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https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[c-host] dxgi: reworked for better pipelining
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935eb0651d
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8120913acb
@ -97,11 +97,7 @@ static int frameThread(void * opaque)
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// wait for the client to finish with the previous frame
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while(fi->flags & KVMFR_FRAME_FLAG_UPDATE && app.running)
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{
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DEBUG_WARN("Waiting for the client");
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// this generally never happens
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usleep(1000);
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}
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switch(frame.format)
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{
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@ -40,10 +40,12 @@ bool os_joinThread (osThreadHandle * handle, int * resultCode);
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// os specific event functions
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#define TIMEOUT_INFINITE ((unsigned int)~0)
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typedef struct osEventHandle osEventHandle;
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osEventHandle * os_createEvent(bool autoReset);
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void os_freeEvent (osEventHandle * handle);
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bool os_waitEvent (osEventHandle * handle);
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bool os_waitEvent (osEventHandle * handle, unsigned int timeout);
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bool os_signalEvent(osEventHandle * handle);
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bool os_resetEvent (osEventHandle * handle);
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@ -29,10 +29,21 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "dxgi_extra.h"
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#define MAX_TEXTURES 2
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typedef struct Texture
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{
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ID3D11Texture2D * tex;
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D3D11_MAPPED_SUBRESOURCE map;
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osEventHandle * evt;
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}
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Texture;
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// locals
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struct iface
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{
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bool initialized;
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bool reinit;
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IDXGIFactory1 * factory;
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IDXGIAdapter1 * adapter;
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IDXGIOutput * output;
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@ -40,10 +51,10 @@ struct iface
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ID3D11DeviceContext * deviceContext;
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D3D_FEATURE_LEVEL featureLevel;
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IDXGIOutputDuplication * dup;
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ID3D11Texture2D * texture;
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D3D11_MAPPED_SUBRESOURCE mapping;
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Texture texture[MAX_TEXTURES];
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int texRIndex;
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int texWIndex;
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bool needsRelease;
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osEventHandle * copyEvent;
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osEventHandle * frameEvent;
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osEventHandle * pointerEvent;
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@ -79,19 +90,10 @@ static bool dxgi_create()
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return false;
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}
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this->copyEvent = os_createEvent(true);
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if (!this->copyEvent)
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{
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DEBUG_ERROR("failed to create the copy event");
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free(this);
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return false;
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}
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this->frameEvent = os_createEvent(true);
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if (!this->frameEvent)
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{
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DEBUG_ERROR("failed to create the frame event");
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os_freeEvent(this->copyEvent);
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free(this);
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return false;
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}
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@ -100,7 +102,6 @@ static bool dxgi_create()
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if (!this->pointerEvent)
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{
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DEBUG_ERROR("failed to create the pointer event");
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os_freeEvent(this->copyEvent );
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os_freeEvent(this->frameEvent);
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free(this);
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return false;
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@ -129,12 +130,14 @@ static bool dxgi_init()
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dpiDone = true;
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}
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// pre-signal the copy event
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os_signalEvent(this->copyEvent);
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HRESULT status;
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DXGI_OUTPUT_DESC outputDesc;
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this->reinit = false;
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this->texRIndex = 0;
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this->texWIndex = 0;
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os_resetEvent(this->frameEvent);
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status = CreateDXGIFactory1(&IID_IDXGIFactory1, (void **)&this->factory);
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if (FAILED(status))
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{
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@ -334,16 +337,29 @@ static bool dxgi_init()
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texDesc.MiscFlags = 0;
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status = ID3D11Device_CreateTexture2D(this->device, &texDesc, NULL, &this->texture);
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if (FAILED(status))
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for(int i = 0; i < MAX_TEXTURES; ++i)
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{
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DEBUG_WINERROR("Failed to create texture", status);
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goto fail;
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status = ID3D11Device_CreateTexture2D(this->device, &texDesc, NULL, &this->texture[i].tex);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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goto fail;
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}
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this->texture[i].evt = os_createEvent(true);
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if (!this->texture[i].evt)
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{
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DEBUG_ERROR("Failed to create the texture event");
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goto fail;
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}
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// pre-signal the events to flag as unused
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os_signalEvent(this->texture[i].evt);
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}
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// map the texture simply to get the pitch and stride
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D3D11_MAPPED_SUBRESOURCE mapping;
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource *)this->texture, 0, D3D11_MAP_READ, 0, &mapping);
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource *)this->texture[0].tex, 0, D3D11_MAP_READ, 0, &mapping);
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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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@ -351,7 +367,7 @@ static bool dxgi_init()
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}
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this->pitch = mapping.RowPitch;
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this->stride = mapping.RowPitch / 4;
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource *)this->texture, 0);
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource *)this->texture[0].tex, 0);
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this->initialized = true;
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return true;
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@ -365,16 +381,26 @@ static bool dxgi_deinit()
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{
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assert(this);
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if (this->mapping.pData)
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for(int i = 0; i < MAX_TEXTURES; ++i)
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{
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)this->texture, 0);
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this->mapping.pData = NULL;
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}
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if (this->texture[i].map.pData)
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{
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)this->texture[i].tex, 0);
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this->texture[i].map.pData = NULL;
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}
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if (this->texture)
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{
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ID3D11Texture2D_Release(this->texture);
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this->texture = NULL;
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if (this->texture[i].tex)
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{
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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].evt)
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{
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os_signalEvent(this->texture[i].evt);
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os_freeEvent(this->texture[i].evt);
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this->texture[i].evt = NULL;
