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[host] d12: implement damage aware copy
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@ -25,6 +25,8 @@
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#include <d3d12.h>
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#include "interface/capture.h"
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#define D12_MAX_DIRTY_RECTS 256
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typedef struct D12Backend D12Backend;
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struct D12Backend
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@ -35,6 +37,9 @@ struct D12Backend
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// internal name
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const char * codeName;
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// enable damage tracking
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bool trackDamage;
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// creation/init/free
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bool (*create)(D12Backend ** instance, unsigned frameBuffers);
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bool (*init)(
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@ -54,7 +59,9 @@ struct D12Backend
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ID3D12CommandQueue * commandQueue);
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ID3D12Resource * (*fetch)(D12Backend * instance,
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unsigned frameBufferIndex);
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unsigned frameBufferIndex,
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const RECT * dirtyRects[static D12_MAX_DIRTY_RECTS],
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unsigned * nbDirtyRects);
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};
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static inline bool d12_backendCreate(const D12Backend * backend,
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@ -67,8 +74,12 @@ static inline bool d12_backendCreate(const D12Backend * backend,
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}
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static inline bool d12_backendInit(D12Backend * instance, bool debug,
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ID3D12Device3 * device, IDXGIAdapter1 * adapter, IDXGIOutput * output)
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{ return instance->init(instance, debug, device, adapter, output); }
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ID3D12Device3 * device, IDXGIAdapter1 * adapter, IDXGIOutput * output,
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bool trackDamage)
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{
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instance->trackDamage = trackDamage;
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return instance->init(instance, debug, device, adapter, output);
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}
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static inline bool d12_backendDeinit(D12Backend * instance)
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{ return instance->deinit(instance); }
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@ -85,8 +96,10 @@ static inline CaptureResult d12_backendSync(D12Backend * instance,
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{ return instance->sync(instance, commandQueue); }
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static inline ID3D12Resource * d12_backendFetch(D12Backend * instance,
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unsigned frameBufferIndex)
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{ return instance->fetch(instance, frameBufferIndex); }
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unsigned frameBufferIndex, const RECT * dirtyRects[static D12_MAX_DIRTY_RECTS],
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unsigned * nbDirtyRects)
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{ return instance->fetch(instance, frameBufferIndex, dirtyRects,
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nbDirtyRects); }
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// Backend defines
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@ -51,6 +51,9 @@ typedef struct DDCacheInfo
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ID3D12Fence ** d12Fence;
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UINT64 fenceValue;
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bool ready;
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RECT dirtyRects[D12_MAX_DIRTY_RECTS];
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unsigned nbDirtyRects;
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}
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DDCacheInfo;
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@ -416,13 +419,17 @@ static CaptureResult d12_dd_sync(D12Backend * instance,
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}
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static ID3D12Resource * d12_dd_fetch(D12Backend * instance,
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unsigned frameBufferIndex)
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unsigned frameBufferIndex, const RECT * dirtyRects[static D12_MAX_DIRTY_RECTS],
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unsigned * nbDirtyRects)
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{
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DDInstance * this = UPCAST(DDInstance, instance);
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if (!this->current)
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return NULL;
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*dirtyRects = this->current->dirtyRects;
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*nbDirtyRects = this->current->nbDirtyRects;
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ID3D12Resource_AddRef(*this->current->d12Res);
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return *this->current->d12Res;
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}
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@ -478,6 +485,75 @@ static bool d12_dd_handleFrameUpdate(DDInstance * this, IDXGIResource * res)
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ID3D11DeviceContext4_Signal(
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*this->context, *this->current->fence, this->current->fenceValue);
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// handle damage tracking
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this->current->nbDirtyRects = 0;
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if (this->base.trackDamage)
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{
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/* Get the frame damage, if there is too many damage rects, we disable
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* damage tracking for the frame and assume full frame damage */
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UINT requiredSize;
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hr = IDXGIOutputDuplication_GetFrameDirtyRects(*this->dup,
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sizeof(this->current->dirtyRects),
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this->current->dirtyRects,
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&requiredSize);
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if (FAILED(hr))
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{
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if (hr != DXGI_ERROR_MORE_DATA)
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{
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DEBUG_WINERROR("GetFrameDirtyRects failed", hr);
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goto exit;
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}
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}
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else
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this->current->nbDirtyRects =
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requiredSize / sizeof(*this->current->dirtyRects);
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DXGI_OUTDUPL_MOVE_RECT moveRects[
