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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/postprocess/effect/CComputeEffect.h
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63
idd/LGIdd/postprocess/effect/CComputeEffect.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 "postprocess/CPostProcessor.h"
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#define POST_PROCESS_THREADS_STR "8"
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namespace PostProcessUtil
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{
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static constexpr unsigned Threads = 8;
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template<typename T>
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static constexpr T AlignTo(T value, T align)
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{
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return (value + (align - 1)) & ~(align - 1);
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}
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource);
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bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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UINT64 size, ComPtr<ID3D12Resource>& resource);
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}
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class CComputeEffect : public CPostProcessEffect
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{
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protected:
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12PipelineState> m_pso;
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ComPtr<ID3D12DescriptorHeap> m_descHeap;
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ComPtr<ID3D12Resource> m_dst;
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unsigned m_threadsX = 0;
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unsigned m_threadsY = 0;
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bool InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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const D3D12_STATIC_SAMPLER_DESC * samplers, UINT samplerCount,
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const char * shader);
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void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList);
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void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);
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};
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