mirror of
https://github.com/gnif/LookingGlass.git
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Use an explicit placed buffer for software frame copies so the D3D copy uses the same row pitch published through KVMFR. GetCopyableFootprints describes buffer copies and cannot be used to infer the physical layout of a placed row-major texture. This caused padded resolutions to use the wrong row starts in every consumer. Keep the copy direct to IVSHMEM without a staging or CPU copy.
88 lines
2.6 KiB
C++
88 lines
2.6 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 <dxgi1_5.h>
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#include <d3d12.h>
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#include "d3d/CD3D12CommandQueue.h"
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#include "transport/DirectFrameBufferMemory.h"
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using namespace Microsoft::WRL;
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struct CD3D12Device
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{
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private:
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LUID m_adapterLuid;
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bool m_debug;
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// A failed direct heap can remove the device. Preserve the fallback for
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// the replacement device so initialization does not retry forever.
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static bool s_directHeapFailed;
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ComPtr<ID3D12Debug6 > m_dxDebug;
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ComPtr<ID3D12InfoQueue1> m_infoQueue;
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DWORD m_callbackCookie;
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ComPtr<IDXGIFactory5> m_factory;
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ComPtr<IDXGIAdapter1> m_adapter;
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ComPtr<ID3D12Device3> m_device;
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ComPtr<ID3D12Heap > m_transportHeap;
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CD3D12CommandQueue m_copyQueue;
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CD3D12CommandQueue m_computeQueue;
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bool m_computeEnabled = false;
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bool m_indirectCopy = true;
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bool HeapTest();
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public:
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CD3D12Device(LUID adapterLUID);
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~CD3D12Device() { DeInit(); }
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enum InitResult
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{
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RETRY,
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FAILURE,
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SUCCESS
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};
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InitResult Init(const DirectFrameBufferMemory& directMemory,
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UINT64& alignSize, bool enableCompute);
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void DeInit();
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// Wait for all command queues to finish in-flight GPU work and run their
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// completion callbacks. Used at swap-chain teardown so no callback touches
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// resources we are about to release.
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void WaitForIdle();
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ComPtr<ID3D12Device3> GetDevice() { return m_device; }
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ComPtr<ID3D12Heap > GetTransportHeap() { return m_transportHeap; }
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bool IsIndirectCopy() const { return m_indirectCopy; }
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CD3D12CommandSlot * GetCopySlot ();
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CD3D12CommandSlot * GetCopySlot (unsigned frameIndex);
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CD3D12CommandSlot * GetComputeSlot(unsigned frameIndex);
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};
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