329 lines
11 KiB
C++
329 lines
11 KiB
C++
/**
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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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#include "xenia/ui/d3d12/d3d12_context.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
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#include "xenia/ui/d3d12/d3d12_provider.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
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: GraphicsContext(provider, target_window) {}
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D3D12Context::~D3D12Context() { Shutdown(); }
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bool D3D12Context::Initialize() {
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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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context_lost_ = false;
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current_frame_ = 1;
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// No frames have been completed yet.
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last_completed_frame_ = 0;
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// Keep in sync with the modulo because why not.
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current_queue_frame_ = 1;
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// Create fences for synchronization of reuse and destruction of transient
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// objects (like command lists) and for global shutdown.
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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fences_[i] = CPUFence::Create(device, direct_queue);
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if (fences_[i] == nullptr) {
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Shutdown();
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return false;
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}
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}
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if (target_window_) {
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swap_chain_width_ = target_window_->scaled_width();
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swap_chain_height_ = target_window_->scaled_height();
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
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swap_chain_desc.Width = swap_chain_width_;
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swap_chain_desc.Height = swap_chain_height_;
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swap_chain_desc.Format = kSwapChainFormat;
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swap_chain_desc.Stereo = FALSE;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.BufferCount = kSwapChainBufferCount;
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swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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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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static_cast<HWND>(target_window_->native_handle()), &swap_chain_desc,
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nullptr, nullptr, &swap_chain_1))) {
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XELOGE("Failed to create a DXGI swap chain");
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Shutdown();
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return false;
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}
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if (FAILED(swap_chain_1->QueryInterface(IID_PPV_ARGS(&swap_chain_)))) {
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XELOGE("Failed to get version 3 of the DXGI swap chain interface");
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swap_chain_1->Release();
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Shutdown();
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return false;
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}
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swap_chain_1->Release();
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// Create a heap for RTV descriptors of swap chain buffers.
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D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
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rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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rtv_heap_desc.NumDescriptors = kSwapChainBufferCount;
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rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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rtv_heap_desc.NodeMask = 0;
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if (FAILED(device->CreateDescriptorHeap(
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&rtv_heap_desc, IID_PPV_ARGS(&swap_chain_rtv_heap_)))) {
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XELOGE("Failed to create swap chain RTV descriptor heap");
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Shutdown();
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return false;
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}
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swap_chain_rtv_heap_start_ =
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swap_chain_rtv_heap_->GetCPUDescriptorHandleForHeapStart();
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// Get the buffers and create their RTV descriptors.
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if (!InitializeSwapChainBuffers()) {
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Shutdown();
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return false;
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}
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// Create command lists for compositing.
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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swap_command_lists_[i] = CommandList::Create(
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device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
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if (swap_command_lists_[i] == nullptr) {
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Shutdown();
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return false;
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}
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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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Shutdown();
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return false;
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}
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}
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initialized_fully_ = true;
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return true;
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}
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bool D3D12Context::InitializeSwapChainBuffers() {
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// Get references to the buffers.
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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if (FAILED(
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swap_chain_->GetBuffer(i, IID_PPV_ARGS(&swap_chain_buffers_[i])))) {
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XELOGE("Failed to get buffer %u of the swap chain", i);
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return false;
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}
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}
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// Get the back buffer index for the first draw.
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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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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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GetSwapChainBufferRTV(i));
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}
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return true;
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}
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void D3D12Context::Shutdown() {
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if (initialized_fully_ && !context_lost_) {
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AwaitAllFramesCompletion();
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}
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initialized_fully_ = false;
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immediate_drawer_.reset();
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if (swap_chain_ != nullptr) {
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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swap_command_lists_[i].reset();
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}
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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auto& buffer = swap_chain_buffers_[i];
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if (buffer == nullptr) {
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break;
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}
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buffer->Release();
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buffer = nullptr;
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}
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if (swap_chain_rtv_heap_ != nullptr) {
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swap_chain_rtv_heap_->Release();
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swap_chain_rtv_heap_ = nullptr;
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}
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swap_chain_->Release();
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}
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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fences_[i].reset();
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}
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}
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ImmediateDrawer* D3D12Context::immediate_drawer() {
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return immediate_drawer_.get();
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}
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bool D3D12Context::is_current() { return false; }
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bool D3D12Context::MakeCurrent() { return true; }
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void D3D12Context::ClearCurrent() {}
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void D3D12Context::BeginSwap() {
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if (context_lost_) {
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return;
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}
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// Await the availability of transient objects for the new frame.
