mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-07-17 04:42:01 +00:00
While it would make much more sense to use these then a full replug to change modes, Microsoft have not properly implemented the API to clear the cached monitor mode states internally, making these calls useless. Revert to just replugging the device on mode change
105 lines
3.0 KiB
C++
105 lines
3.0 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 <d3d12.h>
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#include <atomic>
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using namespace Microsoft::WRL;
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using namespace Microsoft::WRL::Wrappers;
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using namespace Microsoft::WRL::Wrappers::HandleTraits;
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class CD3D12CommandQueue
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{
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private:
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const WCHAR * m_name = nullptr;
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ComPtr<ID3D12CommandQueue > m_queue;
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ComPtr<ID3D12CommandAllocator > m_allocator;
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ComPtr<ID3D12GraphicsCommandList> m_gfxList;
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ComPtr<ID3D12CommandList > m_cmdList;
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ComPtr<ID3D12Fence > m_fence;
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std::atomic<bool> m_pending = false;
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HandleT<HANDLENullTraits> m_event;
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HANDLE m_waitHandle = INVALID_HANDLE_VALUE;
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UINT64 m_fenceValue = 0;
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bool m_needsReset = false;
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typedef void (*CompletionFunction)(CD3D12CommandQueue * queue,
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bool result, void * param1, void * param2);
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CompletionFunction m_completionCallback = nullptr;
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void * m_completionParams[2];
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bool m_completionResult = true;
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void OnCompletion()
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{
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if (m_completionCallback)
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m_completionCallback(
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this,
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m_completionResult,
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m_completionParams[0],
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m_completionParams[1]);
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m_pending = false;
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}
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public:
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~CD3D12CommandQueue() { DeInit(); }
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enum CallbackMode
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{
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DISABLED, // no callbacks
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FAST, // callback is expected to return almost immediately
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NORMAL // normal callback
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};
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bool Init(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type, const WCHAR * name,
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CallbackMode callbackMode = DISABLED);
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void DeInit();
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void SetCompletionCallback(CompletionFunction fn, void * param1, void * param2)
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{
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m_completionCallback = fn;
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m_completionParams[0] = param1;
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m_completionParams[1] = param2;
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}
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bool Reset();
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bool Execute();
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//void Wait();
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bool IsReady () const { return !m_pending ; }
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HANDLE GetEvent() const { return m_event.Get(); }
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void WaitFor(CD3D12CommandQueue& queue)
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{
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m_queue->Wait(queue.m_fence.Get(), queue.m_fenceValue);
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}
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ComPtr<ID3D12CommandQueue > GetCmdQueue() { return m_queue; }
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ComPtr<ID3D12GraphicsCommandList> GetGfxList() { return m_gfxList; }
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};
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