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https://github.com/gnif/LookingGlass.git
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[host] dxgi: add preRelease callback
This is meant to avoid freeing the texture before the copy has finished.
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5a93f1e00c
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68e5b812a9
@ -188,6 +188,11 @@ static void d3d11_unmapTexture(Texture * tex)
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tex->map = NULL;
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}
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static void d3d11_preRelease(void)
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{
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// Nothing needs to be done.
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}
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struct DXGICopyBackend copyBackendD3D11 = {
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.name = "Direct3D 11",
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.create = d3d11_create,
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@ -195,4 +200,5 @@ struct DXGICopyBackend copyBackendD3D11 = {
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.copyFrame = d3d11_copyFrame,
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.mapTexture = d3d11_mapTexture,
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.unmapTexture = d3d11_unmapTexture,
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.preRelease = d3d11_preRelease,
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};
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@ -29,7 +29,6 @@
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struct D3D12Texture
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{
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ID3D12Resource * src;
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ID3D12Resource * tex;
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ID3D12CommandAllocator * commandAllocator;
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ID3D12CommandList * commandList;
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@ -43,7 +42,11 @@ struct D3D12Backend
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{
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ID3D12Device * device;
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ID3D12CommandQueue * commandQueue;
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ID3D12Resource * src;
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struct D3D12Texture * texture;
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UINT64 fenceValue;
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ID3D12Fence * fence;
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HANDLE event;
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};
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static struct DXGIInterface * dxgi = NULL;
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@ -122,6 +125,22 @@ static bool d3d12_create(struct DXGIInterface * intf)
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goto fail;
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}
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this->event = CreateEvent(NULL, TRUE, TRUE, NULL);
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if (!this->event)
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{
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DEBUG_WINERROR("Failed to create capture event", status);
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goto fail;
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}
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this->fenceValue = 0;
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status = ID3D12Device_CreateFence(this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)&this->fence);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create capture fence", status);
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goto fail;
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}
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D3D12_HEAP_PROPERTIES readbackHeapProperties = {
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.Type = D3D12_HEAP_TYPE_READBACK,
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};
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@ -232,6 +251,15 @@ static void d3d12_free(void)
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free(this->texture);
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}
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if (this->fence)
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ID3D12Fence_Release(this->fence);
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if (this->event)
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CloseHandle(this->event);
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if (this->src)
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ID3D12Resource_Release(this->src);
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if (this->commandQueue)
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ID3D12CommandQueue_Release(this->commandQueue);
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@ -265,7 +293,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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goto cleanup;
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}
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status = ID3D12Device_OpenSharedHandle(this->device, handle, &IID_ID3D12Resource, (void **)&tex->src);
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status = ID3D12Device_OpenSharedHandle(this->device, handle, &IID_ID3D12Resource, (void **)&this->src);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get create shared handle for texture", status);
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@ -277,7 +305,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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CloseHandle(handle);
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D3D12_TEXTURE_COPY_LOCATION srcLoc = {
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.pResource = tex->src,
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.pResource = this->src,
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.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
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.SubresourceIndex = 0
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};
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@ -324,10 +352,27 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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ID3D12CommandQueue_ExecuteCommandLists(this->commandQueue, 1, &tex->commandList);
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status = ID3D12CommandQueue_Signal(this->commandQueue, this->fence, ++this->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence", status);
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fail = true;
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goto cleanup;
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}
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ResetEvent(this->event);
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status = ID3D12Fence_SetEventOnCompletion(this->fence, this->fenceValue, this->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal capture fence event", status);
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fail = true;
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goto cleanup;
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}
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status = ID3D12CommandQueue_Signal(this->commandQueue, tex->fence, ++tex->fenceValue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal fence", status);
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DEBUG_WINERROR("Failed to signal texture fence", status);
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fail = true;
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goto cleanup;
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}
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@ -335,7 +380,7 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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status = ID3D12Fence_SetEventOnCompletion(tex->fence, tex->fenceValue, tex->event);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to signal fence event", status);
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DEBUG_WINERROR("Failed to signal texture fence event", status);
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fail = true;
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goto cleanup;
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}
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@ -367,8 +412,6 @@ static CaptureResult d3d12_mapTexture(Texture * parent)
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return CAPTURE_RESULT_ERROR;
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}
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ID3D12Resource_Release(tex->src);
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D3D12_RANGE range = { .Begin = 0, .End = dxgi->pitch * dxgi->height };
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status = ID3D12Resource_Map(tex->tex, 0, &range, &parent->map);
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@ -390,6 +433,17 @@ static void d3d12_unmapTexture(Texture * parent)
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parent->map = NULL;
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}
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static void d3d12_preRelease(void)
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{
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WaitForSingleObject(this->event, INFINITE);
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if (this->src)
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{
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ID3D12Resource_Release(this->src);
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this->src = NULL;
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}
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}
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struct DXGICopyBackend copyBackendD3D12 = {
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.name = "Direct3D 12",
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.create = d3d12_create,
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@ -397,4 +451,5 @@ struct DXGICopyBackend copyBackendD3D12 = {
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.copyFrame = d3d12_copyFrame,
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.mapTexture = d3d12_mapTexture,
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.unmapTexture = d3d12_unmapTexture,
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.preRelease = d3d12_preRelease,
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};
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@ -539,6 +539,9 @@ static bool dxgi_deinit(void)
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}
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}
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if (this->dup)
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dxgi_releaseFrame();
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if (this->backend)
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{
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this->backend->free();
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@ -553,7 +556,6 @@ static bool dxgi_deinit(void)
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if (this->dup)
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{
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dxgi_releaseFrame();
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IDXGIOutputDuplication_Release(this->dup);
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this->dup = NULL;
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}
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@ -1036,6 +1038,8 @@ static CaptureResult dxgi_releaseFrame(void)
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if (!this->needsRelease)
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return CAPTURE_RESULT_OK;
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this->backend->preRelease();
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HRESULT status;
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LOCKED({status = IDXGIOutputDuplication_ReleaseFrame(this->dup);});
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switch(status)
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@ -113,6 +113,7 @@ struct DXGICopyBackend
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bool (*copyFrame)(Texture * tex, ID3D11Texture2D * src);
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CaptureResult (*mapTexture)(Texture * tex);
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void (*unmapTexture)(Texture * tex);
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void (*preRelease)(void);
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};
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const char * GetDXGIFormatStr(DXGI_FORMAT format);
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