mirror of
https://github.com/gnif/LookingGlass.git
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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.
180 lines
5.1 KiB
C++
180 lines
5.1 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 <d3d12.h>
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#include <atomic>
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#include <stdint.h>
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using namespace Microsoft::WRL;
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using namespace Microsoft::WRL::Wrappers;
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using namespace Microsoft::WRL::Wrappers::HandleTraits;
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class CD3D12CommandQueue;
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class CD3D12CommandSlot
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{
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friend class CD3D12CommandQueue;
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private:
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enum State
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{
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STATE_FREE,
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STATE_RECORDING,
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STATE_CANCELLING,
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STATE_SUBMITTED,
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STATE_COMPLETING,
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STATE_FAILED,
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};
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struct FenceWait
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{
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ComPtr<ID3D12Fence> fence;
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UINT64 value = 0;
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};
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static const UINT MAX_FENCE_WAITS = 2;
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const WCHAR * m_name = nullptr;
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CD3D12CommandQueue * m_queue = nullptr;
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ComPtr<ID3D12CommandAllocator > m_allocator;
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ComPtr<ID3D12GraphicsCommandList> m_gfxList;
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ComPtr<ID3D12CommandList > m_cmdList;
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std::atomic<State> m_state = STATE_FREE;
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std::atomic<bool> m_submitted = false;
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HandleT<HANDLENullTraits> m_event;
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HandleT<HANDLENullTraits> m_availableEvent;
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HANDLE m_waitHandle = INVALID_HANDLE_VALUE;
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bool m_needsReset = false;
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UINT64 m_fenceTarget = 0;
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FenceWait m_fenceWaits[MAX_FENCE_WAITS];
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UINT m_fenceWaitCount = 0;
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typedef void (*CompletionFunction)(CD3D12CommandSlot * slot,
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bool result, void * param1, void * param2);
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CompletionFunction m_completionCallback = nullptr;
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void * m_completionParams[2] = {};
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bool m_completionResult = true;
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UINT m_queryBase = 0;
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bool m_timingActive = false;
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UINT64 m_timestampFrequency = 0;
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UINT64 m_calibrationGPU = 0;
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UINT64 m_calibrationCPU = 0;
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bool Init(ID3D12Device3 * device, CD3D12CommandQueue * queue,
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const WCHAR * name, UINT queryBase, ULONG waitFlags);
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void DeInit();
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void OnCompletion(bool timeout);
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public:
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enum CallbackMode
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{
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FAST,
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NORMAL,
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};
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~CD3D12CommandSlot() { DeInit(); }
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bool Acquire();
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void Cancel();
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bool Execute();
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bool BeginTiming();
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void EndTiming();
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bool GetGPUTimes(uint64_t& start, uint64_t& end) const;
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bool WaitFor(ID3D12Fence * fence, UINT64 value);
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bool WaitFor(const CD3D12CommandSlot& slot);
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void SetCompletionCallback(CompletionFunction fn,
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void * param1, void * param2)
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{
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m_completionCallback = fn;
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m_completionParams[0] = param1;
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m_completionParams[1] = param2;
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}
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bool IsIdle() const
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{
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const State state = m_state.load(std::memory_order_acquire);
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return state == STATE_FREE ||
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(state == STATE_FAILED &&
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!m_submitted.load(std::memory_order_acquire));
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}
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bool HasSubmittedWork() const
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{
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return m_submitted.load(std::memory_order_acquire);
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}
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ComPtr<ID3D12GraphicsCommandList> GetGfxList() { return m_gfxList; }
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};
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class CD3D12CommandQueue
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{
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friend class CD3D12CommandSlot;
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private:
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static const UINT MAX_SLOTS = 2;
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const WCHAR * m_name = nullptr;
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ComPtr<ID3D12CommandQueue> m_queue;
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ComPtr<ID3D12Fence > m_fence;
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UINT64 m_fenceValue = 0;
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SRWLOCK m_submitLock = SRWLOCK_INIT;
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std::atomic<bool> m_failed = false;
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CD3D12CommandSlot m_slots[MAX_SLOTS];
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UINT m_slotCount = 0;
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ComPtr<ID3D12QueryHeap> m_timestampHeap;
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ComPtr<ID3D12Resource > m_timestampReadback;
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UINT64 * m_timestampMap = nullptr;
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UINT64 m_qpcFrequency = 0;
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bool m_timingSupported = false;
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bool InitTiming(ID3D12Device3 * device, UINT slotCount);
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bool Submit(CD3D12CommandSlot& slot);
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bool SnapshotTiming(CD3D12CommandSlot& slot) const;
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bool GetGPUTimes(const CD3D12CommandSlot& slot,
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uint64_t& start, uint64_t& end) const;
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public:
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~CD3D12CommandQueue() { DeInit(); }
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bool Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type,
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const WCHAR * name, CD3D12CommandSlot::CallbackMode callbackMode,
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UINT slotCount, bool enableTiming = false);
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void DeInit();
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CD3D12CommandSlot * Acquire(UINT slotIndex);
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CD3D12CommandSlot * Acquire();
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void WaitForIdle();
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};
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