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https://github.com/gnif/LookingGlass.git
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[host] dxgi: fix the d3d12 copy backend
This commit is contained in:
parent
9a2638bfa0
commit
881aa9e179
@ -126,7 +126,8 @@ fail:
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static void d3d11_free(void)
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{
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DEBUG_ASSERT(this);
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if (!this)
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return;
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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@ -52,6 +52,9 @@ struct SharedCache
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struct D3D12Backend
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{
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unsigned width, height, pitch;
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DXGI_FORMAT format;
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float copySleep;
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ID3D12Device ** device;
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ID3D12CommandQueue ** commandQueue;
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@ -84,6 +87,8 @@ static void d3d12_free(void);
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static bool d3d12_create(struct DXGIInterface * intf)
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{
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DEBUG_ASSERT(!this);
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HRESULT status;
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dxgi = intf;
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@ -113,7 +118,6 @@ static bool d3d12_create(struct DXGIInterface * intf)
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if (!D3D12CreateDevice)
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return false;
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DEBUG_ASSERT(!this);
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this = calloc(1, sizeof(struct D3D12Backend));
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if (!this)
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{
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@ -121,16 +125,27 @@ static bool d3d12_create(struct DXGIInterface * intf)
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return false;
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}
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this->texture = calloc(dxgi->maxTextures, sizeof(struct D3D12Texture));
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if (!this->texture)
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{
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DEBUG_ERROR("Failed to allocate memory");
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return false;
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}
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this->copySleep = option_get_float("dxgi", "d3d12CopySleep");
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DEBUG_INFO("Sleep before copy : %f ms", this->copySleep);
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bool result = false;
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comRef_scopePush();
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comRef_defineLocal(ID3D12Device, device);
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status = D3D12CreateDevice(*(IUnknown **)dxgi->adapter, D3D_FEATURE_LEVEL_11_0,
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&IID_ID3D12Device, (void **)comRef_newGlobal(&this->device));
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&IID_ID3D12Device, (void **)device);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 device", status);
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goto fail;
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goto exit;
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}
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D3D12_COMMAND_QUEUE_DESC queueDesc =
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@ -140,49 +155,63 @@ static bool d3d12_create(struct DXGIInterface * intf)
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)comRef_newGlobal(&this->commandQueue));
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comRef_defineLocal(ID3D12CommandQueue, commandQueue);
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status = ID3D12Device_CreateCommandQueue(*device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)commandQueue);
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if (FAILED(status))
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{
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DEBUG_WARN("Failed to create queue with real time priority");
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
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status = ID3D12Device_CreateCommandQueue(*this->device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)this->commandQueue);
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status = ID3D12Device_CreateCommandQueue(*device, &queueDesc,
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&IID_ID3D12CommandQueue, (void **)commandQueue);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
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goto fail;
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goto exit;
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}
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}
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dxgi->pitch = ALIGN_TO(dxgi->width * dxgi->bpp,
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D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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dxgi->stride = dxgi->pitch / dxgi->bpp;
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this->texture = calloc(dxgi->maxTextures, sizeof(struct D3D12Texture));
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if (!this->texture)
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{
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DEBUG_ERROR("Failed to allocate memory");
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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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goto exit;
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}
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comRef_defineLocal(ID3D12Fence, fence);
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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**)comRef_newGlobal(&this->fence));
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status = ID3D12Device_CreateFence(*device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void**)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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goto exit;
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}
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comRef_toGlobal(this->device , device );
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comRef_toGlobal(this->commandQueue, commandQueue);
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comRef_toGlobal(this->fence , fence );
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result = true;
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exit:
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comRef_scopePop();
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return result;
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}
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static bool d3d12_configure(unsigned width, unsigned height, DXGI_FORMAT format,
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unsigned * pitch)
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{
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bool result = false;
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HRESULT status;
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comRef_scopePush();
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this->width = width;
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this->height = height;
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this->format = format;
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this->pitch = ALIGN_TO(width * dxgi->bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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D3D12_HEAP_PROPERTIES readbackHeapProperties =
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{
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.Type = D3D12_HEAP_TYPE_READBACK,
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@ -192,7 +221,7 @@ static bool d3d12_create(struct DXGIInterface * intf)
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{
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.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
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.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
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.Width = dxgi->pitch * dxgi->height,
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.Width = this->pitch * height,
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.Height = 1,
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.DepthOrArraySize = 1,
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.MipLevels = 1,
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@ -203,6 +232,11 @@ static bool d3d12_create(struct DXGIInterface * intf)
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.Flags = D3D12_RESOURCE_FLAG_NONE
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};
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comRef_defineLocal(ID3D12Resource , texture );
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comRef_defineLocal(ID3D12Fence , fence );
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comRef_defineLocal(ID3D12CommandAllocator , commandAllocator );
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comRef_defineLocal(ID3D12GraphicsCommandList, graphicsCommandList);
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comRef_defineLocal(ID3D12CommandList , commandList );
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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status = ID3D12Device_CreateCommittedResource(*this->device,
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@ -212,89 +246,94 @@ static bool d3d12_create(struct DXGIInterface * intf)
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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&IID_ID3D12Resource,
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(void **)comRef_newGlobal(&this->texture[i].tex));
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(void **)texture);
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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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goto exit;
