[idd] rewrite to support DirectX12 copy

This commit is contained in:
Geoffrey McRae
2025-03-16 12:32:52 +00:00
parent 62c075cfb5
commit 8b198091ce
28 changed files with 1168 additions and 247 deletions

View File

@@ -20,8 +20,11 @@
#pragma once
#include "Direct3DDevice.h"
#include "CD3D11Device.h"
#include "CD3D12Device.h"
#include "CIndirectDeviceContext.h"
#include "CInteropResourcePool.h"
#include "CFrameBufferPool.h"
#include <Windows.h>
#include <wrl.h>
@@ -37,45 +40,29 @@ class CSwapChainProcessor
private:
CIndirectDeviceContext * m_devContext;
IDDCX_SWAPCHAIN m_hSwapChain;
std::shared_ptr<Direct3DDevice> m_device;
std::shared_ptr<CD3D11Device> m_dx11Device;
std::shared_ptr<CD3D12Device> m_dx12Device;
HANDLE m_newFrameEvent;
CInteropResourcePool m_resPool;
CFrameBufferPool m_fbPool;
Wrappers::HandleT<Wrappers::HandleTraits::HANDLENullTraits> m_thread[2];
Wrappers::Event m_terminateEvent;
static DWORD CALLBACK _SwapChainThread(LPVOID arg);
static DWORD CALLBACK _FrameThread(LPVOID arg);
void SwapChainThread();
void SwapChainThreadCore();
void SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer);
void FrameThread();
struct StagingTexture
{
volatile LONG lock = 0;
int width = 0;
int height = 0;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
Microsoft::WRL::ComPtr<ID3D11Texture2D> tex;
D3D11_MAPPED_SUBRESOURCE map = {};
};
StagingTexture m_cpuTex[STAGING_TEXTURES] = {};
volatile LONG m_copyCount = 0;
volatile LONG m_contextLock = 0;
int m_texRIndex = 0;
int m_texWIndex = 0;
int m_lastIndex = 0;
bool SetupStagingTexture(StagingTexture & st, int width, int height, DXGI_FORMAT format);
public:
CSwapChainProcessor(CIndirectDeviceContext * devContext, IDDCX_SWAPCHAIN hSwapChain,
std::shared_ptr<Direct3DDevice> device, HANDLE newFrameEvent);
std::shared_ptr<CD3D11Device> dx11Device, std::shared_ptr<CD3D12Device> dx12Device, HANDLE newFrameEvent);
~CSwapChainProcessor();
CIndirectDeviceContext * GetDevice() { return m_devContext; }
std::shared_ptr<CD3D12Device> GetD3D12Device() { return m_dx12Device; }
void ResendLastFrame();
};