mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 06:47:19 +00:00
[host] dxgi: remove the deprecated and broken d3d12 copyBackend
This backend has been deprecated and has been replaced by the new D12 capture interface.
This commit is contained in:
parent
e247f1fc7b
commit
beb8de922d
@ -4,7 +4,6 @@ project(capture_DXGI LANGUAGES C)
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add_library(capture_DXGI STATIC
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src/dxgi.c
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src/d3d11.c
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src/d3d12.c
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src/ods_capture.c
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src/util.c
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@ -1,690 +0,0 @@
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/**
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* Looking Glass
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* Copyright © 2017-2024 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "backend.h"
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#include "com_ref.h"
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#include <assert.h>
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#include <dxgi1_2.h>
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#include <d3d12.h>
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#include <d3d12sdklayers.h>
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#include "common/time.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "common/windebug.h"
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#include "common/array.h"
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#include "ods_capture.h"
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#define ALIGN_TO(value, align) (((value) + (align) - 1) & -(align))
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struct D3D12Texture
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{
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ID3D12CommandAllocator ** commandAllocator;
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ID3D12CommandList ** commandList;
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ID3D12GraphicsCommandList ** graphicsCommandList;
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UINT64 fenceValue;
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ID3D12Fence ** fence;
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HANDLE event;
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};
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struct SharedCache
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{
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ID3D11Texture2D * tex;
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ID3D12Resource ** d12src;
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};
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struct D3D12Backend
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{
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ComScope * comScope;
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HMODULE d3d12;
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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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ID3D12Device3 ** device3;
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void * ivshmemBase;
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ID3D12Heap ** heap;
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ID3D12Resource *** frameBuffers;
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ID3D12Resource ** dstResource;
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ID3D12CommandQueue ** commandQueue;
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UINT64 fenceValue;
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ID3D12Fence ** fence;
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HANDLE event;
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// shared handle cache
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struct SharedCache sharedCache[10];
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int sharedCacheCount;
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ID3D12Resource * d12src;
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unsigned textures;
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struct D3D12Texture texture[0];
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};
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static struct D3D12Backend * this = NULL;
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#define comRef_toGlobal(dst, src) \
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_comRef_toGlobal(this->comScope, dst, src)
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typedef HRESULT (*D3D12CreateDevice_t)(
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IUnknown *pAdapter,
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D3D_FEATURE_LEVEL MinimumFeatureLevel,
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REFIID riid,
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void **ppDevice
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);
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typedef HRESULT (*D3D12GetDebugInterface_t)(
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REFIID riid,
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void **ppvDebug
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);
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static D3D12_HEAP_DESC _ID3D12Heap_GetDesc(ID3D12Heap* This)
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{
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D3D12_HEAP_DESC __ret;
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return *This->lpVtbl->GetDesc(This, &__ret);
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}
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static void d3d12_free(void);
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static bool d3d12_create(
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void * ivshmemBase,
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unsigned * alignSize,
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unsigned frameBuffers,
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unsigned textures)