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}
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this->texture[i].event = CreateEvent(NULL, FALSE, FALSE, NULL);
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if (!this->texture[i].event)
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{
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DEBUG_WINERROR("Failed to create texture event", status);
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goto fail;
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goto exit;
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}
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this->texture[i].fenceValue = 0;
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status = ID3D12Device_CreateFence(*this->device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)comRef_newGlobal(&this->texture[i].fence));
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&IID_ID3D12Fence, (void **)fence);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create fence", status);
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goto fail;
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goto exit;
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}
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status = ID3D12Device_CreateCommandAllocator(*this->device,
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D3D12_COMMAND_LIST_TYPE_COPY,
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&IID_ID3D12CommandAllocator,
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(void **)comRef_newGlobal(&this->texture[i].commandAllocator));
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(void **)commandAllocator);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command allocator", status);
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goto fail;
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goto exit;
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}
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status = ID3D12Device_CreateCommandList(*this->device,
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0,
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D3D12_COMMAND_LIST_TYPE_COPY,
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*this->texture[i].commandAllocator,
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*commandAllocator,
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NULL,
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&IID_ID3D12GraphicsCommandList,
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(void **)comRef_newGlobal(&this->texture[i].graphicsCommandList));
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(void **)graphicsCommandList);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 command list", status);
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goto fail;
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goto exit;
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}
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status = ID3D12GraphicsCommandList_QueryInterface(
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*this->texture[i].graphicsCommandList,
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*graphicsCommandList,
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&IID_ID3D12CommandList,
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(void **)comRef_newGlobal(&this->texture[i].commandList));
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(void **)commandList);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to convert D3D12 command list", status);
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goto fail;
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goto exit;
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}
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dxgi->texture[i].impl = this->texture + i;
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comRef_toGlobal(this->texture[i].tex , texture );
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comRef_toGlobal(this->texture[i].fence , fence );
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comRef_toGlobal(this->texture[i].commandAllocator , commandAllocator );
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comRef_toGlobal(this->texture[i].graphicsCommandList, graphicsCommandList);
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comRef_toGlobal(this->texture[i].commandList , commandList );
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}
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// dxgi->useAcquireLock = false;
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return true;
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fail:
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d3d12_free();
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return false;
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*pitch = this->pitch;
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result = true;
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exit:
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comRef_scopePop();
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return result;
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}
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static void d3d12_free(void)
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{
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DEBUG_ASSERT(this);
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if (!this)
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return;
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if (this->texture)
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{
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for (int i = 0; i < dxgi->maxTextures; ++i)
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{
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if (this->texture[i].event)
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CloseHandle(this->texture[i].event);
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}
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free(this->texture);
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}
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@ -307,6 +346,9 @@ static void d3d12_free(void)
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static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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{
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// we need to flush the DX11 context explicity or we get tons of lag
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ID3D11DeviceContext_Flush(*dxgi->deviceContext);
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comRef_scopePush();
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struct D3D12Texture * tex = parent->impl;
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@ -395,18 +437,20 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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.Offset = 0,
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.Footprint =
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{
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.Format = dxgi->dxgiFormat,
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.Width = dxgi->width,
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.Height = dxgi->height,
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.Format = this->format,
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.Width = this->width,
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.Height = this->height,
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.Depth = 1,
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.RowPitch = dxgi->pitch,
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.RowPitch = this->pitch,
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}
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}
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};
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if (parent->texDamageCount < 0)
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{
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ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
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&destLoc, 0, 0, 0, &srcLoc, NULL);
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}
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else
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{
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for (int i = 0; i < parent->texDamageCount; ++i)
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@ -421,8 +465,15 @@ static bool d3d12_copyFrame(Texture * parent, ID3D11Texture2D * src)
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.right = rect->x + rect->width,
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.bottom = rect->y + rect->height,
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};
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if (dxgi->outputFormat == CAPTURE_FMT_BGR)
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{
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box.left = box.left * 3 / 4;
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box.right = box.right * 3 / 4;
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}
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ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
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&destLoc, rect->x, rect->y, 0, &srcLoc, &box);
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&destLoc, box.left, box.top, 0, &srcLoc, &box);
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}
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}
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@ -536,6 +587,7 @@ struct DXGICopyBackend copyBackendD3D12 =
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.name = "Direct3D 12",
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.code = "d3d12",
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.create = d3d12_create,
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.configure = d3d12_configure,
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.free = d3d12_free,
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.copyFrame = d3d12_copyFrame,
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.mapTexture = d3d12_mapTexture,
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@ -711,6 +711,7 @@ static bool dxgi_init(void)
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if (!backends[i]->create(this))
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{
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DEBUG_ERROR("Failed to initialize selected capture backend: %s", backends[i]->name);
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backends[i]->free();
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goto fail;
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}
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