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1cdb7be810
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26-08-24
| Author | SHA1 | Date | |
|---|---|---|---|
| 699659d4bf | |||
| 21e7d24ed3 |
@@ -118,7 +118,13 @@ namespace api {
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param.i_height = height;
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param.i_fps_num = this->fps;
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param.i_fps_den = 1;
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param.i_threads = 1;
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// sliced threading, which zerolatency already selected, so a frame is split
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// across workers rather than held back to be reordered. deliberately not the
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// automatic count: this shares a machine with the game it is capturing, and
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// taking every core to encode would win back frames at the game's expense
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param.i_threads = 4;
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param.b_annexb = 1;
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// SPS/PPS ahead of every IDR, so a client can start decoding cold
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param.b_repeat_headers = 1;
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@@ -944,9 +944,12 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDevice(
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} else if (!D3D9_DEVICE_HOOK_DISABLE) {
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graphics_hook_window(hFocusWindow, pPresentationParameters);
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*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9(
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auto *wrapped = new WrappedIDirect3DDevice9(
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hFocusWindow,
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*ppReturnedDeviceInterface);
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wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
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*ppReturnedDeviceInterface = wrapped;
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}
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// return result
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@@ -1307,13 +1310,16 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
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} else if (!D3D9_DEVICE_HOOK_DISABLE) {
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graphics_hook_window(hFocusWindow, pPresentationParameters);
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*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9(
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auto *wrapped = new WrappedIDirect3DDevice9(
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hFocusWindow,
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*ppReturnedDeviceInterface,
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gfdm_parameters.logical_small_swapchain,
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gfdm_two_head_exclusive() ? static_cast<IDirect3D9 *>(this) : nullptr,
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gfdm_two_head_exclusive() ? pPresentationParameters : nullptr);
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wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
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*ppReturnedDeviceInterface = wrapped;
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// initialize sub screen if the game requested a multi-head context
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if (avs::game::is_model({"LDJ", "KFC", "M39", "M32"}) &&
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(orig_behavior_flags & D3DCREATE_ADAPTERGROUP_DEVICE)) {
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@@ -634,6 +634,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::Reset(
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overlay::OVERLAY->reset_invalidate();
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}
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// Reset refuses to run while any default pool resource is outstanding
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d3d9_readback::discard_snapshot_targets(pReal);
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HRESULT res = pReal->Reset(pPresentationParameters);
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// recreate overlay
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@@ -2321,6 +2324,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::ResetEx(
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overlay::OVERLAY->reset_invalidate();
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}
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// ResetEx refuses to run while any default pool resource is outstanding
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d3d9_readback::discard_snapshot_targets(pReal);
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HRESULT res = static_cast<IDirect3DDevice9Ex *>(pReal)->ResetEx(
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gfdm_parameters.presentation_parameters,
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gfdm_parameters.fullscreen_display_modes);
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@@ -264,6 +264,10 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
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IDirect3DDevice9 *pReal;
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bool is_d3d9ex = false;
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// set from the creation flags; without it the runtime does no locking of its own, so
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// nothing but the present thread may touch the device
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bool device_multithreaded = false;
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std::atomic_ulong refs = 1;
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WrappedIDirect3DSwapChain9 *main_swapchain = nullptr;
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@@ -1,5 +1,8 @@
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#include "d3d9_readback.h"
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#include <array>
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#include <chrono>
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#include <condition_variable>
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#include <mutex>
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#include <vector>
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@@ -10,6 +13,13 @@ namespace d3d9_readback {
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namespace {
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// the snapshot path stamps frames with this to recognise one left behind by a break in the
