Files
LookingGlass/idd/LGIdd/CD3D12Device.h
Geoffrey McRae ff4ca7d786 [idd] serialize framebuffer copies on one queue
Replace the rotating D3D12 copy queues with two framebuffer-bound
recording slots on one physical COPY queue. Keep allocator, command
list, query range, callback state, and fence target independent per
slot.

Submit source waits, execution, and signaling on the shared timeline.
Track framebuffer ownership through completion and serialize LGMP
publication around the last successfully published frame.
2026-08-03 23:53:33 +10:00

85 lines
2.3 KiB
C++

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <Windows.h>
#include <wdf.h>
#include <wrl.h>
#include <dxgi1_5.h>
#include <d3d12.h>
#include "CIVSHMEM.h"
#include "CD3D12CommandQueue.h"
using namespace Microsoft::WRL;
struct CD3D12Device
{
private:
LUID m_adapterLuid;
bool m_debug;
// static as this needs to persist if set
static bool m_indirectCopy;
ComPtr<ID3D12Debug6 > m_dxDebug;
ComPtr<ID3D12InfoQueue1> m_infoQueue;
DWORD m_callbackCookie;
ComPtr<IDXGIFactory5> m_factory;
ComPtr<IDXGIAdapter1> m_adapter;
ComPtr<ID3D12Device3> m_device;
ComPtr<ID3D12Heap > m_ivshmemHeap;
CD3D12CommandQueue m_copyQueue;
CD3D12CommandQueue m_computeQueue;
bool m_computeEnabled = false;
bool HeapTest();
public:
CD3D12Device(LUID adapterLUID);
~CD3D12Device() { DeInit(); }
enum InitResult
{
RETRY,
FAILURE,
SUCCESS
};
InitResult Init(CIVSHMEM &ivshmem, UINT64 &alignSize,
bool enableCompute);
void DeInit();
// Wait for all command queues to finish in-flight GPU work and run their
// completion callbacks. Used at swap-chain teardown so no callback touches
// resources we are about to release.
void WaitForIdle();
ComPtr<ID3D12Device3> GetDevice() { return m_device; }
ComPtr<ID3D12Heap > GetHeap() { return m_ivshmemHeap; }
bool IsIndirectCopy() { return m_indirectCopy; }
CD3D12CommandSlot * GetCopySlot(unsigned frameIndex);
CD3D12CommandSlot * GetComputeSlot();
};