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https://github.com/gnif/LookingGlass.git
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[c-host] DXGI profiled and tuned again :)
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parent
85d46ed2b0
commit
f85c017184
3 changed files with 113 additions and 71 deletions
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@ -21,7 +21,9 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "interface/platform.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "common/locking.h"
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#include "windows/debug.h"
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#include "windows/platform.h"
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#include <assert.h>
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#include <dxgi.h>
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@ -43,7 +45,7 @@ typedef struct Texture
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ID3D11Texture2D * tex;
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D3D11_MAPPED_SUBRESOURCE map;
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osEventHandle * mapped;
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osEventHandle * free;
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volatile int free;
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}
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Texture;
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@ -63,6 +65,8 @@ Pointer;
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struct iface
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{
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bool initialized;
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LARGE_INTEGER perfFreq;
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LARGE_INTEGER frameTime;
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bool stop;
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IDXGIFactory1 * factory;
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IDXGIAdapter1 * adapter;
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@ -73,7 +77,8 @@ struct iface
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IDXGIOutputDuplication * dup;
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int maxTextures;
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Texture * texture;
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int texRIndex;
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int texPending;
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volatile int texRIndex;
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int texWIndex;
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bool needsRelease;
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osEventHandle * pointerEvent;
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@ -193,9 +198,10 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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this->pointerSize = pointerSize;
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this->pointerUsed = 0;
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this->stop = false;
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this->texRIndex = 0;
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this->texWIndex = 0;
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this->stop = false;
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this->texPending = 0;
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this->texRIndex = 0;
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this->texWIndex = 0;
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status = CreateDXGIFactory1(&IID_IDXGIFactory1, (void **)&this->factory);
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if (FAILED(status))
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@ -342,6 +348,20 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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IDXGIDevice_Release(dxgi);
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}
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// try to reduce the latency
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{
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IDXGIDevice1 * dxgi;
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status = ID3D11Device_QueryInterface(this->device, &IID_IDXGIDevice1, (void **)&dxgi);
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if (FAILED(status))
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{
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DEBUG_WINERROR("failed to query DXGI interface from device", status);
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goto fail;
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}
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IDXGIDevice1_SetMaximumFrameLatency(dxgi, 1);
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IDXGIDevice1_Release(dxgi);
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}
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IDXGIOutput5 * output5 = NULL;
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status = IDXGIOutput_QueryInterface(this->output, &IID_IDXGIOutput5, (void **)&output5);
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if (FAILED(status))
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@ -450,16 +470,7 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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goto fail;
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}
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this->texture[i].free = os_createEvent(true);
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if (!this->texture[i].free)
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{
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DEBUG_ERROR("Failed to create the texture free event");
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goto fail;
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}
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// pre-signal the free events to flag as unused
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os_signalEvent(this->texture[i].free);
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this->texture[i].free = 1;
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this->texture[i].mapped = os_createEvent(false);
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if (!this->texture[i].mapped)
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{
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@ -480,6 +491,8 @@ static bool dxgi_init(void * pointerShape, const unsigned int pointerSize)
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this->stride = mapping.RowPitch / 4;
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource *)this->texture[0].tex, 0);
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QueryPerformanceFrequency(&this->perfFreq) ;
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QueryPerformanceCounter (&this->frameTime);
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this->initialized = true;
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return true;
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@ -516,13 +529,6 @@ static bool dxgi_deinit()
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this->texture[i].tex = NULL;
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}
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if (this->texture[i].free)
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{
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os_signalEvent(this->texture[i].free);
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os_freeEvent(this->texture[i].free);
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this->texture[i].free = NULL;
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}
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if (this->texture[i].mapped)
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{
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os_signalEvent(this->texture[i].mapped);
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@ -605,35 +611,59 @@ static CaptureResult dxgi_capture()