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// request stream
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uint64_t now_us() {
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return static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::microseconds>(
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std::chrono::steady_clock::now().time_since_epoch()).count());
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}
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SurfacePtr create_readback_surface(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
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IDirect3DSurface9 *surface = nullptr;
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const HRESULT hr = device->CreateOffscreenPlainSurface(
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@@ -160,21 +170,8 @@ ReadbackPool &pool() {
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return *instance;
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}
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} // namespace
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void release_device_resources(IDirect3DDevice9 *device) {
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pool().clear_device(device);
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}
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BackbufferCopy::~BackbufferCopy() {
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if (this->pooled && this->surface) {
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pool().release(this->device, std::move(this->surface));
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}
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}
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std::optional<BackbufferCopy> acquire_backbuffer_copy(
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IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
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// the back buffer plus the checks every caller has to make before copying out of it
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SurfacePtr open_backbuffer(IDirect3DSwapChain9 *swap_chain, int screen, D3DSURFACE_DESC &desc) {
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IDirect3DSurface9 *buffer = nullptr;
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HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
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if (FAILED(hr) || buffer == nullptr) {
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@@ -182,17 +179,17 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
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"failed to get back buffer for screen {}, hr={}",
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screen,
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FMT_HRESULT(hr));
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return std::nullopt;
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return nullptr;
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}
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D3DSURFACE_DESC desc {};
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hr = buffer->GetDesc(&desc);
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SurfacePtr surface(buffer);
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hr = surface->GetDesc(&desc);
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if (FAILED(hr)) {
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log_warning("graphics::d3d9",
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"failed to acquire back buffer descriptor, hr={}",
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FMT_HRESULT(hr));
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buffer->Release();
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return std::nullopt;
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return nullptr;
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}
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// GetRenderTargetData rejects multisampled sources. no supported game has been
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@@ -204,7 +201,399 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
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"back buffer is multisampled ({}), screenshots and capture are unsupported",
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static_cast<uint32_t>(desc.MultiSampleType));
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});
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buffer->Release();
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return nullptr;
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}
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return surface;
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}
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SurfacePtr create_snapshot_target(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
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IDirect3DSurface9 *surface = nullptr;
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// matching the back buffer keeps the blit a straight copy and leaves the pixels in the
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// format the conversion step would have seen without the detour
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const HRESULT hr = device->CreateRenderTarget(
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desc.Width, desc.Height, desc.Format,
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D3DMULTISAMPLE_NONE, 0, FALSE, &surface, nullptr);
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if (FAILED(hr) || surface == nullptr) {
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log_warning("graphics::d3d9",
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"failed to create snapshot target, hr={}",
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FMT_HRESULT(hr));
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return nullptr;
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}
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return SurfacePtr(surface);
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}
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// two render targets per screen, reused across frames. two because one holds the frame waiting
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// out its deferral while the other takes the next one; a read only holds its target until the
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// pixels are in system memory, which is far shorter than the gap between requests.
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//
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// unlike the readback surfaces these live in the default pool, so they have to be gone before a
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// Reset and not merely before the device is released
