mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-09 08:41:31 +00:00
Move cadence and pipeline declarations under capture, and move local named-pipe handling under ipc. Flatten display contexts and rename files after their contained classes. Keep transport headers limited to transport contracts and capabilities. Consolidate CSwapChainProcessor definitions so each source file matches the class it implements.
90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
/**
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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 <Windows.h>
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#include <wdf.h>
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#include <wrl.h>
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#include <dxgi1_5.h>
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#include <d3d12.h>
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#include "d3d/CD3D12CommandQueue.h"
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#include "transport/DirectFrameBufferMemory.h"
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using namespace Microsoft::WRL;
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struct CD3D12Device
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{
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private:
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LUID m_adapterLuid;
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bool m_debug;
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// A failed direct heap can remove the device. Preserve the fallback for
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// the replacement device so initialization does not retry forever.
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static bool s_directHeapFailed;
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ComPtr<ID3D12Debug6 > m_dxDebug;
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ComPtr<ID3D12InfoQueue1> m_infoQueue;
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DWORD m_callbackCookie;
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ComPtr<IDXGIFactory5> m_factory;
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ComPtr<IDXGIAdapter1> m_adapter;
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ComPtr<ID3D12Device3> m_device;
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ComPtr<ID3D12Heap > m_transportHeap;
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CD3D12CommandQueue m_copyQueue;
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CD3D12CommandQueue m_computeQueue;
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bool m_computeEnabled = false;
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bool m_indirectCopy = true;
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bool m_directTextureSupported = false;
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bool HeapTest();
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public:
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CD3D12Device(LUID adapterLUID);
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~CD3D12Device() { DeInit(); }
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enum InitResult
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{
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RETRY,
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FAILURE,
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SUCCESS
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};
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InitResult Init(const DirectFrameBufferMemory& directMemory,
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UINT64& alignSize, bool enableCompute);
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void DeInit();
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// Wait for all command queues to finish in-flight GPU work and run their
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// completion callbacks. Used at swap-chain teardown so no callback touches
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// resources we are about to release.
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void WaitForIdle();
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ComPtr<ID3D12Device3> GetDevice() { return m_device; }
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ComPtr<ID3D12Heap > GetTransportHeap() { return m_transportHeap; }
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bool IsIndirectCopy() const { return m_indirectCopy; }
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bool CanUseDirectTexture() const { return m_directTextureSupported; }
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CD3D12CommandSlot * GetCopySlot ();
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CD3D12CommandSlot * GetCopySlot (unsigned frameIndex);
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CD3D12CommandSlot * GetComputeSlot(unsigned frameIndex);
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};
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