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As the resource size can be larger then the actual frame data, we need to track this seperately so that we don't waste cycles copying data the client will never use.
224 lines
6.5 KiB
C++
224 lines
6.5 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2025 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CSwapChainProcessor.h"
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#include <avrt.h>
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#include "CDebug.h"
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CSwapChainProcessor::CSwapChainProcessor(CIndirectDeviceContext* devContext, IDDCX_SWAPCHAIN hSwapChain,
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std::shared_ptr<CD3D11Device> dx11Device, std::shared_ptr<CD3D12Device> dx12Device, HANDLE newFrameEvent) :
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m_devContext(devContext),
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m_hSwapChain(hSwapChain),
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m_dx11Device(dx11Device),
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m_dx12Device(dx12Device),
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m_newFrameEvent(newFrameEvent)
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{
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m_resPool.Init(dx11Device, dx12Device);
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m_fbPool.Init(this);
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m_terminateEvent.Attach(CreateEvent(nullptr, FALSE, FALSE, nullptr));
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m_thread[0].Attach(CreateThread(nullptr, 0, _SwapChainThread, this, 0, nullptr));
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}
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CSwapChainProcessor::~CSwapChainProcessor()
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{
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SetEvent(m_terminateEvent.Get());
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if (m_thread[0].Get())
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WaitForSingleObject(m_thread[0].Get(), INFINITE);
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if (m_thread[1].Get())
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WaitForSingleObject(m_thread[1].Get(), INFINITE);
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m_resPool.Reset();
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m_fbPool.Reset();
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}
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DWORD CALLBACK CSwapChainProcessor::_SwapChainThread(LPVOID arg)
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{
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reinterpret_cast<CSwapChainProcessor*>(arg)->SwapChainThread();
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return 0;
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}
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void CSwapChainProcessor::SwapChainThread()
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{
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DWORD avTask = 0;
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HANDLE avTaskHandle = AvSetMmThreadCharacteristicsW(L"Distribution", &avTask);
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DEBUG_INFO("Start Thread");
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SwapChainThreadCore();
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WdfObjectDelete((WDFOBJECT)m_hSwapChain);
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m_hSwapChain = nullptr;
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AvRevertMmThreadCharacteristics(avTaskHandle);
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}
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void CSwapChainProcessor::SwapChainThreadCore()
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{
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ComPtr<IDXGIDevice> dxgiDevice;
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HRESULT hr = m_dx11Device->GetDevice().As(&dxgiDevice);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to get the dxgiDevice");
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return;
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}
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if (IDD_IS_FUNCTION_AVAILABLE(IddCxSetRealtimeGPUPriority))
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{
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DEBUG_INFO("Using IddCxSetRealtimeGPUPriority");
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IDARG_IN_SETREALTIMEGPUPRIORITY arg;
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arg.pDevice = dxgiDevice.Get();
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hr = IddCxSetRealtimeGPUPriority(m_hSwapChain, &arg);
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if (FAILED(hr))
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DEBUG_ERROR_HR(hr, "Failed to set realtime GPU thread priority");
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}
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else
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{
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DEBUG_INFO("Using SetGPUThreadPriority");
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dxgiDevice->SetGPUThreadPriority(7);
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}
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IDARG_IN_SWAPCHAINSETDEVICE setDevice = {};
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setDevice.pDevice = dxgiDevice.Get();
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hr = IddCxSwapChainSetDevice(m_hSwapChain, &setDevice);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "IddCxSwapChainSetDevice Failed");
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return;
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}
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UINT lastFrameNumber = 0;
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for (;;)
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{
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IDARG_OUT_RELEASEANDACQUIREBUFFER buffer = {};
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hr = IddCxSwapChainReleaseAndAcquireBuffer(m_hSwapChain, &buffer);
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if (hr == E_PENDING)
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{
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HANDLE waitHandles[] =
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{
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m_newFrameEvent,
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m_terminateEvent.Get()
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};
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DWORD waitResult = WaitForMultipleObjects(ARRAYSIZE(waitHandles), waitHandles, FALSE, 17);
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if (waitResult == WAIT_OBJECT_0 || waitResult == WAIT_TIMEOUT)
