mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 01:00:14 +02:00
- Added SetRenderScale method to both D3D12 and Vulkan backends to adjust the render scale dynamically. - Updated eye size calculations to reflect the new render scale in both backends. - Implemented ResizeWritablePair method to handle resizing of swapchains based on the requested eye sizes. - Modified BeginFrame methods to ensure swapchains are resized appropriately before rendering. - Enhanced error handling to maintain current eye sizes when the requested sizes cannot be allocated. - Added tests to validate render scale functionality, ensuring correct behavior when scaling up and down, including handling of refused sizes.
243 lines
11 KiB
C++
243 lines
11 KiB
C++
// SPDX-License-Identifier: GPL-3.0-or-later
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#include <aurora/vulkan_win32_interop.h>
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#include "../internal.hpp"
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#include "../stereo.hpp"
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#include "../stereo_overlay.hpp"
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#include "gpu.hpp"
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#if defined(_WIN32) && defined(WEBGPU_DAWN) && defined(DAWN_ENABLE_BACKEND_VULKAN)
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#include <windows.h>
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#include <algorithm>
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#include <array>
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#include <memory>
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#include <mutex>
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#include <vector>
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namespace aurora::vulkan_win32 {
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namespace {
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Module Log("aurora::vulkan_win32");
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struct Api {
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AuroraDawnVulkanConfigureFn configure = nullptr;
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AuroraDawnVulkanHandlesFn handles = nullptr;
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AuroraDawnVulkanWrapFn wrap = nullptr;
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AuroraDawnVulkanReleaseFn release = nullptr;
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AuroraDawnVulkanLockFn lock = nullptr;
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AuroraDawnVulkanUnlockFn unlock = nullptr;
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AuroraDawnVulkanDrainFn drain = nullptr;
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bool Load() {
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HMODULE module = GetModuleHandleW(L"webgpu_dawn.dll");
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if (!module) return false;
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auto version = reinterpret_cast<AuroraDawnVulkanVersionFn>(GetProcAddress(module, "AuroraDawnVulkanVersion"));
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if (!version || version() != AURORA_DAWN_VULKAN_ABI) return false;
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#define LOAD(member, type, name) member = reinterpret_cast<type>(GetProcAddress(module, name)); if (!member) return false
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LOAD(configure, AuroraDawnVulkanConfigureFn, "AuroraDawnVulkanConfigure");
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LOAD(handles, AuroraDawnVulkanHandlesFn, "AuroraDawnVulkanGetHandles");
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LOAD(wrap, AuroraDawnVulkanWrapFn, "AuroraDawnVulkanWrap");
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LOAD(release, AuroraDawnVulkanReleaseFn, "AuroraDawnVulkanRelease");
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LOAD(lock, AuroraDawnVulkanLockFn, "AuroraDawnVulkanLock");
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LOAD(unlock, AuroraDawnVulkanUnlockFn, "AuroraDawnVulkanUnlock");
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LOAD(drain, AuroraDawnVulkanDrainFn, "AuroraDawnVulkanDrain");
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#undef LOAD
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return true;
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}
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} api;
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int64_t VkFormat(wgpu::TextureFormat format) {
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switch (format) {
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case wgpu::TextureFormat::RGBA8Unorm: return 37;
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case wgpu::TextureFormat::RGBA8UnormSrgb: return 43;
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case wgpu::TextureFormat::BGRA8Unorm: return 44;
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case wgpu::TextureFormat::BGRA8UnormSrgb: return 50;
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case wgpu::TextureFormat::RGBA16Float: return 97;
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default: return 0;
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}
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}
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bool CopyCompatible(int64_t a, int64_t b) {
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return a == b || ((a == 37 || a == 43) && (b == 37 || b == 43)) ||
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((a == 44 || a == 50) && (b == 44 || b == 50));
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}
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struct Import { uint64_t image; uint32_t width, height; wgpu::TextureFormat format; wgpu::Texture texture; };
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// The eyes, then the settings panel's layer image after them.
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constexpr uint32_t kMaxImages = 3;
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class Bridge {
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public:
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std::mutex mutex;
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std::vector<Import> imports;
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std::array<AuroraD3D12StereoTarget, kMaxImages> targets{};
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std::array<wgpu::Texture, kMaxImages> active{};
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uint64_t token = 0;
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uint32_t count = 0;
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// Images this frame copies: `count` eyes, plus the panel when `panel` is set.
