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[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.
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idd/LGIdd/d3d/CInteropResource.h
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73
idd/LGIdd/d3d/CInteropResource.h
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/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <Windows.h>
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#include <wdf.h>
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#include <wrl.h>
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#include <memory>
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#include "d3d/CD3D11Device.h"
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#include "d3d/CD3D12Device.h"
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#include "d3d/CD3D12CommandQueue.h"
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using namespace Microsoft::WRL;
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#define LG_MAX_DIRTY_RECTS 256
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class CInteropResource
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{
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private:
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std::shared_ptr<CD3D11Device> m_dx11Device;
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std::shared_ptr<CD3D12Device> m_dx12Device;
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// This value is likely released. It is only used to check if the supplied
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// texture is different; do not rely on it pointing to valid memory.
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void * m_srcTex;
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ComPtr<ID3D12Resource > m_d12Res;
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D3D11_TEXTURE2D_DESC m_format;
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ComPtr<ID3D11Fence > m_d11Fence;
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ComPtr<ID3D12Fence > m_d12Fence;
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UINT64 m_fenceValue;
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bool m_ready;
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RECT m_dirtyRects[LG_MAX_DIRTY_RECTS];
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unsigned m_nbDirtyRects;
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public:
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bool Init(std::shared_ptr<CD3D11Device> dx11Device,
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std::shared_ptr<CD3D12Device> dx12Device,
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ComPtr<ID3D11Texture2D> srcTex);
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void Reset();
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bool IsReady() const { return m_ready; }
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bool Compare(const ComPtr<ID3D11Texture2D>& srcTex) const;
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bool Signal();
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bool Sync(CD3D12CommandSlot& slot);
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void SetFullDamage();
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void SetDirtyRects(const RECT * dirtyRects, unsigned nbDirtyRects);
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const ComPtr<ID3D12Resource>& GetRes() const { return m_d12Res; }
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const D3D11_TEXTURE2D_DESC& GetFormat() const { return m_format; }
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const RECT * GetDirtyRects() const { return m_dirtyRects; }
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unsigned GetDirtyRectCount() const { return m_nbDirtyRects; }
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};
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