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(ARRAY_LENGTH(this->current->dirtyRects) - this->current->nbDirtyRects) / 2
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];
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hr = IDXGIOutputDuplication_GetFrameMoveRects(*this->dup,
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sizeof(moveRects), moveRects, &requiredSize);
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if (FAILED(hr))
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{
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this->current->nbDirtyRects = 0;
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if (hr != DXGI_ERROR_MORE_DATA)
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{
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DEBUG_WINERROR("GetFrameMoveRects failed", hr);
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goto exit;
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}
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}
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/* Move rects are seemingly not generated on Windows 10, but incase it
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* becomes a thing in the future we still need to implement this */
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const unsigned moveRectCount = requiredSize / sizeof(*moveRects);
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for(DXGI_OUTDUPL_MOVE_RECT *moveRect = moveRects; moveRect < moveRects +
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moveRectCount; ++moveRect)
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{
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/* According to WebRTC source comments, the DirectX capture API may
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* randomly return unmoved rects, which should be skipped to avoid
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* unnecessary work */
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if (moveRect->SourcePoint.x == moveRect->DestinationRect.left &&
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moveRect->SourcePoint.y == moveRect->DestinationRect.top)
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continue;
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/* Add the source rect to the dirty array */
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this->current->dirtyRects[this->current->nbDirtyRects++] = (RECT)
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{
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.left = moveRect->SourcePoint.x,
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.top = moveRect->SourcePoint.y,
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.right = moveRect->SourcePoint.x +
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(moveRect->DestinationRect.right - moveRect->DestinationRect.left),
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.bottom = moveRect->SourcePoint.y +
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(moveRect->DestinationRect.bottom - moveRect->DestinationRect.top)
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};
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/* Add the destination rect to the dirty array */
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this->current->dirtyRects[this->current->nbDirtyRects++] =
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moveRect->DestinationRect;
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}
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}
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result = true;
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exit:
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@ -65,8 +65,13 @@ struct D12Interface
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// output format tracking
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D3D12_RESOURCE_DESC dstFormat;
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// prior frame dirty rects
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RECT dirtyRects[D12_MAX_DIRTY_RECTS];
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unsigned nbDirtyRects;
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// options
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bool debug;
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bool trackDamage;
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bool allowRGB24;
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unsigned frameBufferCount;
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@ -131,6 +136,13 @@ static void d12_initOptions(void)
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.type = OPTION_TYPE_STRING,
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.value.x_string = NULL
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},
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{
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.module = "d12",
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.name = "trackDamage",
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.description = "Perform damage-aware copies (saves bandwidth)",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{
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.module = "d12",
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.name = "allowRGB24",
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@ -139,6 +151,13 @@ static void d12_initOptions(void)
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false
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},
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{
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.module = "d12",
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.name = "debug",
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.description = "Enable DirectX12 debugging and validation (SLOW!)",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false
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},
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{0}
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};
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@ -158,7 +177,16 @@ static bool d12_create(
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return false;
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}
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this->debug = false;
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this->debug = option_get_bool("d12", "debug" );
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this->trackDamage = option_get_bool("d12", "trackDamage");
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this->allowRGB24 = option_get_bool("d12", "allowRGB24" );
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DEBUG_INFO(
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"debug:%d trackDamage:%d allowRGB24:%d",
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this->debug,
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this->trackDamage,
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this->allowRGB24);
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this->d3d12 = LoadLibrary("d3d12.dll");
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if (!this->d3d12)
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{
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@ -190,8 +218,6 @@ static bool d12_create(
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this->frameBufferCount = frameBuffers;
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this->allowRGB24 = option_get_bool("d12", "allowRGB24");
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return true;
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}
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@ -318,7 +344,8 @@ retryCreateCommandQueue:
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*alignSize = heapDesc.Alignment;
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// initialize the backend
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if (!d12_backendInit(this->backend, this->debug, *device, *adapter, *output))
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if (!d12_backendInit(this->backend, this->debug, *device, *adapter, *output,
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this->trackDamage))
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goto exit;
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if (this->allowRGB24)