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{
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DEBUG_ASSERT(!this);
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bool result = false;
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HRESULT status;
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this = calloc(1,
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sizeof(struct D3D12Backend) +
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sizeof(*this->texture) * textures);
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if (!this)
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{
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DEBUG_ERROR("failed to allocate D3D12Backend struct");
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goto exit;
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}
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comRef_initGlobalScope(10, this->comScope);
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comRef_scopePush(10);
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this->d3d12 = LoadLibrary("d3d12.dll");
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if (!this->d3d12)
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goto exit;
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this->frameBuffers = calloc(frameBuffers, sizeof(*this->frameBuffers));
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if (!this->frameBuffers)
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{
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DEBUG_ERROR("Failed to allocate the ID3D12Resource frame buffer array");
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goto exit;
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}
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if (dxgi_debug())
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{
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D3D12GetDebugInterface_t D3D12GetDebugInterface = (D3D12GetDebugInterface_t)
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GetProcAddress(this->d3d12, "D3D12GetDebugInterface");
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ID3D12Debug1 * debug;
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if (FAILED(status = D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)&debug)))
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DEBUG_WINERROR("D3D12GetDebugInterface", status);
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else
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{
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captureOutputDebugString();
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ID3D12Debug1_EnableDebugLayer(debug);
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ID3D12Debug1_SetEnableGPUBasedValidation(debug, TRUE);
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ID3D12Debug1_SetEnableSynchronizedCommandQueueValidation(debug, TRUE);
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}
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}
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D3D12CreateDevice_t D3D12CreateDevice = (D3D12CreateDevice_t)
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GetProcAddress(this->d3d12, "D3D12CreateDevice");
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if (!D3D12CreateDevice)
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goto exit;
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this->textures = textures;
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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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comRef_defineLocal(ID3D12Device, device);
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status = D3D12CreateDevice((IUnknown *)dxgi_getAdapter(),
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D3D_FEATURE_LEVEL_11_0, &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 exit;
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}
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comRef_defineLocal(ID3D12Device3, device3);
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status = ID3D12Device_QueryInterface(
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*device, &IID_ID3D12Device3, (void **)device3);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to obtain the ID3D12Device3 interface", status);
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goto exit;
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}
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comRef_defineLocal(ID3D12Heap, heap);
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status = ID3D12Device3_OpenExistingHeapFromAddress(
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*device3,
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ivshmemBase,
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&IID_ID3D12Heap,
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(void **)heap);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to open the framebuffer as a heap", status);
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return false;
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}
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D3D12_HEAP_DESC heapDesc = _ID3D12Heap_GetDesc(*heap);
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DEBUG_INFO("ID3D12Heap : Size:%I64u Alignment:%I64u",
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heapDesc.SizeInBytes, heapDesc.Alignment);
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*alignSize = heapDesc.Alignment;
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D3D12_COMMAND_QUEUE_DESC queueDesc =
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{
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.Type = D3D12_COMMAND_LIST_TYPE_COPY,
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.Priority = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME,
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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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(*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 exit;
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}
