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[idd] capture: split software and hardware frame processors
Move cadence-aware hardware capture and immediate software capture behind a common frame processor interface. Keep shared damage tracking and frame-buffer ownership in the base processor, and move stateless format, resource, and rectangle helpers into CFrameProcessorUtil. Decouple frame-buffer resources from CSwapChainProcessor by passing the device dependencies they use directly.
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@@ -30,7 +30,8 @@
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#include "CFrameScheduler.h"
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#include "CInteropResource.h"
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class CSwapChainProcessor;
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struct CD3D12Device;
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class CIndirectDeviceContext;
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using namespace Microsoft::WRL;
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@@ -69,8 +70,8 @@ class CFrameBufferResource
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void * m_map = nullptr;
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public:
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bool Init(CSwapChainProcessor * swapChain, unsigned frameIndex,
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uint8_t * base, size_t size,
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bool Init(CIndirectDeviceContext * device, CD3D12Device * dx12,
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unsigned frameIndex, uint8_t * base, size_t size,
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const D3D12_RESOURCE_DESC * textureDesc = nullptr);
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void Reset();
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