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