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.
230 lines
6.2 KiB
C++
230 lines
6.2 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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#include "d3d/CD3D12Device.h"
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#include "CDebug.h"
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bool CD3D12Device::m_indirectCopy = false;
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CD3D12Device::CD3D12Device(LUID adapterLuid) :
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m_adapterLuid(adapterLuid),
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m_debug(false)
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{
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if (m_debug)
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{
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HRESULT hr = D3D12GetDebugInterface(IID_PPV_ARGS(&m_dxDebug));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to get the debug interface");
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return;
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}
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m_dxDebug->EnableDebugLayer();
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m_dxDebug->SetEnableGPUBasedValidation(TRUE);
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m_dxDebug->SetEnableSynchronizedCommandQueueValidation(TRUE);
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m_dxDebug->SetForceLegacyBarrierValidation(TRUE);
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}
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}
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static void CALLBACK _D3D12DebugCallback(
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D3D12_MESSAGE_CATEGORY category,
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D3D12_MESSAGE_SEVERITY severity,
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D3D12_MESSAGE_ID id,
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LPCSTR description,
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void *context
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)
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{
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(void)context;
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DEBUG_INFO("category:%d severity:%d id:%d desc:%s",
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category,
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severity,
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id,
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description);
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}
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CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
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UINT64 &alignSize, bool enableCompute)
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{
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HRESULT hr;
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m_computeEnabled = enableCompute;
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hr = CreateDXGIFactory2(m_debug ? DXGI_CREATE_FACTORY_DEBUG : 0, IID_PPV_ARGS(&m_factory));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the DXGI factory");
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return InitResult::FAILURE;
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}
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hr = m_factory->EnumAdapterByLuid(m_adapterLuid, IID_PPV_ARGS(&m_adapter));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to enumerate the adapter");
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return InitResult::FAILURE;
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}
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hr = D3D12CreateDevice(m_adapter.Get(), D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(&m_device));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the DirectX12 device");
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return InitResult::FAILURE;
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}
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if (m_debug)
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{
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hr = m_device.As(&m_infoQueue);
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if (FAILED(hr))
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{
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DEBUG_WARN_HR(hr, "Failed to get the ID3D12InfoQueue1 interface");
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//non-fatal do not exit
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}
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else
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{
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m_infoQueue->RegisterMessageCallback(
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_D3D12DebugCallback, D3D12_MESSAGE_CALLBACK_FLAG_NONE, NULL, &m_callbackCookie);
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}
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}
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if (!m_indirectCopy)
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{
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hr = m_device->OpenExistingHeapFromAddress(ivshmem.GetMem(), IID_PPV_ARGS(&m_ivshmemHeap));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to open IVSHMEM as a D3D12Heap");
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m_indirectCopy = true;
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return InitResult::RETRY;
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}
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m_ivshmemHeap->SetName(L"IVSHMEM");
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D3D12_HEAP_DESC heapDesc = m_ivshmemHeap->GetDesc();
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alignSize = heapDesc.Alignment;
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m_ivshmemTextureSupported =
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(heapDesc.Flags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) &&
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!(heapDesc.Flags & D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES);
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// test that the heap is usable
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if (!HeapTest())
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{
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DEBUG_WARN("Unable to create resources in the IVSHMEM heap, falling back to indirect copy");
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// failure often results in the device being removed and we need to completely reinit when this occurs
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m_indirectCopy = true;
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return InitResult::RETRY;
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}
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DEBUG_INFO("Using IVSHMEM as a D3D12Heap");
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if (!m_ivshmemTextureSupported)
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DEBUG_WARN("IVSHMEM heap does not support placed textures");
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}
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if (!m_copyQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY,
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L"Copy", m_indirectCopy ? CD3D12CommandSlot::NORMAL :
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CD3D12CommandSlot::FAST, 2, true))
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return InitResult::FAILURE;
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if (m_computeEnabled &&
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!m_computeQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COMPUTE,
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L"Compute", CD3D12CommandSlot::FAST, 2))
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return InitResult::FAILURE;
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DEBUG_INFO("Created CD3D12Device");
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return InitResult::SUCCESS;
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}
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void CD3D12Device::DeInit()
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{
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if (m_debug && m_infoQueue)
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m_infoQueue->UnregisterMessageCallback(m_callbackCookie);
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m_infoQueue.Reset();
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}
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void CD3D12Device::WaitForIdle()
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{
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m_copyQueue.WaitForIdle();
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if (m_computeEnabled)
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m_computeQueue.WaitForIdle();
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}
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bool CD3D12Device::HeapTest()
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{
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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desc.Width = 1048576;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER;
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HRESULT hr;
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ComPtr<ID3D12Resource> resource;
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hr = m_device->CreatePlacedResource(
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m_ivshmemHeap.Get(),
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0,
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&desc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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IID_PPV_ARGS(&resource));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the ivshmem ID3D12Resource");
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return false;
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}
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resource->SetName(L"HeapTest");
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/* the above may succeed even if there was a fault, as such we also need to check
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* check if the device was removed */
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hr = m_device->GetDeviceRemovedReason();
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if (hr != S_OK)
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{
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DEBUG_ERROR_HR(hr, "Device Removed");
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return false;
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}
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return true;
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}
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CD3D12CommandSlot * CD3D12Device::GetCopySlot(unsigned frameIndex)
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{
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return m_copyQueue.Acquire(frameIndex);
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}
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CD3D12CommandSlot * CD3D12Device::GetCopySlot()
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{
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return m_copyQueue.Acquire();
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}
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CD3D12CommandSlot * CD3D12Device::GetComputeSlot(unsigned frameIndex)
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{
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if (!m_computeEnabled)
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{
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DEBUG_ERROR("Compute queue requested while compute processing is disabled");
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return nullptr;
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}
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return m_computeQueue.Acquire(frameIndex);
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}
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