21b02efb4d
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 |
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c-host | ||
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common | ||
contrib/redhat | ||
host | ||
module | ||
vendor | ||
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CONTRIBUTORS | ||
LICENSE | ||
pre-commit | ||
README.md | ||
VERSION |
Looking Glass
An extremely low latency KVMFR (KVM FrameRelay) implementation for guests with VGA PCI Passthrough.
- Project Website: https://looking-glass.hostfission.com
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
IRC
Join us in the #LookingGlass channel on the FreeNode network