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https://github.com/gnif/LookingGlass.git
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[c-host] dxgi: interlock so we can map outside of the capture thread
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@ -32,6 +32,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "dxgi_extra.h"
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#define LOCKED(x) INTERLOCKED_SECTION(this->deviceContextLock, x)
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enum TextureState
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{
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TEXTURE_STATE_UNUSED,
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@ -44,7 +46,6 @@ typedef struct Texture
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enum TextureState state;
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ID3D11Texture2D * tex;
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D3D11_MAPPED_SUBRESOURCE map;
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osEventHandle * mapped;
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volatile int free;
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}
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Texture;
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@ -73,11 +74,12 @@ struct iface
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IDXGIOutput * output;
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ID3D11Device * device;
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ID3D11DeviceContext * deviceContext;
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volatile int deviceContextLock;
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D3D_FEATURE_LEVEL featureLevel;
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IDXGIOutputDuplication * dup;
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int maxTextures;
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Texture * texture;
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int texPending;
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volatile int texPending;
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volatile int texRIndex;
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int texWIndex;
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bool needsRelease;
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@ -311,6 +313,7 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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&this->device,
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&this->featureLevel,
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&this->deviceContext);
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this->deviceContextLock = 0;
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IDXGIAdapter_Release(tmp);
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@ -470,13 +473,7 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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goto fail;
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}
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this->texture[i].free = 1;
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this->texture[i].mapped = os_createEvent(false);
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if (!this->texture[i].mapped)
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{
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DEBUG_ERROR("Failed to create the texture mapped event");
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goto fail;
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}
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this->texture[i].free = 1;
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}
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// map the texture simply to get the pitch and stride
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@ -504,8 +501,6 @@ fail:
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static void dxgi_stop()
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{
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this->stop = true;
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os_signalEvent(this->texture[this->texRIndex].mapped);
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os_signalEvent(this->pointerEvent);
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}
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@ -528,13 +523,6 @@ static bool dxgi_deinit()
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ID3D11Texture2D_Release(this->texture[i].tex);
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this->texture[i].tex = NULL;
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}
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if (this->texture[i].mapped)
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{
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os_signalEvent(this->texture[i].mapped);
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os_freeEvent(this->texture[i].mapped);
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this->texture[i].mapped = NULL;
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}
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}
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if (this->dup)
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@ -611,67 +599,18 @@ static CaptureResult dxgi_capture()
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assert(this);
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assert(this->initialized);
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LARGE_INTEGER now;
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uint64_t diffNs;
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Texture * tex;
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CaptureResult result;
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HRESULT status;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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IDXGIResource * res;
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// try to map the current texture if it's pending still
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while(true)
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{
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int index = INTERLOCKED_GET(&this->texRIndex);
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for(int i = 0; i < this->maxTextures && this->texPending > 0; ++i)
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{
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tex = &this->texture[index];
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if (tex->state == TEXTURE_STATE_PENDING_MAP)
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{
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// try to map the resource, but don't wait for it
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);
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if (status != DXGI_ERROR_WAS_STILL_DRAWING)
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{
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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IDXGIResource_Release(res);
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return CAPTURE_RESULT_ERROR;
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}
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// successful map, set the state and signal that there is a frame available
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tex->state = TEXTURE_STATE_MAPPED;
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os_signalEvent(tex->mapped);
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--this->texPending;
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}
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// only try to map one texture per delay loop
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break;
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}
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if (++index == this->maxTextures)
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index = 0;
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}
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/* spend a minimum of 4ms since the last capture to reduce GPU load with an early release */
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QueryPerformanceCounter(&now);
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diffNs = ((now.QuadPart - this->frameTime.QuadPart) * 1000000) / this->perfFreq.QuadPart;
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if (diffNs < 4000)
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{
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Sleep(1);
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continue;
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}
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break;
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}