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continue;
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else if (waitResult == WAIT_OBJECT_0 + 1)
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break;
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else
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{
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hr = HRESULT_FROM_WIN32(waitResult);
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break;
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}
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}
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else if (SUCCEEDED(hr))
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{
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if (buffer.MetaData.PresentationFrameNumber != lastFrameNumber)
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{
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lastFrameNumber = buffer.MetaData.PresentationFrameNumber;
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SwapChainNewFrame(buffer.MetaData.pSurface);
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}
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hr = IddCxSwapChainFinishedProcessingFrame(m_hSwapChain);
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if (FAILED(hr))
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break;
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}
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else
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{
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break;
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}
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}
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}
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void CSwapChainProcessor::SwapChainNewFrame(ComPtr<IDXGIResource> acquiredBuffer)
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{
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ComPtr<ID3D11Texture2D> texture;
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HRESULT hr = acquiredBuffer.As(&texture);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to obtain the ID3D11Texture2D from the acquiredBuffer");
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return;
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}
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CInteropResource * srcRes = m_resPool.Get(texture);
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if (!srcRes)
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{
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DEBUG_ERROR("Failed to get a CInteropResource from the pool");
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return;
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}
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/**
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* Even though we have not performed any copy/draw operations we still need to
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* use a fence. Because we share this texture with DirectX12 it is able to
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* read from it before the desktop duplication API has finished updating it.
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*/
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srcRes->Signal();
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//FIXME: handle dirty rects
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srcRes->SetFullDamage();
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auto buffer = m_devContext->PrepareFrameBuffer(
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srcRes->GetFormat().Width,
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srcRes->GetFormat().Height,
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srcRes->GetFormat().Width * 4,
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srcRes->GetFormat().Format);
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if (!buffer.mem)
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return;
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CFrameBufferResource * fbRes = m_fbPool.Get(buffer,
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((size_t)srcRes->GetFormat().Width * 4) * srcRes->GetFormat().Height);
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if (!fbRes)
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{
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DEBUG_ERROR("Failed to get a CFrameBufferResource from the pool");
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return;
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}
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D3D12_TEXTURE_COPY_LOCATION srcLoc = {};
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srcLoc.pResource = srcRes->GetRes().Get();
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srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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srcLoc.SubresourceIndex = 0;
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D3D12_TEXTURE_COPY_LOCATION dstLoc = {};
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dstLoc.pResource = fbRes->Get().Get();
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dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dstLoc.PlacedFootprint.Offset = 0;
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dstLoc.PlacedFootprint.Footprint.Format = srcRes->GetFormat().Format;
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dstLoc.PlacedFootprint.Footprint.Width = srcRes->GetFormat().Width;
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dstLoc.PlacedFootprint.Footprint.Height = srcRes->GetFormat().Height;
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dstLoc.PlacedFootprint.Footprint.Depth = 1;
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dstLoc.PlacedFootprint.Footprint.RowPitch = srcRes->GetFormat().Width * 4; //FIXME
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srcRes->Sync(m_dx12Device->GetCopyQueue());
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m_dx12Device->GetCopyQueue().GetGfxList()->CopyTextureRegion(
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&dstLoc, 0, 0, 0, &srcLoc, NULL);
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m_dx12Device->GetCopyQueue().Execute();
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m_dx12Device->GetCopyQueue().Wait();
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m_dx12Device->GetCopyQueue().Reset();
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if (m_dx12Device->IsIndirectCopy())
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m_devContext->WriteFrameBuffer(
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fbRes->GetMap(), 0, fbRes->GetFrameSize(), true);
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else
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m_devContext->FinalizeFrameBuffer();
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} |