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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 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(*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 exit;
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}
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this->ivshmemBase = ivshmemBase;
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comRef_toGlobal(this->device , device );
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comRef_toGlobal(this->device3 , device3 );
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comRef_toGlobal(this->heap , heap );
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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(
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unsigned width,
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unsigned height,
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DXGI_FORMAT format,
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unsigned bpp,
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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(10);
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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 * bpp, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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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 < this->textures; ++i)
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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 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 **)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 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 **)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 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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*commandAllocator,
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NULL,
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&IID_ID3D12GraphicsCommandList,
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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 exit;
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}
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status = ID3D12GraphicsCommandList_QueryInterface(
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*graphicsCommandList,
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&IID_ID3D12CommandList,
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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 exit;
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}
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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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*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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if (!this)
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return;
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for(int i = 0; i < this->textures; ++i)
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if (this->texture[i].event)
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CloseHandle(this->texture[i].event);
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if (this->event)
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CloseHandle(this->event);
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free(this->frameBuffers);
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if (this->d3d12)
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FreeLibrary(this->d3d12);
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comRef_freeScope(&this->comScope);
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free(this);
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this = NULL;
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}
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static bool d3d12_preCopy(
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ID3D11Texture2D * src,
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unsigned textureIndex,
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unsigned frameBufferIndex,
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FrameBuffer * frameBuffer)
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{
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comRef_scopePush(10);
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bool result = false;
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// we need to flush the DX11 context explicity or we get tons of lag
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dxgi_contextLock();
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ID3D11DeviceContext_Flush(dxgi_getContext());
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dxgi_contextUnlock();
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this->d12src = NULL;
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if (this->sharedCacheCount > -1)
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{
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// see if there is a cached handle already available for this texture
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for(int i = 0; i < this->sharedCacheCount; ++i)
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if (this->sharedCache[i].tex == src)
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{
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this->d12src = *this->sharedCache[i].d12src;
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goto framebuffer;
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}
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}
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comRef_defineLocal(IDXGIResource1, res1);
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HRESULT status = ID3D11Texture2D_QueryInterface(src,
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&IID_IDXGIResource1, (void **)res1);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get IDXGIResource1 from texture", status);
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goto exit;
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}
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HANDLE handle;
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status = IDXGIResource1_CreateSharedHandle(*res1,