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// release the prior frame
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result = dxgi_releaseFrame();
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if (result != CAPTURE_RESULT_OK)
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return result;
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status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 0, &frameInfo, &res);
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status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 1000, &frameInfo, &res);
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switch(status)
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{
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case S_OK:
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@ -679,8 +618,6 @@ static CaptureResult dxgi_capture()
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break;
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case DXGI_ERROR_WAIT_TIMEOUT:
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// we sleep instead of letting dxgi do it as it's resolution sucks
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Sleep(1);
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return CAPTURE_RESULT_TIMEOUT;
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case WAIT_ABANDONED:
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@ -708,19 +645,18 @@ static CaptureResult dxgi_capture()
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return CAPTURE_RESULT_ERROR;
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}
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// unmap the texture if it is still mapped
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if (tex->state == TEXTURE_STATE_MAPPED)
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0);
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LOCKED({
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// issue the copy from GPU to CPU RAM and release the src
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ID3D11DeviceContext_CopyResource(this->deviceContext,
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(ID3D11Resource *)tex->tex, (ID3D11Resource *)src);
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});
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// issue the copy from GPU to CPU RAM and release the src
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ID3D11DeviceContext_CopyResource(this->deviceContext,
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(ID3D11Resource *)tex->tex, (ID3D11Resource *)src);
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ID3D11Texture2D_Release(src);
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// set the state
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INTERLOCKED_DEC(&tex->free);
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tex->state = TEXTURE_STATE_PENDING_MAP;
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++this->texPending;
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INTERLOCKED_DEC(&tex->free);
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INTERLOCKED_INC(&this->texPending);
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// advance our write pointer
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if (++this->texWIndex == this->maxTextures)
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@ -759,7 +695,7 @@ static CaptureResult dxgi_capture()
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else
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{
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DXGI_OUTDUPL_POINTER_SHAPE_INFO shapeInfo;
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status = IDXGIOutputDuplication_GetFramePointerShape(this->dup, this->pointerSize, this->pointerShape, &this->pointerUsed, &shapeInfo);
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LOCKED({status = IDXGIOutputDuplication_GetFramePointerShape(this->dup, this->pointerSize, this->pointerShape, &this->pointerUsed, &shapeInfo);});
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get the new pointer shape", status);
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@ -797,13 +733,26 @@ static CaptureResult dxgi_waitFrame(CaptureFrame * frame)
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assert(this->initialized);
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Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
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if (!os_waitEvent(tex->mapped, 1000))
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if (INTERLOCKED_GET(&tex->free))
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{
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Sleep(1);
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return CAPTURE_RESULT_TIMEOUT;
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}
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// try to map the resource, but don't wait for it
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HRESULT status;
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LOCKED({status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);});
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if (status == DXGI_ERROR_WAS_STILL_DRAWING)
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return CAPTURE_RESULT_TIMEOUT;
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if (this->stop)
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return CAPTURE_RESULT_REINIT;
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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return CAPTURE_RESULT_ERROR;
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}
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os_resetEvent(tex->mapped);
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tex->state = TEXTURE_STATE_MAPPED;
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INTERLOCKED_DEC(&this->texPending);
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frame->width = this->width;
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frame->height = this->height;
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@ -820,7 +769,9 @@ static CaptureResult dxgi_getFrame(FrameBuffer frame)
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assert(this->initialized);
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Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
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framebuffer_write(frame, tex->map.pData, this->pitch * this->height);
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LOCKED({ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0);});
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INTERLOCKED_INC(&tex->free);
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INTERLOCKED_INC(&this->texRIndex);
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@ -863,7 +814,8 @@ static CaptureResult dxgi_releaseFrame()
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if (!this->needsRelease)
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return CAPTURE_RESULT_OK;
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HRESULT status = IDXGIOutputDuplication_ReleaseFrame(this->dup);
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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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{
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case S_OK:
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@ -25,6 +25,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#define INTERLOCKED_DEC(x) __sync_fetch_and_sub((x), 1)
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#define INTERLOCKED_GET(x) __sync_fetch_and_add((x), 0)
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#define INTERLOCKED_CE(x, c, v) __sync_val_compare_and_swap((x), (c), (v))
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#define INTERLOCKED_SECTION(lock, x) \
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while(__sync_lock_test_and_set(&(lock), 1)) while((lock)); \
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x\
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__sync_lock_release(&this->deviceContextLock);
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#else
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#define INTERLOCKED_OR8 InterlockedOr8
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#define INTERLOCKED_AND8 InterlockedAnd8
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@ -32,4 +38,4 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#define INTERLOCKED_DEC InterlockedDecrement
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#define INTERLOCKED_GET(x) InterlockedAdd((x), 0)
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#define INTERLOCKED_CE(x, c, v) InterlockedCompareExchange((x), (v), (c))
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#endif
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#endif
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