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Introduce transport, frame, and control interfaces with an LGMP factory backend. Move LGMP and IVSHMEM implementation details under transport/lgmp and expose direct frame-buffer memory through a neutral capability.
90 lines
2.7 KiB
C++
90 lines
2.7 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/TransportTypes.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 m_directTextureSupported = false;
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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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bool CanUseDirectTexture() const { return m_directTextureSupported; }
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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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