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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "D3D11TextureTransfer.h"
#if DVP_SUPPORTED_PLATFORM
#include "Windows/AllowWindowsPlatformTypes.h"
#include "dvpapi_d3d11.h"
#include "Windows/HideWindowsPlatformTypes.h"
namespace UE::GPUTextureTransfer::Private
{
DVPStatus FD3D11TextureTransfer::Init_Impl(const FInitializeDMAArgs& InArgs)
{
D3DDevice = (ID3D11Device*)InArgs.RHIDevice;
return dvpInitD3D11Device(D3DDevice, 0);
}
DVPStatus FD3D11TextureTransfer::GetConstants_Impl(uint32* OutBufferAddrAlignment, uint32* OutBufferGPUStrideAlignment, uint32* OutSemaphoreAddrAlignment, uint32* OutSemaphoreAllocSize, uint32* OutSemaphorePayloadOffset, uint32* OutSemaphorePayloadSize) const
{
if (!D3DDevice)
{
return DVP_STATUS_ERROR;
}
return dvpGetRequiredConstantsD3D11Device(OutBufferAddrAlignment, OutBufferGPUStrideAlignment, OutSemaphoreAddrAlignment, OutSemaphoreAllocSize,
OutSemaphorePayloadOffset, OutSemaphorePayloadSize, D3DDevice);
}
DVPStatus FD3D11TextureTransfer::CloseDevice_Impl() const
{
if (!D3DDevice)
{
return DVP_STATUS_ERROR;
}
return dvpCloseD3D11Device(D3DDevice);
}
DVPStatus FD3D11TextureTransfer::BindBuffer_Impl(DVPBufferHandle InBufferHandle) const
{
if (!D3DDevice)
{
return DVP_STATUS_ERROR;
}
return dvpBindToD3D11Device(InBufferHandle, D3DDevice);
}
DVPStatus FD3D11TextureTransfer::CreateGPUResource_Impl(const FRegisterDMATextureArgs& InArgs, FTextureInfo* OutTextureInfo) const
{
if (!OutTextureInfo || !D3DDevice)
{
return DVP_STATUS_ERROR;
}
OutTextureInfo->External.Handle = nullptr;
return dvpCreateGPUD3D11Resource((ID3D11Resource*)InArgs.RHITexture->GetNativeResource(), &OutTextureInfo->DVPHandle);
}
DVPStatus FD3D11TextureTransfer::UnbindBuffer_Impl(DVPBufferHandle InBufferHandle) const
{
if (!D3DDevice)
{
return DVP_STATUS_ERROR;
}
return dvpUnbindFromD3D11Device(InBufferHandle, D3DDevice);
}
}
#endif // DVP_SUPPORTED_PLATFORM