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CPUSets.h
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//--------------------------------------------------------------------------------------
// CPUSets.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample : public DX::IDeviceNotify
{
public:
Sample();
// Initialization and management
void Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated() {}
void OnDeactivated() {}
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
HANDLE GetGraphicsMutex() { return m_graphicsMutex; }
void SetWorldMatrix(DirectX::SimpleMath::Matrix& matrix) { m_world = matrix; }
DirectX::AudioEngine* GetAudioEngine() { return m_audioEngine.get(); }
static const wchar_t* g_graphicsMutexName;
bool CpuIsUsingHyperthreading() { return m_hyperThreading == HyperThreadedState::HyperThreaded; }
private:
enum class HyperThreadedState
{
Unknown,
HyperThreaded,
NotHyperThreaded
};
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void ReportCPUInformation(SYSTEM_CPU_SET_INFORMATION* cpuSetInfo, size_t count);
void OrganizeCPUSets(SYSTEM_CPU_SET_INFORMATION* cpuSetInfo, size_t count);
void SortThreads();
std::map<unsigned char, std::vector<SYSTEM_CPU_SET_INFORMATION>> m_cpuSets;
static unsigned long __stdcall AudioThread(void* params);
static unsigned long __stdcall WorkerThread(void* params);
static unsigned long __stdcall GeneratorThread(void* params);
std::unique_ptr<DirectX::IEffectFactory> m_fxFactory;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::Model> m_model;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture;
DirectX::SimpleMath::Matrix m_view, m_world, m_projection;
HANDLE m_graphicsMutex;
HyperThreadedState m_hyperThreading;
DirectX::SimpleMath::Vector3 m_eye;
DirectX::SimpleMath::Vector3 m_at;
std::unique_ptr<DirectX::AudioEngine> m_audioEngine;
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
};