/** * Looking Glass * Copyright © 2017-2026 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 #include #include #include #include #include "d3d/CD3D12CommandQueue.h" #include "transport/TransportTypes.h" using namespace Microsoft::WRL; struct CD3D12Device { private: LUID m_adapterLuid; bool m_debug; // A failed direct heap can remove the device. Preserve the fallback for // the replacement device so initialization does not retry forever. static bool s_directHeapFailed; ComPtr m_dxDebug; ComPtr m_infoQueue; DWORD m_callbackCookie; ComPtr m_factory; ComPtr m_adapter; ComPtr m_device; ComPtr m_transportHeap; CD3D12CommandQueue m_copyQueue; CD3D12CommandQueue m_computeQueue; bool m_computeEnabled = false; bool m_indirectCopy = true; bool m_directTextureSupported = false; bool HeapTest(); public: CD3D12Device(LUID adapterLUID); ~CD3D12Device() { DeInit(); } enum InitResult { RETRY, FAILURE, SUCCESS }; InitResult Init(const DirectFrameBufferMemory& directMemory, UINT64& alignSize, bool enableCompute); void DeInit(); // Wait for all command queues to finish in-flight GPU work and run their // completion callbacks. Used at swap-chain teardown so no callback touches // resources we are about to release. void WaitForIdle(); ComPtr GetDevice() { return m_device; } ComPtr GetTransportHeap() { return m_transportHeap; } bool IsIndirectCopy() const { return m_indirectCopy; } bool CanUseDirectTexture() const { return m_directTextureSupported; } CD3D12CommandSlot * GetCopySlot (); CD3D12CommandSlot * GetCopySlot (unsigned frameIndex); CD3D12CommandSlot * GetComputeSlot(unsigned frameIndex); };