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NULL, DXGI_SHARED_RESOURCE_READ, NULL, &handle);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to get create shared handle for texture", status);
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goto exit;
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}
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comRef_defineLocal(ID3D12Resource, d12src);
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status = ID3D12Device_OpenSharedHandle(*this->device,
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handle, &IID_ID3D12Resource, (void **)d12src);
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CloseHandle(handle);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to open the shared handle for texture", status);
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goto exit;
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}
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// store the texture for later use
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if (this->sharedCacheCount < ARRAY_LENGTH(this->sharedCache))
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{
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struct SharedCache *cache = &this->sharedCache[this->sharedCacheCount++];
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cache->tex = src;
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comRef_toGlobal(cache->d12src, d12src);
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this->d12src = *cache->d12src;
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}
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else
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{
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// too many handles to cache, disable the cache entirely
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for(int i = 0; i < this->sharedCacheCount; ++i)
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{
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struct SharedCache *cache = &this->sharedCache[i];
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comRef_release(cache->d12src);
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}
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this->sharedCacheCount = -1;
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}
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framebuffer:
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if (this->frameBuffers[frameBufferIndex])
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goto done;
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// prepare a IVSHMEM backed texture for the provided framebuffer
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D3D12_RESOURCE_DESC desc =
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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 = this->height * this->pitch,
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.Height = 1,
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.DepthOrArraySize = 1,
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.MipLevels = 1,
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.Format = DXGI_FORMAT_UNKNOWN,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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.Flags = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER
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};
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comRef_defineLocal(ID3D12Resource, resource);
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status = ID3D12Device3_CreatePlacedResource(
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*this->device3,
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*this->heap,
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(uintptr_t)framebuffer_get_data(frameBuffer) - (uintptr_t)this->ivshmemBase,
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&desc,
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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**)resource);
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|
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create D3D12 resource from heap", status);
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goto exit;
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}
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comRef_toGlobal(this->frameBuffers[frameBufferIndex], resource);
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done:
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this->dstResource = this->frameBuffers[frameBufferIndex];
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result = true;
|
||||
|
||||
if (this->copySleep > 0)
|
||||
nsleep((uint64_t)(this->copySleep * 1000000));
|
||||
|
||||
exit:
|
||||
comRef_scopePop();
|
||||
return result;
|
||||
}
|
||||
|
||||
static bool d3d12_copyFull(ID3D11Texture2D * src, unsigned textureIndex)
|
||||
{
|
||||
struct D3D12Texture * tex = &this->texture[textureIndex];
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLoc =
|
||||
{
|
||||
.pResource = this->d12src,
|
||||
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
||||
.SubresourceIndex = 0
|
||||
};
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION destLoc =
|
||||
{
|
||||
.pResource = *this->dstResource,
|
||||
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
||||
.PlacedFootprint =
|
||||
{
|
||||
.Offset = 0,
|
||||
.Footprint =
|
||||
{
|
||||
.Format = this->format,
|
||||
.Width = this->width,
|
||||
.Height = this->height,
|
||||
.Depth = 1,
|
||||
.RowPitch = this->pitch,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
|
||||
&destLoc, 0, 0, 0, &srcLoc, NULL);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool d3d12_copyRect(ID3D11Texture2D * src, unsigned textureIndex,
|
||||
FrameDamageRect * rect)
|
||||
{
|
||||
struct D3D12Texture * tex = &this->texture[textureIndex];
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLoc =
|
||||
{
|
||||
.pResource = this->d12src,
|
||||
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
||||
.SubresourceIndex = 0
|
||||
};
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION destLoc =
|
||||
{
|
||||
.pResource = *this->dstResource,
|
||||
.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
|
||||
.PlacedFootprint =
|
||||
{
|
||||
.Offset = 0,
|
||||
.Footprint =
|
||||
{
|
||||
.Format = this->format,