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// The frame number is incremented in EndSwap so it can be treated the same
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// way both when inside a frame and when outside of it (it's tied to actual
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// submissions).
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fences_[current_queue_frame_]->Await();
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// Update the completed frame if didn't explicitly await all queued frames.
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if (last_completed_frame_ + kQueuedFrames < current_frame_) {
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last_completed_frame_ = current_frame_ - kQueuedFrames;
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}
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if (target_window_ != nullptr) {
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// Resize the swap chain if the window is resized.
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uint32_t target_window_width = target_window_->scaled_width();
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uint32_t target_window_height = target_window_->scaled_height();
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if (swap_chain_width_ != target_window_width ||
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swap_chain_height_ != target_window_height) {
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// Await the completion of swap chain use.
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// Context loss is also faked if resizing fails. In this case, before the
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// context is shut down to be recreated, frame completion must be awaited
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// (this isn't done if the context is truly lost).
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AwaitAllFramesCompletion();
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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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}
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if (FAILED(swap_chain_->ResizeBuffers(
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kSwapChainBufferCount, target_window_width, target_window_height,
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kSwapChainFormat, 0))) {
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context_lost_ = true;
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return;
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}
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swap_chain_width_ = target_window_width;
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swap_chain_height_ = target_window_height;
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if (!InitializeSwapChainBuffers()) {
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context_lost_ = true;
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return;
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}
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}
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// Make the back buffer a render target.
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->BeginRecording();
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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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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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graphics_command_list->ResourceBarrier(1, &barrier);
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}
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}
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void D3D12Context::EndSwap() {
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if (context_lost_) {
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return;
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}
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if (target_window_ != nullptr) {
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// Switch the back buffer to presentation state.
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->GetCommandList();
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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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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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graphics_command_list->ResourceBarrier(1, &barrier);
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command_list->Execute();
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// Present and check if the context was lost.
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HRESULT result = swap_chain_->Present(FLAGS_vsync ? 1 : 0, 0);
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if (result == DXGI_ERROR_DEVICE_RESET ||
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result == DXGI_ERROR_DEVICE_REMOVED) {
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context_lost_ = true;
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return;
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}
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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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}
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// Go to the next transient object frame.
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fences_[current_queue_frame_]->Enqueue();
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++current_queue_frame_;
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if (current_queue_frame_ >= kQueuedFrames) {
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current_queue_frame_ -= kQueuedFrames;
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}
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++current_frame_;
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}
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std::unique_ptr<RawImage> D3D12Context::Capture() {
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// TODO(Triang3l): Read back swap chain front buffer.
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return nullptr;
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}
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void D3D12Context::AwaitAllFramesCompletion() {
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// Await the last frame since previous frames must be completed before it.
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if (context_lost_) {
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return;
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}
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uint32_t await_frame = current_queue_frame_ + (kQueuedFrames - 1);
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if (await_frame >= kQueuedFrames) {
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await_frame -= kQueuedFrames;
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}
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fences_[await_frame]->Await();
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last_completed_frame_ = current_frame_ - 1;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV(
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uint32_t buffer_index) const {
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D3D12_CPU_DESCRIPTOR_HANDLE handle = swap_chain_rtv_heap_start_;
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handle.ptr += buffer_index * GetD3D12Provider()->GetDescriptorSizeRTV();
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return handle;
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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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