Files
LookingGlass/idd/LGIdd/d3d/CInteropResource.h
Geoffrey McRae 30a1383d5e [idd] project: organize driver sources by responsibility
Group the IDD sources and Visual Studio filters by subsystem.

Split the device and swap-chain implementations into focused units,
rename the context classes, and reduce header coupling.
2026-08-07 15:49:18 +10:00

74 lines
2.3 KiB
C++

/**
* 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 <Windows.h>
#include <wdf.h>
#include <wrl.h>
#include <memory>
#include "d3d/CD3D11Device.h"
#include "d3d/CD3D12Device.h"
#include "d3d/CD3D12CommandQueue.h"
using namespace Microsoft::WRL;
#define LG_MAX_DIRTY_RECTS 256
class CInteropResource
{
private:
std::shared_ptr<CD3D11Device> m_dx11Device;
std::shared_ptr<CD3D12Device> m_dx12Device;
// This value is likely released. It is only used to check if the supplied
// texture is different; do not rely on it pointing to valid memory.
void * m_srcTex;
ComPtr<ID3D12Resource > m_d12Res;
D3D11_TEXTURE2D_DESC m_format;
ComPtr<ID3D11Fence > m_d11Fence;
ComPtr<ID3D12Fence > m_d12Fence;
UINT64 m_fenceValue;
bool m_ready;
RECT m_dirtyRects[LG_MAX_DIRTY_RECTS];
unsigned m_nbDirtyRects;
public:
bool Init(std::shared_ptr<CD3D11Device> dx11Device,
std::shared_ptr<CD3D12Device> dx12Device,
ComPtr<ID3D11Texture2D> srcTex);
void Reset();
bool IsReady() const { return m_ready; }
bool Compare(const ComPtr<ID3D11Texture2D>& srcTex) const;
bool Signal();
bool Sync(CD3D12CommandSlot& slot);
void SetFullDamage();
void SetDirtyRects(const RECT * dirtyRects, unsigned nbDirtyRects);
const ComPtr<ID3D12Resource>& GetRes() const { return m_d12Res; }
const D3D11_TEXTURE2D_DESC& GetFormat() const { return m_format; }
const RECT * GetDirtyRects() const { return m_dirtyRects; }
unsigned GetDirtyRectCount() const { return m_nbDirtyRects; }
};