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assert(this);
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assert(this->initialized);
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LARGE_INTEGER now;
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uint64_t diffNs;
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Texture * tex;
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CaptureResult result;
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HRESULT status;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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IDXGIResource * res;
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// if the read texture is pending a mapping
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for(int i = 0; i < this->maxTextures; ++i)
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// try to map the current texture if it's pending still
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while(true)
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{
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if (this->texture[i].state != TEXTURE_STATE_PENDING_MAP)
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continue;
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Texture * tex = &this->texture[i];
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// try to map the resource, but don't wait for it
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);
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if (status != DXGI_ERROR_WAS_STILL_DRAWING)
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int index = INTERLOCKED_GET(&this->texRIndex);
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for(int i = 0; i < this->maxTextures && this->texPending > 0; ++i)
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{
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if (FAILED(status))
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tex = &this->texture[index];
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if (tex->state == TEXTURE_STATE_PENDING_MAP)
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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IDXGIResource_Release(res);
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return CAPTURE_RESULT_ERROR;
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// try to map the resource, but don't wait for it
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status = ID3D11DeviceContext_Map(this->deviceContext, (ID3D11Resource*)tex->tex, 0, D3D11_MAP_READ, 0x100000L, &tex->map);
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if (status != DXGI_ERROR_WAS_STILL_DRAWING)
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{
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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IDXGIResource_Release(res);
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return CAPTURE_RESULT_ERROR;
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}
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// successful map, set the state and signal that there is a frame available
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tex->state = TEXTURE_STATE_MAPPED;
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os_signalEvent(tex->mapped);
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--this->texPending;
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}
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// only try to map one texture per delay loop
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break;
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}
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// successful map, set the state and signal that there is a frame available
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tex->state = TEXTURE_STATE_MAPPED;
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os_signalEvent(tex->mapped);
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if (++index == this->maxTextures)
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index = 0;
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}
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/* spend a minimum of 4ms since the last capture to reduce GPU load with an early release */
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QueryPerformanceCounter(&now);
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diffNs = ((now.QuadPart - this->frameTime.QuadPart) * 1000000) / this->perfFreq.QuadPart;
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if (diffNs < 4000)
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{
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Sleep(1);
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continue;
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}
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break;
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}
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// release the prior frame
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@ -641,7 +671,7 @@ static CaptureResult dxgi_capture()
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if (result != CAPTURE_RESULT_OK)
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return result;
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status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 1, &frameInfo, &res);
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status = IDXGIOutputDuplication_AcquireNextFrame(this->dup, 0, &frameInfo, &res);
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switch(status)
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{
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case S_OK:
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@ -649,6 +679,8 @@ static CaptureResult dxgi_capture()
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break;
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case DXGI_ERROR_WAIT_TIMEOUT:
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// we sleep instead of letting dxgi do it as it's resolution sucks
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Sleep(1);
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return CAPTURE_RESULT_TIMEOUT;
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case WAIT_ABANDONED:
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@ -662,19 +694,10 @@ static CaptureResult dxgi_capture()
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if (frameInfo.LastPresentTime.QuadPart != 0)
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{
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Texture * tex = &this->texture[this->texWIndex];
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tex = &this->texture[this->texWIndex];
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// check if the texture is free, if not skip the frame to keep up
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if (!os_waitEvent(tex->free, 0))
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{
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/*
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NOTE: This is only informational for when debugging, skipping frames is
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OK as we are likely getting frames faster then the client can render
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them (ie, vsync off in a title)
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*/
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//DEBUG_WARN("Frame skipped");
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}
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else
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if (INTERLOCKED_GET(&tex->free))
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{
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ID3D11Texture2D * src;
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status = IDXGIResource_QueryInterface(res, &IID_ID3D11Texture2D, (void **)&src);
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return CAPTURE_RESULT_ERROR;
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}
