#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(); };