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.
101 lines
3.5 KiB
C++
101 lines
3.5 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 "d3d/CD3D12Device.h"
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#include "capture/CFrameBufferPool.h"
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#include "d3d/CInteropResource.h"
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#include "postprocess/CPostProcessor.h"
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#include <Windows.h>
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#include <memory>
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using namespace Microsoft::WRL;
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class CFrameTransport;
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struct FrameSubmission
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{
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CInteropResource * source;
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D12FrameFormat sourceFormat;
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uint64_t captureTime;
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uint64_t postProcessStart;
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unsigned timingEffectIndex;
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uint64_t timingToken;
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bool noImageUpdate;
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};
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class CFrameProcessor
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{
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protected:
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CFrameTransport * m_transport;
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std::shared_ptr<CD3D12Device> m_dx12;
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CPostProcessor * m_postProcessors;
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SRWLOCK * m_pipelineLock;
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HANDLE m_terminateEvent;
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CFrameBufferPool m_frameBuffers;
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Wrappers::Event m_readyEvent;
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mutable SRWLOCK m_damageLock = SRWLOCK_INIT;
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RECT m_previousDamage[LG_MAX_DIRTY_RECTS] = {};
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unsigned m_previousDamageCount = 0;
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RECT m_pendingDamage[LG_MAX_DIRTY_RECTS] = {};
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unsigned m_pendingDamageCount = 0;
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bool m_hasPendingDamage = true;
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bool HasPendingDamage() const;
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bool TakePendingDamage(RECT dirtyRects[], unsigned * count);
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void RestorePendingDamage(
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const RECT dirtyRects[], unsigned count, bool hasDamage);
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void CommitDamage(const RECT dirtyRects[], unsigned count);
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void GetPreviousDamage(RECT dirtyRects[], unsigned * count) const;
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virtual void AccumulateDamageLocked(
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const RECT dirtyRects[], unsigned count);
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virtual void SetFullDamageLocked();
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public:
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CFrameProcessor(CFrameTransport * transport,
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std::shared_ptr<CD3D12Device> dx12,
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CPostProcessor postProcessors[LGMP_Q_FRAME_LEN],
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SRWLOCK * pipelineLock, HANDLE terminateEvent);
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virtual ~CFrameProcessor() = default;
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virtual bool IsValid() const;
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virtual bool Submit(const FrameSubmission& submission) = 0;
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virtual bool HasReadyFrame() const = 0;
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virtual bool Publish(const CFrameScheduler::Schedule& schedule,
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bool periodic, uint64_t publishStart) = 0;
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virtual bool UsesCadence() const = 0;
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virtual void Reset();
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virtual void Invalidate();
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virtual void ResetPipeline();
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void AccumulateDamage(const RECT dirtyRects[], unsigned count);
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void SetFullDamage();
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HANDLE GetReadyEvent() const { return m_readyEvent.Get(); }
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};
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std::unique_ptr<CFrameProcessor> CreateFrameProcessor(
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bool software, CFrameTransport * transport,
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std::shared_ptr<CD3D12Device> dx12,
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CPostProcessor postProcessors[LGMP_Q_FRAME_LEN],
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SRWLOCK * pipelineLock, HANDLE terminateEvent);
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