[D3D12] DirectComposition basic initialization
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@@ -32,10 +32,10 @@ bool D3D12Context::Initialize() {
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return true;
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}
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auto& provider = GetD3D12Provider();
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auto dxgi_factory = provider.GetDXGIFactory();
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auto device = provider.GetDevice();
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auto direct_queue = provider.GetDirectQueue();
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const D3D12Provider& provider = GetD3D12Provider();
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IDXGIFactory2* dxgi_factory = provider.GetDXGIFactory();
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ID3D12Device* device = provider.GetDevice();
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ID3D12CommandQueue* direct_queue = provider.GetDirectQueue();
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swap_fence_current_value_ = 1;
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swap_fence_completed_value_ = 0;
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@@ -70,11 +70,10 @@ bool D3D12Context::Initialize() {
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swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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swap_chain_desc.Flags = 0;
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IDXGISwapChain1* swap_chain_1;
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if (FAILED(dxgi_factory->CreateSwapChainForHwnd(
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provider.GetDirectQueue(),
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reinterpret_cast<HWND>(target_window_->native_handle()),
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&swap_chain_desc, nullptr, nullptr, &swap_chain_1))) {
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XELOGE("Failed to create a DXGI swap chain");
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if (FAILED(dxgi_factory->CreateSwapChainForComposition(
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provider.GetDirectQueue(), &swap_chain_desc, nullptr,
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&swap_chain_1))) {
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XELOGE("Failed to create a DXGI swap chain for composition");
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Shutdown();
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return false;
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}
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@@ -117,9 +116,9 @@ bool D3D12Context::Initialize() {
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return false;
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}
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}
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if (FAILED(device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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swap_command_allocators_[0], nullptr,
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IID_PPV_ARGS(&swap_command_list_)))) {
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if (FAILED(device->CreateCommandList(
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0, D3D12_COMMAND_LIST_TYPE_DIRECT, swap_command_allocators_[0].Get(),
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nullptr, IID_PPV_ARGS(&swap_command_list_)))) {
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XELOGE("Failed to create the composition graphics command list");
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Shutdown();
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return false;
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@@ -127,6 +126,45 @@ bool D3D12Context::Initialize() {
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// Initially in open state, wait until BeginSwap.
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swap_command_list_->Close();
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// Associate the swap chain with the window via DirectComposition.
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if (FAILED(provider.CreateDCompositionDevice(nullptr,
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IID_PPV_ARGS(&dcomp_device_)))) {
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XELOGE("Failed to create a DirectComposition device");
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Shutdown();
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return false;
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}
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if (FAILED(dcomp_device_->CreateTargetForHwnd(
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reinterpret_cast<HWND>(target_window_->native_handle()), TRUE,
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&dcomp_target_))) {
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XELOGE("Failed to create a DirectComposition target for the window");
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Shutdown();
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return false;
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}
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if (FAILED(dcomp_device_->CreateVisual(&dcomp_visual_))) {
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XELOGE("Failed to create a DirectComposition visual");
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Shutdown();
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return false;
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}
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if (FAILED(dcomp_visual_->SetContent(swap_chain_.Get()))) {
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XELOGE(
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"Failed to set the content of the DirectComposition visual to the swap "
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"chain");
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Shutdown();
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return false;
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}
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if (FAILED(dcomp_target_->SetRoot(dcomp_visual_.Get()))) {
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XELOGE(
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"Failed to set the root of the DirectComposition target to the swap "
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"chain visual");
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Shutdown();
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return false;
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}
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if (FAILED(dcomp_device_->Commit())) {
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XELOGE("Failed to commit DirectComposition commands");
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Shutdown();
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return false;
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}
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// Initialize the immediate mode drawer if not offscreen.
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immediate_drawer_ = std::make_unique<D3D12ImmediateDrawer>(*this);
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if (!immediate_drawer_->Initialize()) {
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@@ -151,14 +189,14 @@ bool D3D12Context::InitializeSwapChainBuffers() {
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swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
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// Create RTV descriptors for the swap chain buffers.