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uint32_t images = 0;
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bool panel = false;
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bool encoded = false;
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AuroraD3D12StereoSubmittedCallback callback;
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void* userdata;
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Bridge(AuroraD3D12StereoSubmittedCallback cb, void* data) : callback(cb), userdata(data) {}
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bool Set(uint64_t next, const AuroraD3D12StereoTarget* data, uint32_t n, const AuroraD3D12StereoTarget* panelTarget) {
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if (!next || !data || !n || n > 2) return false;
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std::lock_guard guard(mutex);
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if (token) return false;
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const auto valid = [](const AuroraD3D12StereoTarget& target) {
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return target.resource && target.width && target.height;
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};
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for (uint32_t i = 0; i < n; ++i) {
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if (!valid(data[i])) return false;
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}
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if (panelTarget && !valid(*panelTarget)) return false;
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for (uint32_t i = 0; i < n; ++i) targets[i] = data[i];
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panel = panelTarget != nullptr;
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if (panel) targets[n] = *panelTarget;
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token = next; count = n; images = n + (panel ? 1u : 0u); return true;
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}
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bool Cancel(uint64_t wanted) {
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std::unique_lock guard(mutex, std::try_to_lock);
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if (!guard.owns_lock() || encoded || !token || token != wanted) return false;
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token = 0; return true;
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}
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// Before the runtime destroys these images: the drain retires every copy into
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// them, and their wraps go because a new swapchain may get the same handles.
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bool Forget(void* const* images, uint32_t n) {
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{
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std::lock_guard guard(mutex);
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if (token) return false;
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}
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if (!api.drain(webgpu::g_device.Get())) return false;
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std::lock_guard guard(mutex);
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std::erase_if(imports, [&](const Import& entry) {
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return std::find(images, images + n, reinterpret_cast<void*>(static_cast<uintptr_t>(entry.image))) !=
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images + n;
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});
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active = {};
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return true;
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}
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bool Encode(wgpu::CommandEncoder& encoder, const stereo::SinkFrame& frame) {
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std::lock_guard guard(mutex);
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if (!token || encoded || frame.frameToken != token) return false;
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std::array<stereo::EyeImage, kMaxImages> sources{};
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for (uint32_t i = 0; i < count; ++i) sources[i] = frame.eyes[i];
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if (panel && !stereo_overlay::layer_source(encoder, targets[count].width, targets[count].height, sources[count]))
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return false;
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// Validate/import every target before recording any copy.
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for (uint32_t i = 0; i < images; ++i) {
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const auto& eye = sources[i];
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const auto& target = targets[i];
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if (!eye.texture || eye.size.width != target.width || eye.size.height != target.height ||
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!CopyCompatible(VkFormat(eye.format), target.dxgiFormat)) return false;
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const uint64_t image = reinterpret_cast<uintptr_t>(target.resource);
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auto it = std::find_if(imports.begin(), imports.end(), [&](const Import& entry) { return entry.image == image; });
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if (it == imports.end()) {
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wgpu::TextureDescriptor descriptor;
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descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::RenderAttachment;
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descriptor.size = {target.width, target.height, 1};
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descriptor.format = eye.format;
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void* wrapped = api.wrap(webgpu::g_device.Get(), &descriptor, image);
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if (!wrapped) return false;
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imports.push_back({image, target.width, target.height, eye.format,
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wgpu::Texture::Acquire(static_cast<WGPUTexture>(wrapped))});
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it = imports.end() - 1;
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}
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if (it->width != target.width || it->height != target.height || it->format != eye.format) {
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// The runtime reuses VkImage handles across swapchain recreation, and
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// Aurora's eye format can change with the surface. Re-wrap rather than
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// rejecting every future frame for this image.
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imports.erase(it);
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--i;
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continue;
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}
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active[i] = it->texture;
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}
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for (uint32_t i = 0; i < images; ++i) {
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wgpu::TexelCopyTextureInfo source, destination;
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source.texture = *sources[i].texture;
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destination.texture = active[i];
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wgpu::Extent3D size{targets[i].width, targets[i].height, 1};
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encoder.CopyTextureToTexture(&source, &destination, &size);
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}
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encoded = true;
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return true;
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}
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void Submitted(const stereo::SinkFrame& frame) {
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std::lock_guard guard(mutex);
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if (!token || !encoded || token != frame.frameToken) return;
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std::array<void*, kMaxImages> textures{};
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for (uint32_t i = 0; i < images; ++i) textures[i] = active[i].Get();
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// Append the COLOR_ATTACHMENT_OPTIMAL release barriers to Dawn's queue,
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// flush them under its device guard, then allow the XR thread to release.
