|
||||
bool GetGPUTimes(const CD3D12CommandSlot& slot,
|
||||
uint64_t& start, uint64_t& end) const;
|
||||
|
||||
public:
|
||||
~CD3D12CommandQueue() { DeInit(); }
|
||||
|
||||
bool Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type,
|
||||
const WCHAR * name, CD3D12CommandSlot::CallbackMode callbackMode,
|
||||
UINT slotCount, bool enableTiming = false);
|
||||
void DeInit();
|
||||
|
||||
CD3D12CommandSlot * Acquire(UINT slotIndex);
|
||||
CD3D12CommandSlot * Acquire();
|
||||
void WaitForIdle();
|
||||
};
|
||||
Reference in New Issue
Block a user