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class SnapshotTargets {
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public:
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SurfacePtr acquire(
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IDirect3DDevice9 *device,
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int screen,
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const D3DSURFACE_DESC &desc,
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uint64_t *out_generation) {
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if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
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return nullptr;
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}
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std::lock_guard<std::mutex> lock(this->mutex);
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if (this->device != device) {
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this->drop();
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this->device = device;
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this->usable = true;
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}
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auto &entry = this->screens[screen];
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Slot *free_slot = nullptr;
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for (size_t i = 0; i < SLOTS_PER_SCREEN; i++) {
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auto &candidate = entry.slots[(entry.next + i) % SLOTS_PER_SCREEN];
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if (!candidate.busy) {
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free_slot = &candidate;
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entry.next = (entry.next + i + 1) % SLOTS_PER_SCREEN;
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break;
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}
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}
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if (free_slot == nullptr) {
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return nullptr;
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}
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auto &slot = *free_slot;
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if (slot.target
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&& (slot.width != desc.Width
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|| slot.height != desc.Height
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|| slot.format != desc.Format)) {
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slot.target.reset();
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}
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if (!slot.target) {
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slot.target = create_snapshot_target(device, desc);
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if (!slot.target) {
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// a back buffer format the device will not give us a render target for. the
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// inline path can still read it, so stop trying rather than lose the stream
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this->usable = false;
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return nullptr;
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}
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slot.width = desc.Width;
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slot.height = desc.Height;
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slot.format = desc.Format;
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}
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slot.busy = true;
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*out_generation = this->current_generation;
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slot.target->AddRef();
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return SurfacePtr(slot.target.get());
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}
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// holds the fresh snapshot back and returns the one from the previous request, which by now
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// has had a full frame for its blit and transfer to land
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std::optional<Snapshot> rotate(int screen, std::optional<Snapshot> fresh) {
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if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
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return std::nullopt;
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}
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const uint64_t now = now_us();
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std::optional<Snapshot> previous;
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{
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std::lock_guard<std::mutex> lock(this->mutex);
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previous = std::move(this->pending[screen]);
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this->pending[screen] = std::move(fresh);
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}
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// a frame waits here for the next request rather than for a deadline, so a gap in
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// requests, a client reconnecting most obviously, would otherwise hand the new session
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// a frame from before the gap. showing a stale frame is worse than showing none
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if (previous.has_value() && now - previous->issued_us > MAX_DEFERRAL_US) {
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return std::nullopt;
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}
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return previous;
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}
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// a reader whose target was already thrown away must not free the slot, or it would free
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// the snapshot that replaced it while that one is still being read
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void finish(int screen, uint64_t generation, IDirect3DSurface9 *target) {
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if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
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return;
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}
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{
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std::lock_guard<std::mutex> lock(this->mutex);
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if (generation != this->current_generation) {
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return;
