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a/d3d: Further namespace the d3d11-specific functions
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@ -52,7 +52,7 @@ DEBUG_GET_ONCE_LOG_OPTION(d3d11_log, "DXGI_LOG", U_LOGGING_WARN)
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#define D3DA_WARN(...) U_LOG_IFL_W(debug_get_log_option_d3d11_log(), __VA_ARGS__)
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#define D3DA_WARN(...) U_LOG_IFL_W(debug_get_log_option_d3d11_log(), __VA_ARGS__)
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#define D3DA_ERROR(...) U_LOG_IFL_E(debug_get_log_option_d3d11_log(), __VA_ARGS__)
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#define D3DA_ERROR(...) U_LOG_IFL_E(debug_get_log_option_d3d11_log(), __VA_ARGS__)
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namespace xrt::auxiliary::d3d {
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namespace xrt::auxiliary::d3d::d3d11 {
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wil::unique_handle
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wil::unique_handle
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createSharedHandle(const wil::com_ptr<ID3D11Texture2D1> &image)
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createSharedHandle(const wil::com_ptr<ID3D11Texture2D1> &image)
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@ -125,7 +125,7 @@ try {
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}
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}
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DEFAULT_CATCH(XRT_ERROR_ALLOCATION)
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DEFAULT_CATCH(XRT_ERROR_ALLOCATION)
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} // namespace xrt::auxiliary::d3d
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} // namespace xrt::auxiliary::d3d::d3d11
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struct d3d11_allocator
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struct d3d11_allocator
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{
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{
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@ -145,8 +145,8 @@ d3d11_images_allocate(struct xrt_image_native_allocator *xina,
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std::vector<wil::com_ptr<ID3D11Texture2D1>> images;
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std::vector<wil::com_ptr<ID3D11Texture2D1>> images;
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std::vector<wil::unique_handle> handles;
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std::vector<wil::unique_handle> handles;
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auto result = xrt::auxiliary::d3d::allocateSharedImages(*(d3da->device), *xsci, image_count, false,
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auto result = xrt::auxiliary::d3d::d3d11::allocateSharedImages(*(d3da->device), *xsci, image_count,
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images, handles);
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false, images, handles);
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if (XRT_SUCCESS != result) {
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if (XRT_SUCCESS != result) {
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return result;
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return result;
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}
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}
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@ -20,7 +20,7 @@
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#include <vector>
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#include <vector>
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namespace xrt::auxiliary::d3d {
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namespace xrt::auxiliary::d3d::d3d11 {
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/**
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/**
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* Allocate images (ID3D11Texture2D1) that have a corresponding native handle.
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* Allocate images (ID3D11Texture2D1) that have a corresponding native handle.
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@ -48,4 +48,4 @@ allocateSharedImages(ID3D11Device5 &device,
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std::vector<wil::com_ptr<ID3D11Texture2D1>> &out_images,
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std::vector<wil::com_ptr<ID3D11Texture2D1>> &out_images,
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std::vector<wil::unique_handle> &out_handles);
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std::vector<wil::unique_handle> &out_handles);
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}; // namespace xrt::auxiliary::d3d
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}; // namespace xrt::auxiliary::d3d::d3d11
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@ -46,7 +46,7 @@ using namespace std::chrono;
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}
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}
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namespace xrt::auxiliary::d3d {
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namespace xrt::auxiliary::d3d::d3d11 {
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xrt_result_t
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xrt_result_t
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createSharedFence(ID3D11Device5 &device,
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createSharedFence(ID3D11Device5 &device,
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@ -116,4 +116,4 @@ waitOnFenceWithTimeout(wil::com_ptr<ID3D11Fence> fence,
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return XRT_TIMEOUT;
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return XRT_TIMEOUT;
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}
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}
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} // namespace xrt::auxiliary::d3d
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} // namespace xrt::auxiliary::d3d::d3d11
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@ -17,7 +17,7 @@
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#include <chrono>
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#include <chrono>
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namespace xrt::auxiliary::d3d {
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namespace xrt::auxiliary::d3d::d3d11 {
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/**
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/**
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* Allocate a fence (ID3D11Fence) that has a corresponding native handle.
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* Allocate a fence (ID3D11Fence) that has a corresponding native handle.
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@ -56,4 +56,4 @@ waitOnFenceWithTimeout(wil::com_ptr<ID3D11Fence> fence,
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uint64_t value,
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uint64_t value,
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std::chrono::milliseconds timeout_ms);
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std::chrono::milliseconds timeout_ms);
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}; // namespace xrt::auxiliary::d3d
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}; // namespace xrt::auxiliary::d3d::d3d11
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@ -441,8 +441,8 @@ try {
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std::unique_ptr<struct client_d3d11_swapchain> sc = std::make_unique<struct client_d3d11_swapchain>();
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std::unique_ptr<struct client_d3d11_swapchain> sc = std::make_unique<struct client_d3d11_swapchain>();
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sc->data = std::make_unique<client_d3d11_swapchain_data>();
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sc->data = std::make_unique<client_d3d11_swapchain_data>();
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auto &data = sc->data;
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auto &data = sc->data;
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xret = xrt::auxiliary::d3d::allocateSharedImages(*(c->comp_device), xinfo, image_count, true, data->comp_images,
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xret = xrt::auxiliary::d3d::d3d11::allocateSharedImages(*(c->comp_device), xinfo, image_count, true,
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data->handles);
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data->comp_images, data->handles);
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if (xret != XRT_SUCCESS) {
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if (xret != XRT_SUCCESS) {
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return xret;
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return xret;
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}
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}
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@ -736,7 +736,7 @@ client_d3d11_compositor_layer_commit(struct xrt_compositor *xc,
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if (c->fence) {
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if (c->fence) {
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// Wait on it ourselves, if we have it and didn't tell the native compositor to wait on it.
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// Wait on it ourselves, if we have it and didn't tell the native compositor to wait on it.
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xret = xrt::auxiliary::d3d::waitOnFenceWithTimeout(c->fence, c->local_wait_event,
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xret = xrt::auxiliary::d3d::d3d11::waitOnFenceWithTimeout(c->fence, c->local_wait_event,
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c->timeline_semaphore_value, kFenceTimeout);
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c->timeline_semaphore_value, kFenceTimeout);
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if (xret != XRT_SUCCESS) {
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if (xret != XRT_SUCCESS) {
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struct u_pp_sink_stack_only sink; // Not inited, very large.
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struct u_pp_sink_stack_only sink; // Not inited, very large.
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@ -17,6 +17,7 @@
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#include <d3d11_4.h>
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#include <d3d11_4.h>
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using namespace xrt::auxiliary::d3d;
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using namespace xrt::auxiliary::d3d;
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using namespace xrt::auxiliary::d3d::d3d11;
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using namespace xrt::auxiliary::util;
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using namespace xrt::auxiliary::util;
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TEST_CASE("dxgi_adapter", "[.][needgpu]")
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TEST_CASE("dxgi_adapter", "[.][needgpu]")
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