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auto device = GetD3D12Provider().GetDevice();
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ID3D12Device* device = GetD3D12Provider().GetDevice();
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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rtv_desc.Format = kSwapChainFormat;
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rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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rtv_desc.Texture2D.MipSlice = 0;
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rtv_desc.Texture2D.PlaneSlice = 0;
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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device->CreateRenderTargetView(swap_chain_buffers_[i], &rtv_desc,
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device->CreateRenderTargetView(swap_chain_buffers_[i].Get(), &rtv_desc,
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GetSwapChainBufferRTV(i));
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}
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@@ -179,34 +217,23 @@ void D3D12Context::Shutdown() {
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immediate_drawer_.reset();
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util::ReleaseAndNull(swap_command_list_);
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dcomp_visual_.Reset();
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dcomp_target_.Reset();
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dcomp_device_.Reset();
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swap_command_list_.Reset();
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for (uint32_t i = 0; i < kSwapCommandAllocatorCount; ++i) {
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auto& swap_command_allocator = swap_command_allocators_[i];
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if (!swap_command_allocator) {
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break;
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}
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swap_command_allocator->Release();
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swap_command_allocator = nullptr;
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swap_command_allocators_[i].Reset();
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}
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if (swap_chain_) {
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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auto& swap_chain_buffer = swap_chain_buffers_[i];
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if (!swap_chain_buffer) {
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break;
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}
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swap_chain_buffer->Release();
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swap_chain_buffer = nullptr;
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}
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util::ReleaseAndNull(swap_chain_rtv_heap_);
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swap_chain_->Release();
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swap_chain_ = nullptr;
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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swap_chain_buffers_[i].Reset();
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}
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swap_chain_rtv_heap_.Reset();
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swap_chain_.Reset();
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// First release the fence since it may reference the event.
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util::ReleaseAndNull(swap_fence_);
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swap_fence_.Reset();
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if (swap_fence_completion_event_) {
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CloseHandle(swap_fence_completion_event_);
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swap_fence_completion_event_ = nullptr;
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@@ -243,8 +270,7 @@ bool D3D12Context::BeginSwap() {
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}
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// All buffer references must be released before resizing.
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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swap_chain_buffers_[i]->Release();
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swap_chain_buffers_[i] = nullptr;
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swap_chain_buffers_[i].Reset();
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}
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if (FAILED(swap_chain_->ResizeBuffers(
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kSwapChainBufferCount, target_window_width, target_window_height,
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@@ -276,7 +302,8 @@ bool D3D12Context::BeginSwap() {
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uint32_t command_allocator_index =
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uint32_t((swap_fence_current_value_ + (kSwapCommandAllocatorCount - 1)) %
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kSwapCommandAllocatorCount);
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auto command_allocator = swap_command_allocators_[command_allocator_index];
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ID3D12CommandAllocator* command_allocator =
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swap_command_allocators_[command_allocator_index].Get();
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command_allocator->Reset();
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swap_command_list_->Reset(command_allocator, nullptr);
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@@ -285,7 +312,7 @@ bool D3D12Context::BeginSwap() {
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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swap_chain_buffers_[swap_chain_back_buffer_index_].Get();
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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@@ -305,14 +332,14 @@ void D3D12Context::EndSwap() {
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return;
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}
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auto direct_queue = GetD3D12Provider().GetDirectQueue();
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ID3D12CommandQueue* direct_queue = GetD3D12Provider().GetDirectQueue();
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// Switch the back buffer to presentation state.
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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swap_chain_buffers_[swap_chain_back_buffer_index_].Get();
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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@@ -320,7 +347,7 @@ void D3D12Context::EndSwap() {
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// Submit the command list.
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swap_command_list_->Close();
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ID3D12CommandList* execute_command_lists[] = {swap_command_list_};
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ID3D12CommandList* execute_command_lists[] = {swap_command_list_.Get()};
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direct_queue->ExecuteCommandLists(1, execute_command_lists);
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// Present and check if the context was lost.
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@@ -330,7 +357,7 @@ void D3D12Context::EndSwap() {
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}
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// Signal the fence to wait for frame resources to become free again.
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direct_queue->Signal(swap_fence_, swap_fence_current_value_++);
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direct_queue->Signal(swap_fence_.Get(), swap_fence_current_value_++);
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// Get the back buffer index for the next frame.
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swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
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