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}
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}
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if (this->dup)
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@ -431,7 +457,6 @@ static void dxgi_free()
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if (this->initialized)
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dxgi_deinit();
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os_freeEvent(this->copyEvent );
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os_freeEvent(this->frameEvent );
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os_freeEvent(this->pointerEvent);
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@ -447,7 +472,7 @@ static unsigned int dxgi_getMaxFrameSize()
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return this->height * this->pitch;
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}
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static CaptureResult dxgi_capture(bool * hasFrameUpdate, bool * hasPointerUpdate)
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inline static CaptureResult dxgi_capture_int(bool * hasFrameUpdate, bool * hasPointerUpdate)
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{
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assert(this);
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assert(this->initialized);
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@ -482,41 +507,54 @@ static CaptureResult dxgi_capture(bool * hasFrameUpdate, bool * hasPointerUpdate
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if (frameInfo.LastPresentTime.QuadPart != 0)
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{
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ID3D11Texture2D * src;
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status = IDXGIResource_QueryInterface(res, &IID_ID3D11Texture2D, (void **)&src);
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if (FAILED(status))
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Texture * tex = &this->texture[this->texWIndex];
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// check if the texture is free, if not skip the frame to keep up
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if (!os_waitEvent(tex->evt, 0))
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{
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DEBUG_WINERROR("Failed to get the texture from the dxgi resource", status);
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IDXGIResource_Release(res);
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return CAPTURE_RESULT_ERROR;
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DEBUG_WARN("Frame skipped");
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}
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// wait for the prior copy to finish in getFrame and unmap
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os_waitEvent(this->copyEvent);
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if (this->mapping.pData)
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else
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{
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)this->texture, 0);
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this->mapping.pData = NULL;
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ID3D11Texture2D * src;
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status = IDXGIResource_QueryInterface(res, &IID_ID3D11Texture2D, (void **)&src);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get the texture from the dxgi resource", status);
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IDXGIResource_Release(res);
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return CAPTURE_RESULT_ERROR;
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}
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// if the texture was mapped, unmap it
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if (tex->map.pData)
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{
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0);
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tex->map.pData = NULL;
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}
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// issue the copy from GPU to CPU RAM
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ID3D11DeviceContext_CopyResource(this->deviceContext,
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(ID3D11Resource *)tex->tex, (ID3D11Resource *)src);
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// map the resource (this must be done here as ID3D11DeviceContext is not thread safe)
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0, &tex->map);
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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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// signal that a frame is available
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os_signalEvent(this->frameEvent);
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// advance our write pointer
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if (++this->texWIndex == MAX_TEXTURES)
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this->texWIndex = 0;
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ID3D11Texture2D_Release(src);
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*hasFrameUpdate = true;
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}
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// issue the copy from GPU to CPU RAM
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ID3D11DeviceContext_CopyResource(this->deviceContext,
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(ID3D11Resource *)this->texture, (ID3D11Resource *)src);
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// map the resource (this must be done here as ID3D11DeviceContext is not thread safe)
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)this->texture, 0, D3D11_MAP_READ, 0, &this->mapping);
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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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// signal that a frame is available
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os_signalEvent(this->frameEvent);
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ID3D11Texture2D_Release(src);
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*hasFrameUpdate = true;
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}
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if (frameInfo.PointerShapeBufferSize > 0)
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@ -529,27 +567,51 @@ static CaptureResult dxgi_capture(bool * hasFrameUpdate, bool * hasPointerUpdate
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return CAPTURE_RESULT_OK;
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}
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static CaptureResult dxgi_capture(bool * hasFrameUpdate, bool * hasPointerUpdate)
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{
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CaptureResult result = dxgi_capture_int(hasFrameUpdate, hasPointerUpdate);
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// signal pending events if the result was any form of failure or reinit
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if (result != CAPTURE_RESULT_OK && result != CAPTURE_RESULT_TIMEOUT)
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{
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this->reinit = true;
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os_signalEvent(this->frameEvent);
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}
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return result;
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}
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static bool dxgi_getFrame(CaptureFrame * frame)
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{
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assert(this);
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assert(this->initialized);
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if (!os_waitEvent(this->frameEvent))
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if (this->reinit)
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return true;
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if (!os_waitEvent(this->frameEvent, TIMEOUT_INFINITE))
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{
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DEBUG_ERROR("Failed to wait on the frame event");
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return false;
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}
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if (this->reinit)
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return true;
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Texture * tex = &this->texture[this->texRIndex];
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frame->width = this->width;
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frame->height = this->height;
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frame->pitch = this->pitch;
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frame->stride = this->stride;
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frame->format = this->format;
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memcpy(frame->data, tex->map.pData, this->pitch * this->height);
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os_signalEvent(tex->evt);
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memcpy(frame->data, this->mapping.pData, this->pitch * this->height);
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if (++this->texRIndex == MAX_TEXTURES)
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this->texRIndex = 0;
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os_signalEvent(this->copyEvent);
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return true;
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}
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@ -317,19 +317,25 @@ void os_freeEvent(osEventHandle * handle)
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CloseHandle((HANDLE)handle);
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}
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bool os_waitEvent(osEventHandle * handle)
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bool os_waitEvent(osEventHandle * handle, unsigned int timeout)
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{
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const DWORD to = (timeout == TIMEOUT_INFINITE) ? INFINITE : (DWORD)timeout;
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while(true)
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{
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switch(WaitForSingleObject((HANDLE)handle, INFINITE))
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switch(WaitForSingleObject((HANDLE)handle, to))
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{
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case WAIT_OBJECT_0:
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return true;
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case WAIT_ABANDONED:
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case WAIT_TIMEOUT:
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continue;
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case WAIT_TIMEOUT:
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if (timeout == TIMEOUT_INFINITE)
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continue;
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return false;
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case WAIT_FAILED:
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DEBUG_WINERROR("Wait for event failed", GetLastError());
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return false;
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