/** * Looking Glass * Copyright © 2017-2024 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 "Direct3DDevice.h" #include "CIndirectDeviceContext.h" #include #include #include #include using namespace Microsoft::WRL; #define STAGING_TEXTURES 3 class CSwapChainProcessor { private: CIndirectDeviceContext * m_devContext; IDDCX_SWAPCHAIN m_hSwapChain; std::shared_ptr m_device; HANDLE m_newFrameEvent; Wrappers::HandleT 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 acquiredBuffer); void FrameThread(); struct StagingTexture { volatile LONG lock = 0; int width = 0; int height = 0; DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; Microsoft::WRL::ComPtr 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 device, HANDLE newFrameEvent); ~CSwapChainProcessor(); void ResendLastFrame(); };