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LookingGlass/idd/LGIdd/CFrameBufferPool.cpp
Geoffrey McRae d7c90e4693
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[idd] capture: copy software frames directly to IVSHMEM
Bypass cadence retention when the software render adapter is active.
Publish each available source frame immediately with one damage-aware
D3D copy into its final IVSHMEM resource.

Keep only one software copy in flight so newer frames are dropped
instead of queued behind stale work. Retain accumulated damage for the
next frame and skip static re-encodes when no image update is pending.

Use a row-major IVSHMEM texture when the shared heap supports it and
fall back to a direct IVSHMEM buffer copy otherwise. In indirect mode,
copy only damaged rows from readback memory into IVSHMEM.
2026-08-07 12:43:48 +10:00

51 lines
1.5 KiB
C++

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "CFrameBufferPool.h"
#include "CSwapChainProcessor.h"
#include <stdint.h>
void CFrameBufferPool::Init(CSwapChainProcessor * swapChain)
{
m_swapChain = swapChain;
}
void CFrameBufferPool::Reset()
{
for (int i = 0; i < ARRAYSIZE(m_buffers); ++i)
m_buffers[i].Reset();
}
CFrameBufferResource * CFrameBufferPool::Get(
const CIndirectDeviceContext::PreparedFrameBuffer& buffer,
size_t minSize, const D3D12_RESOURCE_DESC * textureDesc)
{
if (buffer.frameIndex > ARRAYSIZE(m_buffers) - 1)
return nullptr;
CFrameBufferResource * fbr = &m_buffers[buffer.frameIndex];
if (!fbr->Init(m_swapChain, buffer.frameIndex, buffer.mem,
minSize, textureDesc))
return nullptr;
return fbr;
}