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[dxgi] cleaned up retry logic
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9613127162
commit
fb37174e5f
@ -361,22 +361,33 @@ GrabStatus Capture::DXGI::Capture()
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IDXGIResourcePtr res;
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IDXGIResourcePtr res;
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HRESULT status;
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HRESULT status;
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for (int i = 0; i < 2; ++i)
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for (int retryCount = 0; retryCount < 2; ++retryCount)
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{
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while (true)
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{
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{
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GrabStatus ret = ReleaseFrame();
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GrabStatus ret = ReleaseFrame();
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if (ret != GRAB_STATUS_OK)
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if (ret != GRAB_STATUS_OK)
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return ret;
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return ret;
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status = m_dup->AcquireNextFrame(1000, &frameInfo, &res);
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status = m_dup->AcquireNextFrame(1000, &frameInfo, &res);
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if (status == DXGI_ERROR_WAIT_TIMEOUT)
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return GRAB_STATUS_TIMEOUT;
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if (FAILED(status))
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switch (status)
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{
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case S_OK:
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m_releaseFrame = true;
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break;
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break;
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m_releaseFrame = true;
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case DXGI_ERROR_WAIT_TIMEOUT:
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return GRAB_STATUS_TIMEOUT;
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// desktop switch, mode change, switch DWM on or off or Secure Desktop
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case DXGI_ERROR_ACCESS_LOST:
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case WAIT_ABANDONED:
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return GRAB_STATUS_REINIT;
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default:
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// unknown failure
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DEBUG_WINERROR("AcquireNextFrame failed", status);
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return GRAB_STATUS_ERROR;
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}
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// if we have a mouse update
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// if we have a mouse update
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if (frameInfo.LastMouseUpdateTime.QuadPart)
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if (frameInfo.LastMouseUpdateTime.QuadPart)
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@ -464,45 +475,33 @@ GrabStatus Capture::DXGI::Capture()
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LeaveCriticalSection(&m_cursorCS);
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LeaveCriticalSection(&m_cursorCS);
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}
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}
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// if we also have frame data, break out to process it
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// if we don't have frame data
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if (frameInfo.LastPresentTime.QuadPart != 0)
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if (frameInfo.LastPresentTime.QuadPart == 0)
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break;
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{
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// if there is nothing to update, just start again
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if (!cursorUpdated)
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{
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--retryCount;
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continue;
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}
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res = NULL;
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res = NULL;
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// if the cursor has been updated
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if (cursorUpdated)
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return GRAB_STATUS_CURSOR;
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return GRAB_STATUS_CURSOR;
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// otherwise just try again
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}
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}
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if (SUCCEEDED(status))
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// success, break out of the retry loop
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break;
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break;
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switch (status)
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{
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// desktop switch, mode change, switch DWM on or off or Secure Desktop
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case DXGI_ERROR_ACCESS_LOST:
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case WAIT_ABANDONED:
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return GRAB_STATUS_REINIT;
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default:
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// unknown failure
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DEBUG_WINERROR("AcquireNextFrame failed", status);
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return GRAB_STATUS_ERROR;
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}
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}
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}
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// retry count exceeded
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// ensure we have a frame
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if (FAILED(status))
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if (!m_releaseFrame)
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{
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{
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DEBUG_WINERROR("Failed to acquire next frame", status);
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DEBUG_WINERROR("Failed to acquire next frame", status);
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return GRAB_STATUS_ERROR;
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return GRAB_STATUS_ERROR;
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}
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}
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// get the texture
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res.QueryInterface(IID_PPV_ARGS(&m_ftexture));
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res.QueryInterface(IID_PPV_ARGS(&m_ftexture));
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if (!m_ftexture)
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if (!m_ftexture)
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{
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{
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DEBUG_ERROR("Failed to get src ID3D11Texture2D");
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DEBUG_ERROR("Failed to get src ID3D11Texture2D");
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@ -565,11 +564,14 @@ GrabStatus Capture::DXGI::GrabFrameRaw(FrameInfo & frame)
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frame.pitch = m_width * 4;
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frame.pitch = m_width * 4;
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frame.stride = m_width;
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frame.stride = m_width;
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if (frame.pitch == mapping.RowPitch)
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memcpySSE(frame.buffer, mapping.pData, frame.pitch * m_height);
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else
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for(unsigned int y = 0; y < m_height; ++y)
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for(unsigned int y = 0; y < m_height; ++y)
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memcpySSE(
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memcpySSE(
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(uint32_t*)frame.buffer + (m_width * y),
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(uint8_t *)frame.buffer + (frame.pitch * y),
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(uint8_t *)mapping.pData + (mapping.RowPitch * y),
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(uint8_t *)mapping.pData + (mapping.RowPitch * y),
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m_width * 4
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frame.pitch
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);
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);
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m_deviceContext->Unmap(m_texture[0], 0);
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m_deviceContext->Unmap(m_texture[0], 0);
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