diff --git a/VERSION b/VERSION index f462d3fc..d32b5349 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -B1-rc2-1-g9f33043d17+1 \ No newline at end of file +B1-rc2-2-gd07aa4b29e+1 \ No newline at end of file diff --git a/c-host/platform/Windows/capture/DXGI/src/dxgi.c b/c-host/platform/Windows/capture/DXGI/src/dxgi.c index 264f4478..0c10ce76 100644 --- a/c-host/platform/Windows/capture/DXGI/src/dxgi.c +++ b/c-host/platform/Windows/capture/DXGI/src/dxgi.c @@ -30,10 +30,16 @@ Place, Suite 330, Boston, MA 02111-1307 USA #include "dxgi_extra.h" -#define MAX_TEXTURES 2 +enum TextureState +{ + TEXTURE_STATE_UNUSED, + TEXTURE_STATE_PENDING_MAP, + TEXTURE_STATE_MAPPED +}; typedef struct Texture { + enum TextureState state; ID3D11Texture2D * tex; D3D11_MAPPED_SUBRESOURCE map; osEventHandle * evt; @@ -64,7 +70,8 @@ struct iface ID3D11DeviceContext * deviceContext; D3D_FEATURE_LEVEL featureLevel; IDXGIOutputDuplication * dup; - Texture texture[MAX_TEXTURES]; + int maxTextures; + Texture * texture; int texRIndex; int texWIndex; bool needsRelease; @@ -120,6 +127,13 @@ static void dxgi_initOptions() .type = OPTION_TYPE_STRING, .value.x_string = NULL }, + { + .module = "dxgi", + .name = "maxTextures", + .description = "The maximum number of frames to buffer before skipping", + .type = OPTION_TYPE_INT, + .value.x_int = 1 + }, {0} }; @@ -153,6 +167,11 @@ static bool dxgi_create() return false; } + this->maxTextures = option_get_int("dxgi", "maxTextures"); + if (this->maxTextures <= 0) + this->maxTextures = 1; + + this->texture = calloc(sizeof(struct Texture), this->maxTextures); return true; } @@ -434,7 +453,7 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize) texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; texDesc.MiscFlags = 0; - for(int i = 0; i < MAX_TEXTURES; ++i) + for(int i = 0; i < this->maxTextures; ++i) { status = ID3D11Device_CreateTexture2D(this->device, &texDesc, NULL, &this->texture[i].tex); if (FAILED(status)) @@ -485,8 +504,10 @@ static bool dxgi_deinit() { assert(this); - for(int i = 0; i < MAX_TEXTURES; ++i) + for(int i = 0; i < this->maxTextures; ++i) { + this->texture[i].state = TEXTURE_STATE_UNUSED; + if (this->texture[i].map.pData) { ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)this->texture[i].tex, 0); @@ -563,6 +584,7 @@ static void dxgi_free() os_freeEvent(this->frameEvent ); os_freeEvent(this->pointerEvent); + free(this->texture); free(this); this = NULL; @@ -586,11 +608,35 @@ static CaptureResult dxgi_capture() DXGI_OUTDUPL_FRAME_INFO frameInfo; IDXGIResource * res; + // if the read texture is pending a mapping + if (this->texture[this->texRIndex].state == TEXTURE_STATE_PENDING_MAP) + { + Texture * tex = &this->texture[this->texRIndex]; + + // try to map the resource, but don't wait for it + status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map); + + if (status != DXGI_ERROR_WAS_STILL_DRAWING) + { + if (FAILED(status)) + { + DEBUG_WINERROR("Failed to map the texture", status); + IDXGIResource_Release(res); + return CAPTURE_RESULT_ERROR; + } + + // successful map, set the state and signal that there is a frame available + tex->state = TEXTURE_STATE_MAPPED; + os_signalEvent(this->frameEvent); + } + } + + // release the prior frame result = dxgi_releaseFrame(); if (result != CAPTURE_RESULT_OK) return result; - status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 1000, &frameInfo, &res); + status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 1, &frameInfo, &res); switch(status) { case S_OK: @@ -616,7 +662,12 @@ static CaptureResult dxgi_capture() // check if the texture is free, if not skip the frame to keep up if (!os_waitEvent(tex->evt, 0)) { - DEBUG_WARN("Frame skipped"); + /* + NOTE: This is only informational for when debugging, skipping frames is + OK as we are likely getting frames faster then the client can render + them (ie, vsync off in a title) + */ + //DEBUG_WARN("Frame skipped"); } else { @@ -630,33 +681,23 @@ static CaptureResult dxgi_capture() } // if the texture was mapped, unmap it - if (tex->map.pData) + if (tex->state == TEXTURE_STATE_MAPPED) { ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0); tex->map.pData = NULL; } - // issue the copy from GPU to CPU RAM + // issue the copy from GPU to CPU RAM and release the src ID3D11DeviceContext_CopyResource(this->deviceContext, (ID3D11Resource *)tex->tex, (ID3D11Resource *)src); + ID3D11Texture2D_Release(src); - // map the resource (this must be done here as ID3D11DeviceContext is not thread safe) - status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0, &tex->map); - if (FAILED(status)) - { - DEBUG_WINERROR("Failed to map the texture", status); - IDXGIResource_Release(res); - return CAPTURE_RESULT_ERROR; - } - - // signal that a frame is available - os_signalEvent(this->frameEvent); + // pending map + tex->state = TEXTURE_STATE_PENDING_MAP; // advance our write pointer - if (++this->texWIndex == MAX_TEXTURES) + if (++this->texWIndex == this->maxTextures) this->texWIndex = 0; - - ID3D11Texture2D_Release(src); } } @@ -745,7 +786,7 @@ static CaptureResult dxgi_getFrame(CaptureFrame * frame) memcpy(frame->data, tex->map.pData, this->pitch * this->height); os_signalEvent(tex->evt); - if (++this->texRIndex == MAX_TEXTURES) + if (++this->texRIndex == this->maxTextures) this->texRIndex = 0; return CAPTURE_RESULT_OK;