[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.
This commit is contained in:
Geoffrey McRae
2026-08-05 22:08:38 +10:00
parent ab25601a61
commit 650636ccee
4 changed files with 59 additions and 38 deletions

View File

@@ -149,8 +149,8 @@ private:
bool HasReadyCandidate();
int AcquireCandidate(bool exclusiveSample);
void ReleaseCandidate(unsigned candidateIndex);
bool EnsureCandidateResource(unsigned candidateIndex,
ID3D12Resource * source);
bool EnsureCandidateResource(
unsigned candidateIndex, size_t frameSize);
void ResetCandidates();
void SignalCandidateState();