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[idd] capture: retain frames in linear buffers
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Store retained frame candidates in the final linear transport layout. Prepare texture output in local DEFAULT buffers before cadence holding. Then publish full frames with a single buffer copy. Keep partial damage on matching pitched layouts and leave effect-owned buffer copies unchanged. This moves detiling out of the deadline-critical IVSHMEM or readback transfer.
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@@ -183,7 +183,10 @@ public:
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size_t GetOutputSize () const { return m_frameSize; }
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bool ShouldCopyFully(
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const RECT dirtyRects[], unsigned nbDirtyRects) const;
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void CopyFrame(
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void CopyToCandidate(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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ID3D12Resource * dst, ID3D12Resource * src) const;
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void CopyFromCandidate(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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ID3D12Resource * dst, ID3D12Resource * src,
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const RECT dirtyRects[], unsigned nbDirtyRects, bool fullCopy) const;
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