Files
LookingGlass/idd/LGIdd/CFrameBufferPool.h
Geoffrey McRae 3ddc199bec [idd] capture: split software and hardware frame processors
Move cadence-aware hardware capture and immediate software capture
behind a common frame processor interface.

Keep shared damage tracking and frame-buffer ownership in the base
processor, and move stateless format, resource, and rectangle helpers
into CFrameProcessorUtil.

Decouple frame-buffer resources from CSwapChainProcessor by passing the
device dependencies they use directly.
2026-08-07 13:34:40 +10:00

45 lines
1.4 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 "CFrameBufferResource.h"
#include "CIndirectDeviceContext.h"
#include "common/KVMFR.h"
struct CD3D12Device;
class CFrameBufferPool
{
CIndirectDeviceContext * m_device = nullptr;
CD3D12Device * m_dx12 = nullptr;
CFrameBufferResource m_buffers[LGMP_Q_FRAME_BUFFER_LEN];
public:
void Init(CIndirectDeviceContext * device, CD3D12Device * dx12);
void Reset();
CFrameBufferResource * Get(
const CIndirectDeviceContext::PreparedFrameBuffer& buffer,
size_t minSize,
const D3D12_RESOURCE_DESC * textureDesc = nullptr);
};