Commit Graph

72 Commits

Author SHA1 Message Date
vmfortress
36f97f08ad [host] dxgi: add nanosecond-scale sleep capability to d3d12
The nsleep() call lets d3d12 sleep for a more precise amount of
time while maintaining the current millisecond-scale sleep
interface in the configuration file.
2022-03-06 17:21:14 +11:00
Tudor Brindus
eeefc15e46 [host] build with -Wstrict-prototypes 2022-02-25 20:38:44 +11:00
Geoffrey McRae
ccdf7b7c0e [host] app: report the full capture name to the client 2022-01-26 19:32:55 +11:00
Geoffrey McRae
99536eaf9d dxgi: check for memory leaks in d3d12 2022-01-19 09:58:14 +11:00
Geoffrey McRae
f8b4874799 dxgi: cosmetics 2022-01-19 09:58:14 +11:00
Geoffrey McRae
cff64ee7d3 dxgi: cache shared handles instead of re-creating them
This will cache up to 10 handles, in practice I have never seen DXGI
return anything but the same resource each time but we allow for more
anyway should MS change something in the future.

Should the cache get over filled it is disabled entirely and we revert
to the original behaviour.
2022-01-19 09:58:07 +11:00
Quantum
afd5e2d057 [host] dxgi: remove duplicate AcquireLock print 2022-01-17 15:12:54 +11:00
Quantum
508c491967 [host] dxgi: allow the debug layer to be turned on via config 2022-01-17 15:12:54 +11:00
Quantum
b117bbafe5 [host] dxgi: add ability to capture OutputDebugMessage
This is how Direct3D 12's debug layer outputs messages. Normally, these
are read by the debugger, but we want them logged instead.
2022-01-17 15:12:54 +11:00
Quantum
4c271f8744 [host] dxgi: move d3d12.h to vendor/directx 2022-01-17 15:12:54 +11:00
Chris Spencer
3d0a8f6987 [host] dxgi: fix frame damage method parameters
The buffer input sizes to the `IDXGIOutputDuplication` methods are measured
in bytes. This dramatically increases the number of dirty/move rects that
can be handled.
2022-01-13 09:34:14 +11:00
Chris Spencer
f145225dbc [host] dxgi: fix d3d11 assertion failure
`DEBUG_ASSERT(!this)` in `d3d11_create` is firing on the second
instantiation because we are not clearing `this` in `d3d11_free`.
2022-01-13 08:17:59 +11:00
vmfortress
7da2becfbd [host] dxgi: Replace standard asserts with DEBUG_ASSERT 2022-01-11 11:11:42 +11:00
Quantum
042a7d0925 [host] dxgi: add configurable sleep before D3D12 copy 2022-01-10 14:45:51 +11:00
Quantum
c69b19e68f [host] dxgi: add option to disable damage-aware copies 2022-01-10 14:45:51 +11:00
Quantum
cf7d501bc4 [host] dxgi: allow copy backend selection 2022-01-10 14:45:51 +11:00
Quantum
68e5b812a9 [host] dxgi: add preRelease callback
This is meant to avoid freeing the texture before the copy has finished.
2022-01-10 14:45:51 +11:00
Quantum
5a93f1e00c [host] dxgi: implement Direct3D 12 texture copy backend 2022-01-10 14:45:51 +11:00
Quantum
891f00a011 [host] dxgi: add d3d12.h from latest MinGW
This header was added in late 2020 and hasn't made its way into the GitHub
Actions image yet.
2022-01-10 14:45:51 +11:00
Quantum
137171a8a2 [host] dxgi: refactor to support additional copy backends 2022-01-10 14:45:51 +11:00
Quantum
a391e271c3 [host] dxgi: damage all textures when skipping frame 2022-01-09 16:36:26 +11:00
Geoffrey McRae
2f8b139131 [host] windows: set DwmFlush default to off
This new feature while helps on some systems, others using freesync or
higher refresh rates where the capture can't keep up will limit to
fractions of the refresh rate. Better to disable and allow users to
opt-in.
2022-01-06 19:20:08 +11:00
Geoffrey McRae
92f27cc0f0 [host] dxgi: use DwmFlush to sync to presentation interval
This change reduces the host GPU and CPU load by a large margin
improving guest system performance along with removing latency spikes
when moving the mouse. This is default enabled but can be disabled with
the new option `dxgi:dwmFlush=no` as it limits the capture rate to the
refresh rate of the guests output which may not be desireable.
2022-01-06 18:39:08 +11:00
Geoffrey McRae
952ebea2c5 [all] refresh copyright dates 2022-01-05 19:42:46 +11:00
Tudor Brindus
9872d2e407 [host] dxgi: fix typo in debug log message 2021-12-26 09:49:03 +11:00
Quantum
cdda89cef7 [host] use correct argument order for calloc 2021-08-16 16:25:59 +10:00
Tudor Brindus
982b4e6625 [host] use variable-relative sizeof where possible 2021-08-16 16:22:55 +10:00
Quantum
4f7ce91e7f [host] capture: switch all asserts to DEBUG_ASSERT 2021-08-14 12:19:07 +10:00
Quantum
acd5ce51db [host] dxgi: use FAILED macro instead of comparing against S_OK 2021-08-13 20:21:50 +10:00
Quantum
566c89e9d8 [host] dxgi: correctly count moved rectangles 2021-08-13 20:21:08 +10:00
Quantum
b3173bdddc [host] dxgi: include correct DXGI headers
The declarations in dxgi_extra.h are not missing, they are in dxgi1_2.h and
dxgi1_5.h, which exist in MinGW-w64 since 2017.
2021-08-12 12:35:45 +10:00
Quantum
9bded74543 [host] dxgi: use CopySubresourceRegion when possible
This commit adds damage tracking to the DXGI textures, and only copies the
damaged areas to the textures with ID3D11DeviceContext::CopySubresourceRegion.

