[D3D12] Make something buildable
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@@ -10,15 +10,20 @@
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#ifndef XENIA_UI_D3D12_D3D12_CONTEXT_H_
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#define XENIA_UI_D3D12_D3D12_CONTEXT_H_
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#include <memory>
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#include "xenia/ui/d3d12/command_list.h"
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#include "xenia/ui/d3d12/cpu_fence.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_provider.h"
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#include "xenia/ui/graphics_context.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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class D3D12ImmediateDrawer;
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class D3D12Context : public GraphicsContext {
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public:
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~D3D12Context() override;
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@@ -36,9 +41,17 @@ class D3D12Context : public GraphicsContext {
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std::unique_ptr<RawImage> Capture() override;
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D3D12Provider* GetD3D12Provider() const {
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return static_cast<D3D12Provider*>(provider_);
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}
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// The count of copies of transient objects (like command lists, dynamic
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// descriptor heaps) that must be kept when rendering with this context.
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static constexpr uint32_t kFrameQueueLength = 3;
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static constexpr uint32_t kQueuedFrames = 3;
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// The current absolute frame number.
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uint64_t GetCurrentFrame() { return current_frame_; }
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// The last completed frame - it's fine to destroy objects used in it.
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uint64_t GetLastCompletedFrame() { return last_completed_frame_; }
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uint32_t GetCurrentQueueFrame() { return current_queue_frame_; }
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void AwaitAllFramesCompletion();
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@@ -51,6 +64,9 @@ class D3D12Context : public GraphicsContext {
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}
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D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBufferRTV(
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uint32_t buffer_index) const;
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D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
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return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
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}
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private:
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friend class D3D12Provider;
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@@ -66,8 +82,10 @@ class D3D12Context : public GraphicsContext {
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bool context_lost_ = false;
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uint32_t current_queue_frame_ = 0;
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std::unique_ptr<CPUFence> fences_[kFrameQueueLength] = {};
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uint64_t current_frame_ = 1;
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uint64_t last_completed_frame_ = 0;
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uint32_t current_queue_frame_ = 1;
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std::unique_ptr<CPUFence> fences_[kQueuedFrames] = {};
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static constexpr uint32_t kSwapChainBufferCount = 3;
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IDXGISwapChain3* swap_chain_ = nullptr;
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@@ -76,9 +94,8 @@ class D3D12Context : public GraphicsContext {
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uint32_t swap_chain_back_buffer_index_ = 0;
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ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_;
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std::unique_ptr<CommandList> swap_command_lists_begin_[kFrameQueueLength] =
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{};
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std::unique_ptr<CommandList> swap_command_lists_end_[kFrameQueueLength] = {};
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std::unique_ptr<CommandList> swap_command_lists_begin_[kQueuedFrames] = {};
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std::unique_ptr<CommandList> swap_command_lists_end_[kQueuedFrames] = {};
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std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
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};
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