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@ -396,8 +423,12 @@ static CaptureResult d12_waitFrame(unsigned frameBufferIndex,
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CaptureResult result = CAPTURE_RESULT_ERROR;
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comRef_scopePush(1);
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const RECT * dirtyRects;
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unsigned nbDirtyRects;
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comRef_defineLocal(ID3D12Resource, src);
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*src = d12_backendFetch(this->backend, frameBufferIndex);
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*src = d12_backendFetch(this->backend, frameBufferIndex,
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&dirtyRects, &nbDirtyRects);
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if (!*src)
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{
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DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
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@ -457,7 +488,23 @@ static CaptureResult d12_waitFrame(unsigned frameBufferIndex,
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frame->hdr = false;
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frame->hdrPQ = false;
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frame->rotation = CAPTURE_ROT_0;
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// if there are too many rects
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if (unlikely(nbDirtyRects > ARRAY_LENGTH(frame->damageRects)))
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frame->damageRectsCount = 0;
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else
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{
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// send the list of dirty rects for this frame
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frame->damageRectsCount = nbDirtyRects;
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for(unsigned i = 0; i < nbDirtyRects; ++i)
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frame->damageRects[i] = (FrameDamageRect)
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{
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.x = dirtyRects[i].left,
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.y = dirtyRects[i].top,
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.width = dirtyRects[i].right - dirtyRects[i].left,
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.height = dirtyRects[i].bottom - dirtyRects[i].top
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};
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}
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result = CAPTURE_RESULT_OK;
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@ -472,8 +519,12 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
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CaptureResult result = CAPTURE_RESULT_ERROR;
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comRef_scopePush(3);
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const RECT * dirtyRects;
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unsigned nbDirtyRects;
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comRef_defineLocal(ID3D12Resource, src);
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*src = d12_backendFetch(this->backend, frameBufferIndex);
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*src = d12_backendFetch(this->backend, frameBufferIndex,
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&dirtyRects, &nbDirtyRects);
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if (!*src)
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{
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DEBUG_ERROR("D12 backend failed to produce an expected frame: %u",
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@ -526,8 +577,62 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
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}
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};
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// if full frame damage
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if (nbDirtyRects == 0)
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{
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this->nbDirtyRects = 0;
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ID3D12GraphicsCommandList_CopyTextureRegion(
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*this->copyCommand.gfxList, &dstLoc, 0, 0, 0, &srcLoc, NULL);
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}
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else
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{
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/* we must update the rects that were dirty in the prior frame also,
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* otherwise the frame in memory will not be consistent when areas need to
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* be redrawn by the client, such as under the cursor */
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if (this->nbDirtyRects > 0)
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{
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for(const RECT * rect = this->dirtyRects;
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rect < this->dirtyRects + this->nbDirtyRects; ++rect)
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{
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D3D12_BOX box =
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{
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.left = rect->left,
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.top = rect->top,
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.front = 0,
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.back = 1,
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.right = rect->right,
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.bottom = rect->bottom
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};
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ID3D12GraphicsCommandList_CopyTextureRegion(
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*this->copyCommand.gfxList, &dstLoc,
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box.left, box.top, 0, &srcLoc, &box);
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}
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}
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/* update the frame with the new dirty areas */
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for(const RECT * rect = dirtyRects; rect < dirtyRects + nbDirtyRects; ++rect)
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{
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D3D12_BOX box =
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{
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.left = rect->left,
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.top = rect->top,
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.front = 0,
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.back = 1,
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.right = rect->right,
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.bottom = rect->bottom
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};
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ID3D12GraphicsCommandList_CopyTextureRegion(
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*this->copyCommand.gfxList, &dstLoc,
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box.left, box.top, 0, &srcLoc, &box);
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}
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/* store the dirty rects for the next frame */
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memcpy(this->dirtyRects, dirtyRects,
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nbDirtyRects * sizeof(*this->dirtyRects));
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this->nbDirtyRects = nbDirtyRects;
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}
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// execute the compute commands
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if (this->allowRGB24)
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