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#pragma once
#include "Context.h"
// For NvFlexErrorCallback
#include "../../include/NvFlex.h"
#include <d3d11.h>
#include <d3d11_1.h>
#if ENABLE_D3D12
#include <d3d12.h>
#endif
#include <external/nvapi/include/nvapi.h>
#include <dxgi.h>
#include <string>
#include <vector>
#define ENABLE_LIVE_DEVICE_OBJECTS_REPORTING 0 // Provides detailed report of D3D object reference counts
#define USE_NVAPI_DEVICE 1 // Enable this for D3D11 SCG
struct FlexDeviceDesc
{
FlexDeviceDesc() : mDeviceNumber(-1), mDevice(nullptr), mComputeCommandQueue(nullptr), mRenderCommandQueue(nullptr), useComputeQueue(false), enablePresent(false) {}
virtual ~FlexDeviceDesc() {}
unsigned int mDeviceNumber; //!< Compute device number
void * mDevice; //!< pointer to existing device
void * mComputeCommandQueue; //!< pointer to existing command queue for DX12
void * mRenderCommandQueue; //!< pointer to existing command queue for DX12
bool useComputeQueue; //!< Use the compute queue instead of the graphics queue for DX12
bool enablePresent; //!< Present after each frame to that APIC and PB dump work
NvFlexErrorCallback mErrorFunc;
};
namespace NvFlex
{
struct Device : public NvFlexObject
{
Device();
virtual ~Device();
virtual Context* createContext() = 0;
virtual NvAPI_Status NvAPI_IsNvShaderExtnOpCodeSupported(NvU32 opCode, bool * pSupported) = 0;
#if ENABLE_AMD_AGS
virtual AGSReturnCode AGS_DriverExtensions_Init(AGSContext* agsContext, unsigned int agsApiSlot, unsigned int *extensionsSupported) = 0;
virtual void AGS_DeInit(AGSContext* agsContext) = 0;
#endif
virtual DXGI_ADAPTER_DESC1 getDXGIAdapter(void* d3ddevice, int & deviceNumber) = 0;
virtual DXGI_ADAPTER_DESC1 getDeviceNumber(const LUID adapterID, int & deviceNumber);
virtual std::vector<IDXGIAdapter1 *> enumerateDXGIAdapters();
virtual void queryDeviceCapabilities(void* d3ddevice);
virtual void reportLiveDeviceObjects() {}
//#if APIC_CAPTURE
virtual void createWindow();
virtual void present() = 0;
WNDCLASSEX mWindowDesc;
RECT mWinRect;
HWND m_hWnd;
IDXGISwapChain* m_swapChain;
//#endif
IDXGIFactory1* m_pFactory;
NvFlexUint mSMCount;
std::string mDeviceName;
// Gpu Vendor Id
GpuVendorId mGpuVendorId;
bool mD3D12Device;
Context* m_context;
};
}
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