Xbox-ATG-Samples/XDKSamples/IntroGraphics/SimpleCompute/SimpleCompute.h

149 строки
4.6 KiB
C++

//--------------------------------------------------------------------------------------
// SimpleCompute.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "ControllerHelp.h"
class SmoothedFPS
{
public:
SmoothedFPS(uint32_t frameInterval = 100)
{
Initialize(frameInterval);
}
void Initialize(uint32_t frameInterval = 100)
{
m_frameInterval = frameInterval;
m_timeAccumulator = 0.0f;
m_frameAccumulator = 0;
m_smoothedFPS = 0.0f;
}
void Tick(float DeltaTime)
{
m_timeAccumulator += DeltaTime;
++m_frameAccumulator;
if (m_frameAccumulator >= m_frameInterval)
{
m_smoothedFPS = (float)m_frameInterval / m_timeAccumulator;
m_timeAccumulator = 0.0f;
m_frameAccumulator = 0;
}
}
float GetFPS() const { return m_smoothedFPS; }
private:
float m_smoothedFPS;
float m_timeAccumulator;
uint32_t m_frameAccumulator;
uint32_t m_frameInterval;
};
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = delete;
Sample& operator= (Sample&&) = delete;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic game loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
struct CB_FractalCS
{
DirectX::XMFLOAT4 MaxThreadIter;
DirectX::XMFLOAT4 Window;
};
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void ResetWindow();
void AsyncComputeThreadProc();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
std::unique_ptr<ATG::Help> m_help;
bool m_showHelp;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// Compute data
SmoothedFPS m_renderFPS;
SmoothedFPS m_computeFPS;
std::atomic<bool> m_terminateThread;
std::atomic<bool> m_suspendThread;
std::thread * m_computeThread;
CB_FractalCS* m_cbFractalData;
UINT m_renderIndex;
uint64_t* m_fractalTimestamps;
DirectX::XMFLOAT4 m_window;
std::atomic<bool> m_windowUpdated;
uint32_t m_asyncExecuteCount;
float m_lastAsyncExecuteTimeMsec;
uint32_t m_fractalMaxIterations;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_cbFractal;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_csFractal;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_fractalTexture[2];
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_fractalUAV[2];
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_fractalSRV[2];
Microsoft::WRL::ComPtr<ID3D11ComputeContextX> m_computeContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_fractalColorMap[2];
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_fractalColorMapSRV[2];
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_fractalBilinearSampler;
std::atomic<bool> m_usingAsyncCompute;
bool m_requestUsingAsyncCompute;
std::atomic<bool> m_asyncComputeActive;
Microsoft::WRL::Wrappers::Event m_computeResumeSignal;
// DirectXTK objects.
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
};