112 lines
3.6 KiB
C++
112 lines
3.6 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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#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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#define FINE_GRAINED_DRAW_SCOPES 1
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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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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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void BeginSwap() override;
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void EndSwap() override;
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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 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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static constexpr DXGI_FORMAT kSwapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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ID3D12Resource* GetSwapChainBuffer(uint32_t buffer_index) const {
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return swap_chain_buffers_[buffer_index];
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}
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uint32_t GetSwapChainBackBufferIndex() const {
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return swap_chain_back_buffer_index_;
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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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ID3D12GraphicsCommandList* GetSwapCommandList() const {
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return swap_command_lists_[current_queue_frame_]->GetCommandList();
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}
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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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bool InitializeSwapChainBuffers();
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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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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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uint32_t swap_chain_width_ = 0, swap_chain_height_ = 0;
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ID3D12Resource* swap_chain_buffers_[kSwapChainBufferCount] = {};
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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_[kQueuedFrames] = {};
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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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