[D3D12] Make something buildable

This commit is contained in:
Triang3l
2018-07-20 15:18:02 +03:00
parent 0ded51f894
commit cd1cf3a857
6 changed files with 311 additions and 23 deletions

View File

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