Geoffrey McRae 21b02efb4d [c-host] dxgi: don't stall the GPU pipeline to map textures to ram
ID3D11DeviceContext_Map by default will force a CPU sync if the prior call to
CopyResource has not completed, this change defers the mapping and sets the
D3D11_MAP_FLAG_DO_NOT_WAIT when attempting to map the texture allowing the
capture to continue without incurring an expensive CPU/GPU sync.

A new tuneable has also been added

  * dxgi:maxTextures
2019-05-26 23:36:17 +10:00
2017-12-15 13:00:10 +11:00
2017-12-14 22:22:44 +11:00
2019-05-23 16:21:32 +10:00
2018-05-31 13:28:36 +10:00
2017-10-31 19:07:16 +11:00
2019-05-23 20:19:37 +10:00

Looking Glass

An extremely low latency KVMFR (KVM FrameRelay) implementation for guests with VGA PCI Passthrough.

Donations

I (Geoffrey McRae) am the primary developer behind this project and I have invested thousands of hours of development time into it. If you like this project and find it useful and would like to help out you can support me directly using the following platforms.

Documentation

Please also be sure to see the following files for more information

Obtaining and using Looking Glass

Please see https://looking-glass.hostfission.com/quickstart

Latest Version

If you would like to use the latest bleeding edge version of Looking Glass please be aware there will be no support at this time. Latest bleeding edge builds of the Windows host application can be obtained from:

https://looking-glass.hostfission.com/downloads

Help and support

Web

https://forum.level1techs.com/t/looking-glass-triage/130952

Discord

https://discord.gg/4ahCn4c

IRC

Join us in the #LookingGlass channel on the FreeNode network

Trello

Description
An extremely low latency KVMFR (KVM FrameRelay) implementation for guests with VGA PCI Passthrough.
Readme GPL-2.0 9.6 MiB
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