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[idd] d3d: add leased D3D11 texture interop
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102
idd/LGIdd/d3d/CInteropPool.h
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102
idd/LGIdd/d3d/CInteropPool.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 "CSRWLock.h"
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#include "capture/CFrameTex.h"
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#include "d3d/CD3D11Device.h"
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#include "d3d/CD3D12Device.h"
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#include <memory>
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struct CD3D11Core;
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struct D11Sync
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{
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ComPtr<ID3D11Fence> fence;
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UINT64 value = 0;
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bool ready = false;
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bool Valid() const { return ready || (fence && value); }
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D12SyncState State() const;
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};
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// A native D3D11 view of one immutable graph product. Keep the lease until
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// the encoder's GPU completion, not merely until its submission returns.
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class D11Lease
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{
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friend class CInteropPool;
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friend struct CD3D11Core;
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private:
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std::shared_ptr<CD3D11Core> m_core;
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TexLease m_src;
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ComPtr<ID3D11Texture2D> m_tex;
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D11Sync m_sync;
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FrameProfile m_profile;
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D11Lease(const std::shared_ptr<CD3D11Core>& core, const TexLease& src,
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const ComPtr<ID3D11Texture2D>& tex, const D11Sync& sync,
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const FrameProfile& profile);
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public:
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D11Lease() = default;
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D11Lease(const D11Lease&) = default;
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D11Lease& operator=(const D11Lease&) = default;
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D11Lease(D11Lease&&) noexcept = default;
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D11Lease& operator=(D11Lease&&) noexcept = default;
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explicit operator bool() const { return !!m_src && !!m_tex; }
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ID3D11Texture2D * Get() const { return m_tex.Get(); }
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const CFrameTex * Frame() const { return m_src.Get(); }
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const FrameProfile& Profile() const { return m_profile; }
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const D11Sync& Sync() const { return m_sync; }
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D12SyncState Status() const { return m_sync.State(); }
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// Orders only work subsequently submitted through this exact context.
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// The context owner remains responsible for its thread serialization and
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// for ordering any private encoder queue.
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TexResult Wait(ID3D11DeviceContext4 * context) const;
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void Reset();
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};
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// Opens cached native D3D11 views of shareable D3D12 graph products. The
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// pool never copies, transitions, or writes a product. Failures remain local
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// to this interop route and cannot invalidate the source or sibling routes.
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class CInteropPool
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{
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private:
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mutable CSRWLock m_lock;
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std::shared_ptr<CD3D11Core> m_core;
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public:
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CInteropPool() = default;
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CInteropPool(const CInteropPool&) = delete;
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CInteropPool& operator=(const CInteropPool&) = delete;
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~CInteropPool() { Reset(); }
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// bind is the minimum native D3D11 bind capability required by the future
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// consumer. Unsupported capabilities reject this route without a copy.
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TexResult Init(const std::shared_ptr<CD3D11Device>& d11,
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const std::shared_ptr<CD3D12Device>& d12, UINT bind = 0);
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TexResult Get(const TexLease& src, D11Lease& lease);
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void Reset();
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};
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