mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[c-host] dxgi: don't stall the GPU pipeline to map textures to ram
ID3D11DeviceContext_Map by default will force a CPU sync if the prior call to CopyResource has not completed, this change defers the mapping and sets the D3D11_MAP_FLAG_DO_NOT_WAIT when attempting to map the texture allowing the capture to continue without incurring an expensive CPU/GPU sync. A new tuneable has also been added * dxgi:maxTextures
This commit is contained in:
parent
d07aa4b29e
commit
21b02efb4d
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user