[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:
Geoffrey McRae
2026-08-07 14:38:36 +10:00
parent 3ddc199bec
commit 30a1383d5e
76 changed files with 5067 additions and 3923 deletions

View File

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