|
||||
.Width = this->width,
|
||||
.Height = this->height,
|
||||
.Depth = 1,
|
||||
.RowPitch = this->pitch,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
D3D12_BOX box =
|
||||
{
|
||||
.left = rect->x,
|
||||
.top = rect->y,
|
||||
.front = 0,
|
||||
.back = 1,
|
||||
.right = rect->x + rect->width,
|
||||
.bottom = rect->y + rect->height,
|
||||
};
|
||||
|
||||
ID3D12GraphicsCommandList_CopyTextureRegion(*tex->graphicsCommandList,
|
||||
&destLoc, box.left, box.top, 0, &srcLoc, &box);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool d3d12_postCopy(ID3D11Texture2D * src, unsigned textureIndex)
|
||||
{
|
||||
bool result = false;
|
||||
struct D3D12Texture * tex = &this->texture[textureIndex];
|
||||
|
||||
HRESULT status = ID3D12GraphicsCommandList_Close(*tex->graphicsCommandList);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to close command list", status);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
ID3D12CommandQueue_ExecuteCommandLists(*this->commandQueue,
|
||||
1, tex->commandList);
|
||||
|
||||
status = ID3D12CommandQueue_Signal(*this->commandQueue,
|
||||
*this->fence, ++this->fenceValue);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to signal capture fence", status);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
ResetEvent(this->event);
|
||||
status = ID3D12Fence_SetEventOnCompletion(*this->fence,
|
||||
this->fenceValue, this->event);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to signal capture fence event", status);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
status = ID3D12CommandQueue_Signal(*this->commandQueue,
|
||||
*tex->fence, ++tex->fenceValue);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to signal texture fence", status);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
status = ID3D12Fence_SetEventOnCompletion(*tex->fence,
|
||||
tex->fenceValue, tex->event);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to signal texture fence event", status);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
result = true;
|
||||
|
||||
exit:
|
||||
return result;
|
||||
}
|
||||
|
||||
static CaptureResult d3d12_mapTexture(unsigned textureIndex, void ** map)
|
||||
{
|
||||
struct D3D12Texture * tex = &this->texture[textureIndex];
|
||||
HRESULT status;
|
||||
|
||||
WaitForSingleObject(tex->event, INFINITE);
|
||||
|
||||
status = ID3D12CommandAllocator_Reset(*tex->commandAllocator);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to reset command allocator", status);
|
||||
return CAPTURE_RESULT_ERROR;
|
||||
}
|
||||
|
||||
status = ID3D12GraphicsCommandList_Reset(*tex->graphicsCommandList,
|
||||
*tex->commandAllocator, NULL);
|
||||
if (FAILED(status))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to reset command list", status);
|
||||
return CAPTURE_RESULT_ERROR;
|
||||
}
|
||||
|
||||
return CAPTURE_RESULT_OK;
|
||||
}
|
||||
|
||||
static CaptureResult d3d12_writeFrame(int textureIndex, FrameBuffer * frame)
|
||||
{
|
||||
framebuffer_set_write_ptr(frame, this->height * this->pitch);
|
||||
return CAPTURE_RESULT_OK;
|
||||
}
|
||||
|
||||
static void d3d12_unmapTexture(unsigned textureIndex)
|
||||
{
|
||||
}
|
||||
|
||||
static void d3d12_preRelease(void)
|
||||
{
|
||||
WaitForSingleObject(this->event, INFINITE);
|
||||
}
|
||||
|
||||
struct DXGICopyBackend copyBackendD3D12 =
|
||||
{
|
||||
.name = "Direct3D 12",
|
||||
.code = "d3d12",
|
||||
.create = d3d12_create,
|
||||
.configure = d3d12_configure,
|
||||
.free = d3d12_free,
|
||||
.preCopy = d3d12_preCopy,
|
||||
.copyFull = d3d12_copyFull,
|
||||
.copyRect = d3d12_copyRect,
|
||||
.postCopy = d3d12_postCopy,
|
||||
.mapTexture = d3d12_mapTexture,
|
||||
.writeFrame = d3d12_writeFrame,
|
||||
.unmapTexture = d3d12_unmapTexture,
|
||||
.preRelease = d3d12_preRelease,
|
||||
};
|
@ -166,9 +166,7 @@ struct DXGIInterface
|
||||
static struct DXGIInterface * this = NULL;
|
||||
|
||||
extern struct DXGICopyBackend copyBackendD3D11;
|
||||
extern struct DXGICopyBackend copyBackendD3D12;
|
||||
static struct DXGICopyBackend * backends[] = {
|
||||
©BackendD3D12,
|
||||
©BackendD3D11,
|
||||
};
|
||||
|
||||
@ -242,13 +240,6 @@ static void dxgi_initOptions(void)
|
||||
.type = OPTION_TYPE_BOOL,
|
||||
.value.x_bool = false
|
||||
},
|
||||
{
|
||||
.module = "dxgi",
|
||||
.name = "copyBackend",
|
||||
.description = "The copy backend to use, i.e. d3d11 or d3d12",
|
||||
.type = OPTION_TYPE_STRING,
|
||||
.value.x_string = "d3d11",
|
||||
},
|
||||
{
|
||||
.module = "dxgi",
|
||||
.name = "disableDamage",
|
||||
@ -256,13 +247,6 @@ static void dxgi_initOptions(void)
|
||||
.type = OPTION_TYPE_BOOL,
|
||||
.value.x_bool = false
|
||||
},
|
||||
{
|
||||
.module = "dxgi",
|
||||
.name = "d3d12CopySleep",
|
||||
.description = "Milliseconds to sleep before copying frame with d3d12",
|
||||
.type = OPTION_TYPE_FLOAT,
|
||||
.value.x_int = 5
|
||||
},
|
||||
{
|
||||
.module = "dxgi",
|
||||
.name = "debug",
|
||||
@ -812,35 +796,21 @@ static bool dxgi_init(void * ivshmemBase, unsigned * alignSize)
|
||||
this->outputWidth = this->width;
|
||||
this->outputHeight = this->height;
|
||||
|
||||
const char * copyBackend = option_get_string("dxgi", "copyBackend");
|
||||
for (int i = 0; i < ARRAY_LENGTH(backends); ++i)
|
||||
{
|
||||
if (!strcasecmp(copyBackend, backends[i]->code))
|
||||
{
|
||||
if (!backends[i]->create(
|
||||
if (!backends[0]->create(
|
||||
ivshmemBase,
|
||||
alignSize,
|
||||
this->frameBuffers,
|
||||
this->maxTextures))
|
||||
{
|
||||
DEBUG_ERROR("Failed to initialize selected capture backend: %s", backends[i]->name);
|
||||
backends[i]->free();
|
||||
DEBUG_ERROR("Failed to initialize selected capture backend: %s",
|
||||
backends[0]->name);
|
||||
backends[0]->free();
|
||||
goto fail;
|
||||
}
|
||||
|
||||
this->backend = backends[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
this->backend = backends[0];
|
||||
|
||||
DEBUG_INFO("Output Size : %u x %u", this->outputWidth, this->outputHeight);
|
||||
|
||||
if (!this->backend)
|
||||
{
|
||||
DEBUG_ERROR("Could not find copy backend: %s", copyBackend);
|
||||
goto fail;
|
||||
}
|
||||
|
||||
DEBUG_INFO("Copy backend : %s", this->backend->name);
|
||||
DEBUG_INFO("Damage-aware copy : %s", this->disableDamage ? "disabled" : "enabled" );
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user