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[idd] capture: copy software frames directly to IVSHMEM
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Bypass cadence retention when the software render adapter is active. Publish each available source frame immediately with one damage-aware D3D copy into its final IVSHMEM resource. Keep only one software copy in flight so newer frames are dropped instead of queued behind stale work. Retain accumulated damage for the next frame and skip static re-encodes when no image update is pending. Use a row-major IVSHMEM texture when the shared heap supports it and fall back to a direct IVSHMEM buffer copy otherwise. In indirect mode, copy only damaged rows from readback memory into IVSHMEM.
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@@ -116,6 +116,9 @@ CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
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D3D12_HEAP_DESC heapDesc = m_ivshmemHeap->GetDesc();
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alignSize = heapDesc.Alignment;
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m_ivshmemTextureSupported =
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(heapDesc.Flags & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER) &&
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!(heapDesc.Flags & D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES);
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// test that the heap is usable
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if (!HeapTest())
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@@ -128,6 +131,8 @@ CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
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}
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DEBUG_INFO("Using IVSHMEM as a D3D12Heap");
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if (!m_ivshmemTextureSupported)
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DEBUG_WARN("IVSHMEM heap does not support placed textures");
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}
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if (!m_copyQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY,
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@@ -207,6 +212,11 @@ CD3D12CommandSlot * CD3D12Device::GetCopySlot(unsigned frameIndex)
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return m_copyQueue.Acquire(frameIndex);
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}
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CD3D12CommandSlot * CD3D12Device::GetCopySlot()
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{
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return m_copyQueue.Acquire();
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}
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CD3D12CommandSlot * CD3D12Device::GetComputeSlot(unsigned frameIndex)
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{
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if (!m_computeEnabled)
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