[D3D12] D3D12Context initialization
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src/xenia/ui/d3d12/d3d12_context.h
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70
src/xenia/ui/d3d12/d3d12_context.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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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 "xenia/ui/d3d12/d3d12_api.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 D3D12Context : public GraphicsContext {
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public:
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~D3D12Context() override;
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ImmediateDrawer* immediate_drawer() override;
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bool is_current() override;
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bool MakeCurrent() override;
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void ClearCurrent() override;
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bool WasLost() override { return context_lost_; }
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std::unique_ptr<RawImage> Capture() override;
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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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private:
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friend class D3D12Provider;
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explicit D3D12Context(D3D12Provider* provider, Window* target_window);
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private:
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bool Initialize();
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void Shutdown();
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bool initialized_fully_ = false;
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bool context_lost_ = false;
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struct Fence {
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ID3D12Fence* fence = nullptr;
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HANDLE completion_event = nullptr;
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// 0 means the fence signal command hasn't been submitted at all yet.
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uint64_t queued_value = 0;
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};
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Fence fences_[kFrameQueueLength];
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static constexpr uint32_t kSwapChainBufferCount = 3;
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IDXGISwapChain3* swap_chain_ = nullptr;
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ID3D12Resource* swap_chain_buffers_[kSwapChainBufferCount] = {};
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std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
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};
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_D3D12_D3D12_CONTEXT_H_
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