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const bool success = api.release(webgpu::g_device.Get(), textures.data(), images) != 0;
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const auto completed = token;
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token = 0; encoded = false;
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callback(completed, success, userdata);
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}
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};
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std::unique_ptr<Bridge> bridge;
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}
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}
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bool aurora_vulkan_win32_configure(const AuroraDawnVulkanHooks* hooks) {
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using namespace aurora::vulkan_win32;
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return api.Load() && api.configure(hooks);
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}
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bool aurora_vulkan_win32_get_handles(AuroraDawnVulkanHandles* handles, int64_t* format) {
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using namespace aurora;
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if (!webgpu::g_device || webgpu::g_backendType != wgpu::BackendType::Vulkan || !vulkan_win32::api.Load()) return false;
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*format = vulkan_win32::VkFormat(webgpu::g_graphicsConfig.surfaceConfiguration.format);
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return *format && vulkan_win32::api.handles(webgpu::g_device.Get(), handles);
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}
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bool aurora_vulkan_win32_enable(AuroraD3D12StereoSubmittedCallback cb, void* data) {
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using namespace aurora::vulkan_win32;
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if (bridge || !cb || !api.Load()) return false;
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bridge = std::make_unique<Bridge>(cb, data);
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aurora::stereo::set_sink(
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[](wgpu::CommandEncoder& encoder, const aurora::stereo::SinkFrame& frame, void* self) noexcept {
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return static_cast<Bridge*>(self)->Encode(encoder, frame);
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}, [](const aurora::stereo::SinkFrame& frame, void* self) noexcept { static_cast<Bridge*>(self)->Submitted(frame); }, bridge.get());
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return true;
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}
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bool aurora_vulkan_win32_set_targets(uint64_t token, const AuroraD3D12StereoTarget* targets, uint32_t count) {
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using namespace aurora::vulkan_win32;
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return bridge && bridge->Set(token, targets, count, nullptr);
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}
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bool aurora_vulkan_win32_set_targets_with_panel(uint64_t token, const AuroraD3D12StereoTarget* targets, uint32_t count,
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const AuroraD3D12StereoTarget* panel) {
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using namespace aurora::vulkan_win32;
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return bridge && bridge->Set(token, targets, count, panel);
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}
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bool aurora_vulkan_win32_cancel(uint64_t token) {
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using namespace aurora::vulkan_win32;
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return bridge && bridge->Cancel(token);
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}
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bool aurora_vulkan_win32_forget_targets(void* const* images, uint32_t count) {
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using namespace aurora::vulkan_win32;
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if (!bridge) return true;
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return images && bridge->Forget(images, count);
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}
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bool aurora_vulkan_win32_disable() {
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using namespace aurora::vulkan_win32;
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if (!bridge) return true;
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aurora::stereo::set_sink(nullptr, nullptr, nullptr);
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if (!api.drain(aurora::webgpu::g_device.Get())) { bridge.release(); return false; }
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bridge.reset();
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return true;
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}
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void* aurora_vulkan_win32_lock_queue() {
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return aurora::vulkan_win32::api.lock(aurora::webgpu::g_device.Get());
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}
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void aurora_vulkan_win32_unlock_queue(void* guard) { aurora::vulkan_win32::api.unlock(guard); }
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#else
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// C ABI stubs keep the runtime's OpenXR integration linkable on Windows GX
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// builds whose Dawn has no Vulkan backend; the backend then reports that the
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// bridge is unavailable and the game falls back to the desktop renderer.
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bool aurora_vulkan_win32_configure(const AuroraDawnVulkanHooks*) { return false; }
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bool aurora_vulkan_win32_get_handles(AuroraDawnVulkanHandles* handles, int64_t* format) {
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if (handles) *handles = {};
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if (format) *format = 0;
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return false;
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}
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bool aurora_vulkan_win32_enable(AuroraD3D12StereoSubmittedCallback, void*) { return false; }
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bool aurora_vulkan_win32_set_targets(uint64_t, const AuroraD3D12StereoTarget*, uint32_t) { return false; }
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bool aurora_vulkan_win32_set_targets_with_panel(uint64_t, const AuroraD3D12StereoTarget*, uint32_t,
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const AuroraD3D12StereoTarget*) { return false; }
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bool aurora_vulkan_win32_cancel(uint64_t) { return false; }
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bool aurora_vulkan_win32_forget_targets(void* const*, uint32_t) { return true; }
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bool aurora_vulkan_win32_disable() { return true; }
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void* aurora_vulkan_win32_lock_queue() { return nullptr; }
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void aurora_vulkan_win32_unlock_queue(void*) {}
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#endif
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