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Bypass cadence retention when the software render adapter is active. Publish each available source frame immediately with one damage-aware D3D copy into its final IVSHMEM resource. Keep only one software copy in flight so newer frames are dropped instead of queued behind stale work. Retain accumulated damage for the next frame and skip static re-encodes when no image update is pending. Use a row-major IVSHMEM texture when the shared heap supports it and fall back to a direct IVSHMEM buffer copy otherwise. In indirect mode, copy only damaged rows from readback memory into IVSHMEM.
88 lines
2.5 KiB
C++
88 lines
2.5 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 "CIVSHMEM.h"
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#include "CD3D12CommandQueue.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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// static as this needs to persist if set
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static bool m_indirectCopy;
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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_ivshmemHeap;
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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_ivshmemTextureSupported = 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(CIVSHMEM &ivshmem, UINT64 &alignSize,
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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 > GetHeap() { return m_ivshmemHeap; }
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bool IsIndirectCopy() { return m_indirectCopy; }
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bool CanUseIVSHMEMTexture() { return m_ivshmemTextureSupported; }
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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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