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// if the texture was mapped, unmap it
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// unmap the texture if it is still mapped
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if (tex->state == TEXTURE_STATE_MAPPED)
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{
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ID3D11DeviceContext_Unmap(this->deviceContext, (ID3D11Resource*)tex->tex, 0);
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tex->map.pData = NULL;
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}
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// issue the copy from GPU to CPU RAM and release the src
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ID3D11DeviceContext_CopyResource(this->deviceContext,
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(ID3D11Resource *)tex->tex, (ID3D11Resource *)src);
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ID3D11Texture2D_Release(src);
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// pending map
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// set the state
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INTERLOCKED_DEC(&tex->free);
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tex->state = TEXTURE_STATE_PENDING_MAP;
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++this->texPending;
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// advance our write pointer
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if (++this->texWIndex == this->maxTextures)
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this->texWIndex = 0;
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// update the last frame time
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this->frameTime.QuadPart = frameInfo.LastPresentTime.QuadPart;
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}
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}
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assert(this);
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assert(this->initialized);
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Texture * tex = &this->texture[this->texRIndex];
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Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
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if (!os_waitEvent(tex->mapped, 1000))
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return CAPTURE_RESULT_TIMEOUT;
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@ -794,12 +819,12 @@ static CaptureResult dxgi_getFrame(FrameBuffer frame)
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assert(this);
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assert(this->initialized);
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Texture * tex = &this->texture[this->texRIndex];
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Texture * tex = &this->texture[INTERLOCKED_GET(&this->texRIndex)];
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framebuffer_write(frame, tex->map.pData, this->pitch * this->height);
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os_signalEvent(tex->free);
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if (++this->texRIndex == this->maxTextures)
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this->texRIndex = 0;
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INTERLOCKED_INC(&tex->free);
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INTERLOCKED_INC(&this->texRIndex);
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INTERLOCKED_CE (&this->texRIndex, this->maxTextures, 0);
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return CAPTURE_RESULT_OK;
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}
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@ -69,6 +69,10 @@ struct osThreadHandle
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int resultCode;
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};
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// undocumented API to adjust the system timer resolution (yes, its a nasty hack)
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typedef NTSTATUS (__stdcall *ZwSetTimerResolution_t)(ULONG RequestedResolution, BOOLEAN Set, PULONG ActualResolution);
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static ZwSetTimerResolution_t ZwSetTimerResolution = NULL;
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LRESULT CALLBACK DummyWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch(msg)
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// always flush stderr
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setbuf(stderr, NULL);
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// Increase the timer resolution
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ZwSetTimerResolution = (ZwSetTimerResolution_t)GetProcAddress(GetModuleHandle("ntdll.dll"), "ZwSetTimerResolution");
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if (ZwSetTimerResolution)
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{
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ULONG actualResolution;
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ZwSetTimerResolution(1, true, &actualResolution);
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DEBUG_INFO("System timer resolution: %.2f ns", (float)actualResolution / 100.0f);
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}
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HDEVINFO deviceInfoSet;
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PSP_DEVICE_INTERFACE_DETAIL_DATA infData = NULL;
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SP_DEVICE_INTERFACE_DATA deviceInterfaceData;
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@ -19,13 +19,17 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#pragma once
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#if defined(__GCC__) || defined(__GNUC__)
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#define INTERLOCKED_AND8 __sync_fetch_and_and
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#define INTERLOCKED_OR8 __sync_fetch_and_or
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#define INTERLOCKED_INC(x) __sync_fetch_and_add((x), 1)
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#define INTERLOCKED_DEC(x) __sync_fetch_and_sub((x), 1)
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#define INTERLOCKED_AND8 __sync_fetch_and_and
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#define INTERLOCKED_OR8 __sync_fetch_and_or
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#define INTERLOCKED_INC(x) __sync_fetch_and_add((x), 1)
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#define INTERLOCKED_DEC(x) __sync_fetch_and_sub((x), 1)
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#define INTERLOCKED_GET(x) __sync_fetch_and_add((x), 0)
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#define INTERLOCKED_CE(x, c, v) __sync_val_compare_and_swap((x), (c), (v))
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#else
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#define INTERLOCKED_OR8 InterlockedOr8
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#define INTERLOCKED_AND8 InterlockedAnd8
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#define INTERLOCKED_INC InterlockedIncrement
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#define INTERLOCKED_DEC InterlockedDecrement
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#endif
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#define INTERLOCKED_OR8 InterlockedOr8
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#define INTERLOCKED_AND8 InterlockedAnd8
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#define INTERLOCKED_INC InterlockedIncrement
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#define INTERLOCKED_DEC InterlockedDecrement
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#define INTERLOCKED_GET(x) InterlockedAdd((x), 0)
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#define INTERLOCKED_CE(x, c, v) InterlockedCompareExchange((x), (v), (c))
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#endif
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