[idd] capture: preserve software copy row pitch

Use an explicit placed buffer for software frame copies so the D3D copy
uses the same row pitch published through KVMFR.

GetCopyableFootprints describes buffer copies and cannot be used to infer
the physical layout of a placed row-major texture. This caused padded
resolutions to use the wrong row starts in every consumer.

Keep the copy direct to IVSHMEM without a staging or CPU copy.
This commit is contained in:
Geoffrey McRae
2026-08-07 21:10:37 +10:00
parent 1de52f6e8a
commit e470f9d8ae
8 changed files with 34 additions and 173 deletions

View File

@@ -19,7 +19,6 @@
*/
#include "capture/CFrameBufferResource.h"
#include "capture/CFrameProcessorUtil.h"
#include "d3d/CD3D12Device.h"
#include "CDebug.h"
@@ -27,7 +26,7 @@
bool CFrameBufferResource::Init(CD3D12Device * dx12,
unsigned frameIndex, uint8_t * base, uint64_t heapOffset, size_t size,
size_t maxFrameSize, const D3D12_RESOURCE_DESC * textureDesc)
size_t maxFrameSize)
{
m_frameIndex = frameIndex;
@@ -38,52 +37,27 @@ bool CFrameBufferResource::Init(CD3D12Device * dx12,
return false;
}
const bool indirect = dx12->IsIndirectCopy();
const ResourceType type = textureDesc ?
RESOURCE_TEXTURE : RESOURCE_BUFFER;
const bool indirect = dx12->IsIndirectCopy();
D3D12_RESOURCE_DESC desc = {};
if (textureDesc)
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (!indirect)
{
if (indirect || !dx12->CanUseDirectTexture())
return false;
desc = *textureDesc;
if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
!desc.Width ||
!desc.Height ||
desc.DepthOrArraySize != 1 ||
desc.MipLevels != 1 ||
desc.SampleDesc.Count != 1 ||
desc.SampleDesc.Quality ||
desc.Format == DXGI_FORMAT_UNKNOWN ||
desc.Layout != D3D12_TEXTURE_LAYOUT_ROW_MAJOR ||
desc.Flags != D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER)
return false;
}
else
{
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (!indirect)
{
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER;
}
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER;
}
// Nothing to do if the resource already represents this allocation.
if (m_base == base && m_type == type &&
((type == RESOURCE_BUFFER && m_size >= size) ||
(type == RESOURCE_TEXTURE &&
CFrameProcessorUtil::ResourceDescMatches(m_desc, desc))))
if (m_base == base && m_size >= size)
{
m_frameSize = size;
return true;
@@ -93,7 +67,6 @@ bool CFrameBufferResource::Init(CD3D12Device * dx12,
HRESULT hr;
const WCHAR * resName;
UINT64 allocationSize = size;
if (indirect)
{
@@ -130,7 +103,6 @@ bool CFrameBufferResource::Init(CD3D12Device * dx12,
{
const D3D12_RESOURCE_ALLOCATION_INFO allocation =
dx12->GetDevice()->GetResourceAllocationInfo(0, 1, &desc);
allocationSize = allocation.SizeInBytes;
const D3D12_HEAP_DESC heapDesc =
dx12->GetTransportHeap()->GetDesc();
if (!allocation.Alignment ||
@@ -144,26 +116,8 @@ bool CFrameBufferResource::Init(CD3D12Device * dx12,
return false;
}
if (type == RESOURCE_TEXTURE)
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {};
support.Format = desc.Format;
hr = dx12->GetDevice()->CheckFeatureSupport(
D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support));
if (FAILED(hr) ||
!(support.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D))
{
DEBUG_ERROR("Transport texture format is unsupported");
return false;
}
DEBUG_TRACE("Creating transport texture for %p", base);
resName = L"Transport Texture";
}
else
{
DEBUG_TRACE("Creating transport buffer for %p", base);
resName = L"Transport Buffer";
}
DEBUG_TRACE("Creating transport buffer for %p", base);
resName = L"Transport Buffer";
hr = dx12->GetDevice()->CreatePlacedResource(
dx12->GetTransportHeap().Get(),
@@ -184,11 +138,8 @@ bool CFrameBufferResource::Init(CD3D12Device * dx12,
m_res->SetName(resName);
m_base = base;
m_size = type == RESOURCE_TEXTURE ?
(size_t)allocationSize : size;
m_size = size;
m_frameSize = size;
m_type = type;
m_desc = desc;
return true;
}
@@ -203,8 +154,6 @@ void CFrameBufferResource::Reset()
m_base = nullptr;
m_size = 0;
m_frameSize = 0;
m_type = RESOURCE_NONE;
m_desc = {};
m_fullCopy = false;
m_nbCopyDirtyRects = 0;
m_copyPitch = 0;