[D3D12] D3D12Context initialization
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03682e81d1
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@ -21,8 +21,8 @@ namespace d3d12 {
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class D3D12CommandProcessor : public CommandProcessor {
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public:
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D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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explicit D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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~D3D12CommandProcessor();
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private:
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@ -10,6 +10,9 @@
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#ifndef XENIA_UI_D3D12_D3D12_API_H_
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#define XENIA_UI_D3D12_D3D12_API_H_
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// This must be included before D3D and DXGI for things like NOMINMAX.
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#include "xenia/base/platform_win.h"
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#include <dxgi1_4.h>
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#include <d3d12.h>
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@ -0,0 +1,146 @@
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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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#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/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 = static_cast<D3D12Provider*>(provider_);
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auto dxgi_factory = provider->get_dxgi_factory();
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auto device = provider->get_device();
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context_lost_ = false;
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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 < kFrameQueueLength; ++i) {
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auto& fence = fences_[i];
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if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
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IID_PPV_ARGS(&fence.fence)))) {
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XELOGE("Failed to create a frame completion fence");
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Shutdown();
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return false;
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}
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fence.completion_event = CreateEvent(nullptr, false, false, nullptr);
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if (fence.completion_event == nullptr) {
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XELOGE("Failed to create a frame completion event");
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Shutdown();
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return false;
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}
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fence.queued_value = 0;
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}
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if (target_window_) {
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
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swap_chain_desc.Width = 1280;
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swap_chain_desc.Height = 720;
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swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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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->get_direct_queue(),
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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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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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if (FAILED(swap_chain_->GetBuffer(i,
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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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Shutdown();
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return false;
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}
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}
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}
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initialized_fully_ = true;
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}
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void D3D12Context::Shutdown() {
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if (initialized_fully_) {
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// TODO(Triang3l): Wait for submitted frame completion.
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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 < 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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swap_chain_->Release();
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}
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for (uint32_t i = 0; i < kFrameQueueLength; ++i) {
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auto& fence = fences_[i];
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if (fence.fence != nullptr) {
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fence.fence->Release();
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fence.fence = nullptr;
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}
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if (fence.completion_event != nullptr) {
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CloseHandle(fence.completion_event);
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fence.completion_event = nullptr;
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}
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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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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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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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@ -0,0 +1,70 @@
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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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@ -11,9 +11,8 @@
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#include <gflags/gflags.h>
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#include <algorithm>
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#include "xenia/base/logging.h"
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#include "xenia/ui/d3d12/d3d12_context.h"
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DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.");
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DEFINE_int32(d3d12_adapter_index, -1, "Index of the DXGI adapter to use. "
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@ -160,6 +159,25 @@ bool D3D12Provider::IsDeviceSupported(ID3D12Device* device) {
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return !!options.TypedUAVLoadAdditionalFormats;
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}
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std::unique_ptr<GraphicsContext> D3D12Provider::CreateContext(
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Window* target_window) {
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auto new_context =
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std::unique_ptr<D3D12Context>(new D3D12Context(this, target_window));
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if (!new_context->Initialize()) {
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return nullptr;
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}
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return std::unique_ptr<GraphicsContext>(new_context.release());
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}
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std::unique_ptr<GraphicsContext> D3D12Provider::CreateOffscreenContext() {
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auto new_context =
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std::unique_ptr<D3D12Context>(new D3D12Context(this, nullptr));
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if (!new_context->Initialize()) {
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return nullptr;
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}
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return std::unique_ptr<GraphicsContext>(new_context.release());
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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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@ -25,6 +25,10 @@ class D3D12Provider : public GraphicsProvider {
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static std::unique_ptr<D3D12Provider> Create(Window* main_window);
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std::unique_ptr<GraphicsContext> CreateContext(
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Window* target_window) override;
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std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
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IDXGIFactory2* get_dxgi_factory() const { return dxgi_factory_; }
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ID3D12Device* get_device() const { return device_; }
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ID3D12CommandQueue* get_direct_queue() const { return direct_queue_; }
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