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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.
136 lines
4.7 KiB
C++
136 lines
4.7 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2026 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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#pragma once
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#include <Windows.h>
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#include <wdf.h>
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#include <wrl.h>
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#include <d3d12.h>
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#include <atomic>
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#include <stdint.h>
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#include "CFrameScheduler.h"
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#include "CInteropResource.h"
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class CSwapChainProcessor;
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using namespace Microsoft::WRL;
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class CFrameBufferResource
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{
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private:
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enum ResourceType
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{
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RESOURCE_NONE,
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RESOURCE_BUFFER,
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RESOURCE_TEXTURE,
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};
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unsigned m_frameIndex = 0;
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uint8_t * m_base = nullptr;
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size_t m_size = 0;
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size_t m_frameSize = 0;
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uint64_t m_captureTime = 0;
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uint64_t m_postProcessStart = 0;
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uint64_t m_copyStart = 0;
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CFrameScheduler::Schedule m_schedule = {};
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unsigned m_timingEffectIndex = 0;
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uint64_t m_timingToken = 0;
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bool m_fullCopy = false;
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RECT m_copyDirtyRects[LG_MAX_DIRTY_RECTS * 2] = {};
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unsigned m_nbCopyDirtyRects = 0;
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unsigned m_copyPitch = 0;
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unsigned m_copyBytesPerPixel = 0;
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unsigned m_candidateIndex = 0;
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ResourceType m_type = RESOURCE_NONE;
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D3D12_RESOURCE_DESC m_desc = {};
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std::atomic<bool> m_completionHandled = false;
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ComPtr<ID3D12Resource> m_res;
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void * m_map = nullptr;
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public:
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bool Init(CSwapChainProcessor * swapChain, unsigned frameIndex,
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uint8_t * base, size_t size,
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const D3D12_RESOURCE_DESC * textureDesc = nullptr);
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void Reset();
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unsigned GetFrameIndex() { return m_frameIndex; }
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size_t GetFrameSize() { return m_frameSize; }
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void * GetMap() { return m_map; }
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void SetTiming(uint64_t captureTime, uint64_t postProcessStart,
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uint64_t copyStart)
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{
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m_captureTime = captureTime;
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m_postProcessStart = postProcessStart;
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m_copyStart = copyStart;
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}
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uint64_t GetCaptureTime () const { return m_captureTime; }
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uint64_t GetPostProcessStart() const { return m_postProcessStart; }
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uint64_t GetCopyStart () const { return m_copyStart; }
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void SetSchedule(const CFrameScheduler::Schedule& schedule)
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{
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m_schedule = schedule;
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}
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const CFrameScheduler::Schedule& GetSchedule() const
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{
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return m_schedule;
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}
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void SetPostProcessSample(
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unsigned effectIndex, uint64_t token, bool fullCopy)
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{
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m_timingEffectIndex = effectIndex;
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m_timingToken = token;
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m_fullCopy = fullCopy;
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}
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unsigned GetTimingEffectIndex() const { return m_timingEffectIndex; }
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uint64_t GetTimingToken () const { return m_timingToken; }
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bool IsFullCopy () const { return m_fullCopy; }
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void SetCopyDamage(const RECT dirtyRects[], unsigned nbDirtyRects,
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bool fullCopy, unsigned pitch, unsigned bytesPerPixel);
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const RECT * GetCopyDirtyRects() const { return m_copyDirtyRects; }
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unsigned GetCopyDirtyRectCount() const { return m_nbCopyDirtyRects; }
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unsigned GetCopyPitch () const { return m_copyPitch; }
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unsigned GetCopyBytesPerPixel () const
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{
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return m_copyBytesPerPixel;
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}
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void ResetCompletion()
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{
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m_completionHandled.store(false, std::memory_order_release);
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}
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void MarkCompletion()
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{
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m_completionHandled.store(true, std::memory_order_release);
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}
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bool CompletionHandled() const
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{
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return m_completionHandled.load(std::memory_order_acquire);
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}
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void SetCandidateIndex(unsigned index) { m_candidateIndex = index; }
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unsigned GetCandidateIndex() const { return m_candidateIndex; }
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ComPtr<ID3D12Resource> Get() { return m_res; }
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};
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