[host] dxgi: wait for sync before trying to read the memory map

This commit is contained in:
Geoffrey McRae 2017-12-18 17:35:35 +11:00
parent e298f9169c
commit 0d1d49b00e
2 changed files with 19 additions and 1 deletions

View File

@ -195,6 +195,16 @@ bool DXGI::Initialize(CaptureOptions * options)
return false;
}
m_surfaceMapped = true;
D3D11_QUERY_DESC qd;
qd.MiscFlags = 0;
qd.Query = D3D11_QUERY_EVENT;
if (FAILED(m_device->CreateQuery(&qd, &this->m_eventQuery)))
{
DEBUG_ERROR("Failed to create event query");
DeInitialize();
return false;
}
m_initialized = true;
return true;
@ -202,6 +212,9 @@ bool DXGI::Initialize(CaptureOptions * options)
void DXGI::DeInitialize()
{
if (m_eventQuery)
m_eventQuery.Release();
if (m_releaseFrame)
{
m_releaseFrame = false;
@ -434,6 +447,7 @@ GrabStatus DXGI::GrabFrame(FrameInfo & frame)
src->GetDesc(&m_desc);
m_deviceContext->CopyResource(m_texture, src);
m_deviceContext->End(m_eventQuery);
src.Release();
m_width = m_desc.Width;
@ -443,8 +457,10 @@ GrabStatus DXGI::GrabFrame(FrameInfo & frame)
frame.height = m_desc.Height;
frame.pitch = m_mapping.RowPitch;
frame.stride = m_mapping.RowPitch / 4;
unsigned int size = m_height * m_mapping.RowPitch;
// wait for the copy to complete before trying to perform the copy
while(S_FALSE == m_deviceContext->GetData(m_eventQuery, NULL, 0, 0)) {}
memcpySSE(frame.buffer, m_mapping.pData, size < frame.bufferSize ? size : frame.bufferSize);
return GRAB_STATUS_OK;

View File

@ -32,6 +32,7 @@ _COM_SMARTPTR_TYPEDEF(IDXGIFactory1 , __uuidof(IDXGIFactory1 ));
_COM_SMARTPTR_TYPEDEF(ID3D11Device , __uuidof(ID3D11Device ));
_COM_SMARTPTR_TYPEDEF(ID3D11DeviceContext , __uuidof(ID3D11DeviceContext ));
_COM_SMARTPTR_TYPEDEF(IDXGIDevice , __uuidof(IDXGIDevice ));
_COM_SMARTPTR_TYPEDEF(ID3D11Query , __uuidof(ID3D11Query ));
_COM_SMARTPTR_TYPEDEF(IDXGIOutput1 , __uuidof(IDXGIOutput1 ));
_COM_SMARTPTR_TYPEDEF(IDXGIOutput , __uuidof(IDXGIOutput ));
_COM_SMARTPTR_TYPEDEF(IDXGIAdapter1 , __uuidof(IDXGIAdapter1 ));
@ -84,6 +85,7 @@ namespace Capture
bool m_releaseFrame;
ID3D11Texture2DPtr m_texture;
D3D11_TEXTURE2D_DESC m_desc;
ID3D11QueryPtr m_eventQuery;
D3D11_MAPPED_SUBRESOURCE m_mapping;
bool m_surfaceMapped;
BYTE * m_pointer;