The sleep logic in waitFrame makes it difficult for this to reduce the
latency, but removing it shows significant improvements (6-7 ms to ~3 ms)
when a tiny portion of the screen is damaged, while showing no difference on
full screen damage.
2021-08-11 19:01:52 +10:00
Quantum
cab95c5eed [common] rects: refactor rect buffer copy code to common module
This also fixes a bug of accidentally multiplying the stride by 4 when
the stride is already in bytes and not pixels.
2021-08-08 08:30:11 +10:00
Quantum
3d29967a8d [host] dxgi: copy only damaged regions to IVSHMEM
This implementation uses a line sweep algorithm to copy the precisely the
intersection of all accumulated damage rectangles, ensuring that every
pixel is copied exactly once, and no pixel is ever copied multiple times.
Furthermore, once a row has been swept, we update the framebuffer write
pointer immediately.
2021-08-06 22:55:15 +10:00
Quantum
51b9cd4e5a [all] copyright: use unicode copyright sign ©
This is done for consistency with the license strings in appstrings.c.
2021-08-04 21:16:35 +10:00
Quantum
d82333519c [host] dxgi: use SDK versionhelpers.h to test for Windows version
Also, changed logic so that Windows versions before 8 is not treated as 10.
2021-07-20 11:34:57 +10:00
Quantum
9ab85fd0b8 [host] capture: stop sending DPI information
The client doesn't need DPI information anymore, so there is no point
fetching it.
2021-07-18 10:50:57 +10:00
Tudor Brindus
92706caddc [common]: move array length into a common helper
Since it is more generally useful, and less cryptic this way.
2021-07-18 10:41:50 +10:00
Quantum
9ce4990793 [host] capture: pass frameIndex to capture backends
This allows capture backends to track damage made to each frame.
2021-07-18 10:41:50 +10:00
Tudor Brindus
f274bec8fc [host] dxgi: compute damage rectangles from moved rectangles
This is untested in that I don't have a Windows 8 VM where move rects
are supplied, but seems sound.
2021-07-18 10:41:50 +10:00
Tudor Brindus
d7f9afb3ba [host] dxgi: populate damage rectangles
Co-Authored-By: Quantum <quantum2048@gmail.com>
2021-07-18 10:41:50 +10:00
Geoffrey McRae
789ee70674 [host] dxgi: print out the adapter details earlier
Before we try and perhaps fail to init DXGI, we should print out what
the device is so that when there is an error report we can immediately
see if the user has the QXL device attached still.
2021-07-12 19:28:13 +10:00
Geoffrey McRae
3c0616bab7 [host] dxgi: print out the output device name to aid with support 2021-07-12 19:03:02 +10:00
Geoffrey McRae
e477663a7e [host] app: allow the capture interface to select async or sync mode
While it's correct for DXGI to use a asyncronous waitFrame model, other
capture interfaces such as NvFBC it is not correct. This change allows
the capture interface to specify which is more correct for it and moves
the waitFrame/post into the main thread if async is not desired.
2021-07-12 16:57:22 +10:00
Quantum
fd8f8b2b28 [host] dxgi: correctly mention AcquireNextFrame in help text
Also fix some formatting issues.

Co-Authored-By: Tudor Brindus <me@tbrindus.ca>
2021-07-11 10:15:12 +10:00
Geoffrey McRae
78b8e2a73c [host] windows: make D3DKMTSetProcessSchedulingPriorityClass global
Testing shows that `D3DKMTSetProcessSchedulingPriorityClass` has a
positive performance impact for NvFBC as well as DXGI, as such always
try to boost the priority for the windows host.
2021-07-10 12:27:30 +10:00
Geoffrey McRae
d36c4f0e83 [host] kvmfr: allow the frame size to exceed the available memory
This change allows the host to still transmit a frame that is truncated
if the IVSHMEM size is too small to allow for a full frame.
2021-06-12 18:44:28 +10:00
Geoffrey McRae
f02d61d665 [host] dxgi: sleep until it's close to time to map
This change adds an average function to time how long it takes the GPU
to copy and map the texture, and then uses this average to sleep for 80%
of this average lowering CPU usage and potentially decreasing lock
contention.
2021-06-06 12:26:36 +10:00
Quantum
24d0aa0c18 [all] normalize copyright on all source files 2021-06-06 11:53:05 +10:00
Geoffrey McRae
0d9b0bd367 [host] dxgi: increase maxTextures default to 4
Testing shows that at high frame rates the default of 3 is hampering
performance, increasing this to 4 yields a substantial performance
improvement.
2021-06-06 01:35:00 +10:00