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Xenia-Canary/src/xenia/ui/d3d12/d3d12_context.h
2018-07-24 14:57:21 +03:00

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3.6 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#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"
#define FINE_GRAINED_DRAW_SCOPES 1
namespace xe {
namespace ui {
namespace d3d12 {
class D3D12ImmediateDrawer;
class D3D12Context : public GraphicsContext {
public:
~D3D12Context() override;
ImmediateDrawer* immediate_drawer() override;
bool is_current() override;
bool MakeCurrent() override;
void ClearCurrent() override;
bool WasLost() override { return context_lost_; }
void BeginSwap() override;
void EndSwap() override;
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 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();
static constexpr DXGI_FORMAT kSwapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
ID3D12Resource* GetSwapChainBuffer(uint32_t buffer_index) const {
return swap_chain_buffers_[buffer_index];
}
uint32_t GetSwapChainBackBufferIndex() const {
return swap_chain_back_buffer_index_;
}
D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBufferRTV(
uint32_t buffer_index) const;
D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
}
ID3D12GraphicsCommandList* GetSwapCommandList() const {
return swap_command_lists_[current_queue_frame_]->GetCommandList();
}
private:
friend class D3D12Provider;
explicit D3D12Context(D3D12Provider* provider, Window* target_window);
private:
bool Initialize();
bool InitializeSwapChainBuffers();
void Shutdown();
bool initialized_fully_ = false;
bool context_lost_ = false;
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;
uint32_t swap_chain_width_ = 0, swap_chain_height_ = 0;
ID3D12Resource* swap_chain_buffers_[kSwapChainBufferCount] = {};
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_[kQueuedFrames] = {};
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_D3D12_CONTEXT_H_