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}
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this->free_slot(screen, target);
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}
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this->idle.notify_all();
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}
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|
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bool still_current(uint64_t generation) {
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std::lock_guard<std::mutex> lock(this->mutex);
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return generation == this->current_generation;
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}
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|
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bool is_usable() {
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std::lock_guard<std::mutex> lock(this->mutex);
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return this->usable;
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}
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|
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// Reset fails outright while the device still owns default pool resources, so dropping our
|
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// own references is not enough and any read in flight has to finish first. the wait is
|
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// bounded because a failed Reset is something games retry and a stalled present thread is
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// not something they survive
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void discard(IDirect3DDevice9 *device) {
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// destroyed after the lock is released, since dropping a snapshot calls back in here
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std::array<std::optional<Snapshot>, GRAPHICS_CAPTURE_SCREEN_NO> stale;
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{
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std::unique_lock<std::mutex> lock(this->mutex);
|
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if (this->device != nullptr && this->device != device) {
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return;
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||||
}
|
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|
||||
// deferred frames are abandoned rather than waited for; only a read that is already
|
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// running has to be allowed to finish
|
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for (auto &held : this->pending) {
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if (held.has_value() && held->surface) {
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this->free_slot(held->screen, held->surface.get());
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}
|
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}
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|
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stale = std::move(this->pending);
|
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this->pending = {};
|
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|
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const bool drained = this->idle.wait_for(
|
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lock,
|
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std::chrono::milliseconds(100),
|
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[this] { return !this->any_busy(); });
|
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|
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if (!drained) {
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log_warning("graphics::d3d9",
|
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"capture snapshot still in flight, discarding its target anyway");
|
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}
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|
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this->drop();
|
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this->device = nullptr;
|
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}
|
||||
}
|
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|
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private:
|
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static constexpr size_t SLOTS_PER_SCREEN = 2;
|
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|
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// generous next to the frame interval this is meant to bridge, so that ordinary jitter
|
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// never trips it and only a real break in the request stream does
|
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static constexpr uint64_t MAX_DEFERRAL_US = 250'000;
|
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|
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struct Slot {
|
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SurfacePtr target;
|
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UINT width = 0;
|
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UINT height = 0;
|
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D3DFORMAT format = D3DFMT_UNKNOWN;
|
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bool busy = false;
|
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};
|
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|
||||
struct Screen {
|
||||
std::array<Slot, SLOTS_PER_SCREEN> slots;
|
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size_t next = 0;
|
||||
};
|
||||
|
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void free_slot(int screen, IDirect3DSurface9 *target) {
|
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for (auto &slot : this->screens[screen].slots) {
|
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if (slot.target.get() == target) {
|
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slot.busy = false;
|
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return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool any_busy() const {
|
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for (const auto &entry : this->screens) {
|
||||
for (const auto &slot : entry.slots) {
|
||||
if (slot.busy) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void drop() {
|
||||
for (auto &entry : this->screens) {
|
||||
for (auto &slot : entry.slots) {
|
||||
slot.target.reset();
|
||||
slot.busy = false;
|
||||
}
|
||||
|
||||
entry.next = 0;
|
||||
}
|
||||
|
||||
this->current_generation++;
|
||||
}
|
||||
|
||||
std::mutex mutex;
|
||||
std::condition_variable idle;
|
||||
std::array<Screen, GRAPHICS_CAPTURE_SCREEN_NO> screens;
|
||||
std::array<std::optional<Snapshot>, GRAPHICS_CAPTURE_SCREEN_NO> pending;
|
||||
IDirect3DDevice9 *device = nullptr;
|
||||
uint64_t current_generation = 1;
|
||||
