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[idd] d3d: add leased D3D11 texture interop
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@@ -47,11 +47,12 @@ private:
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ComPtr<ID3D12Resource> m_res;
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D12Sync m_sync;
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D3D12_RESOURCE_STATES m_state;
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bool m_shared;
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CFrameTex(uint64_t graph, uint64_t pool, unsigned node, unsigned slot,
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uint64_t version, const FrameProfile& profile, const FrameDesc& frame,
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const ComPtr<ID3D12Resource>& res, const D12Sync& sync,
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D3D12_RESOURCE_STATES state);
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D3D12_RESOURCE_STATES state, bool shared);
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public:
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CFrameTex(const CFrameTex&) = delete;
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@@ -68,6 +69,7 @@ public:
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ID3D12Resource * Get() const { return m_res.Get(); }
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const D12Sync& Sync() const { return m_sync; }
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D3D12_RESOURCE_STATES State() const { return m_state; }
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bool Shared() const { return m_shared; }
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bool Wait(CD3D12CommandSlot& cmd) const;
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D12SyncState Status() const { return m_sync.State(); }
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bool Ready() const { return m_sync.Done(); }
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@@ -152,7 +154,7 @@ public:
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TexResult Init(ID3D12Device3 * device, uint64_t graph, unsigned node,
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const FrameProfile& profile, const D3D12_RESOURCE_DESC& desc,
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D3D12_RESOURCE_STATES state, unsigned slots);
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D3D12_RESOURCE_STATES state, unsigned slots, bool shared = false);
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void Reset();
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TexResult Try(TexWrite& write);
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};
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