bool usable = true;
|
||||
};
|
||||
|
||||
// never destroyed, for the same reason the readback pool is not
|
||||
SnapshotTargets &targets() {
|
||||
static SnapshotTargets *instance = new SnapshotTargets();
|
||||
return *instance;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void release_device_resources(IDirect3DDevice9 *device) {
|
||||
targets().discard(device);
|
||||
pool().clear_device(device);
|
||||
}
|
||||
|
||||
void discard_snapshot_targets(IDirect3DDevice9 *device) {
|
||||
targets().discard(device);
|
||||
}
|
||||
|
||||
bool snapshots_supported() {
|
||||
return targets().is_usable();
|
||||
}
|
||||
|
||||
BackbufferCopy::~BackbufferCopy() {
|
||||
if (this->pooled && this->surface) {
|
||||
pool().release(this->device, std::move(this->surface));
|
||||
}
|
||||
}
|
||||
|
||||
Snapshot::~Snapshot() {
|
||||
// still holding the target means the read never ran, and the slot would otherwise stay
|
||||
// marked busy and take the screen out of capture permanently
|
||||
if (this->surface) {
|
||||
targets().finish(this->screen, this->generation, this->surface.get());
|
||||
}
|
||||
}
|
||||
|
||||
namespace {
|
||||
|
||||
std::optional<Snapshot> take_snapshot(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen) {
|
||||
|
||||
const uint64_t started_us = now_us();
|
||||
|
||||
D3DSURFACE_DESC desc {};
|
||||
auto buffer = open_backbuffer(swap_chain, screen, desc);
|
||||
if (!buffer) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
uint64_t generation = 0;
|
||||
auto target = targets().acquire(device, screen, desc, &generation);
|
||||
if (!target) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// built before the blit so that a failure below hands the slot back through the destructor
|
||||
Snapshot snapshot;
|
||||
snapshot.screen = screen;
|
||||
snapshot.desc = desc;
|
||||
snapshot.device = device;
|
||||
snapshot.surface = std::move(target);
|
||||
snapshot.generation = generation;
|
||||
snapshot.issued_us = started_us;
|
||||
|
||||
// the point of the whole exercise: this is queued rather than waited on, so the game pays
|
||||
// for issuing the copy and not for it completing. identical size and format, so there is
|
||||
// no filtering to ask for
|
||||
const HRESULT hr = device->StretchRect(
|
||||
buffer.get(), nullptr, snapshot.surface.get(), nullptr, D3DTEXF_NONE);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to snapshot back buffer for screen {}, hr={}",
|
||||
screen,
|
||||
FMT_HRESULT(hr));
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
std::optional<Snapshot> snapshot_backbuffer(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen) {
|
||||
|
||||
return targets().rotate(screen, take_snapshot(device, swap_chain, screen));
|
||||
}
|
||||
|
||||
std::optional<BackbufferCopy> read_snapshot(Snapshot snapshot) {
|
||||
if (!snapshot.surface) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// a Reset between the blit and now means the target no longer holds the captured frame
|
||||
if (!targets().still_current(snapshot.generation)) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
auto destination = pool().acquire(snapshot.device, snapshot.desc);
|
||||
if (!destination) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const HRESULT hr = snapshot.device->GetRenderTargetData(
|
||||
snapshot.surface.get(), destination.get());
|
||||
|
||||
// the target is reusable as soon as the pixels are in system memory. dropping the
|
||||
// reference before freeing the slot keeps the destructor from freeing it twice
|
||||
const int screen = snapshot.screen;
|
||||
const uint64_t generation = snapshot.generation;
|
||||
IDirect3DSurface9 *target = snapshot.surface.get();
|
||||
snapshot.surface.reset();
|
||||
targets().finish(screen, generation, target);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to read snapshot contents, hr={}",
|
||||
FMT_HRESULT(hr));
|
||||
pool().release(snapshot.device, std::move(destination));
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
BackbufferCopy copy;
|
||||
copy.screen = screen;
|
||||
copy.desc = snapshot.desc;
|
||||
copy.device = snapshot.device;
|
||||
copy.surface = std::move(destination);
|
||||
copy.pooled = true;
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
|
||||
|
||||
D3DSURFACE_DESC desc {};
|
||||
auto buffer = open_backbuffer(swap_chain, screen, desc);
|
||||
if (!buffer) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
@@ -212,12 +601,10 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
? pool().acquire(device, desc)
|
||||
: create_readback_surface(device, desc);
|
||||
if (!destination) {
|
||||
buffer->Release();
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
hr = device->GetRenderTargetData(buffer, destination.get());
|
||||
buffer->Release();
|
||||
const HRESULT hr = device->GetRenderTargetData(buffer.get(), destination.get());
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
|
||||
@@ -39,6 +40,51 @@ namespace d3d9_readback {
|
||||
int screen,
|
||||
bool pooled);
|
||||
|
||||
// GPU side copy of a back buffer, taken while the contents are still the frame that was
|
||||
// presented, so that reading them into system memory no longer has to happen before it
|
||||
struct Snapshot {
|
||||
int screen {};
|
||||
D3DSURFACE_DESC desc {};
|
||||
IDirect3DDevice9 *device = nullptr;
|
||||
SurfacePtr surface;
|
||||
uint64_t generation {};
|
||||
|
||||
// when the blit was issued, so a frame left behind by a break in the request stream can
|
||||
// be recognised as stale rather than handed over
|
||||
uint64_t issued_us {};
|
||||
|
||||
Snapshot() = default;
|
||||
Snapshot(Snapshot &&) noexcept = default;
|
||||
Snapshot &operator=(Snapshot &&) noexcept = default;
|
||||
Snapshot(const Snapshot &) = delete;
|
||||
Snapshot &operator=(const Snapshot &) = delete;
|
||||
~Snapshot();
|
||||
};
|
||||
|
||||
// for the present thread, between the last EndScene and Present. blits the current frame,
|
||||
// then returns the snapshot taken on the *previous* call: waiting a frame before reading
|
||||
// means the blit and its system memory transfer have already happened, so the read does not
|
||||
// stall on the GPU. costs the stream one frame of latency.
|
||||
//
|
||||
// returns nothing on the first call of a stream, and whenever the frame could not be taken,
|
||||
// which is the caller's cue to skip rather than to wait
|
||||
std::optional<Snapshot> snapshot_backbuffer(
|
||||
IDirect3DDevice9 *device,
|
||||
IDirect3DSwapChain9 *swap_chain,
|
||||
int screen);
|
||||
|
||||
// the expensive half, for a thread that is not the present thread. only legal on a device
|
||||
// created with D3DCREATE_MULTITHREADED
|
||||
std::optional<BackbufferCopy> read_snapshot(Snapshot snapshot);
|
||||
|
||||
// false once a device has refused to give up a render target matching its back buffer,
|
||||
// which leaves reading the back buffer directly as the only way to capture it
|
||||
bool snapshots_supported();
|
||||
|
||||
// snapshot targets live in the default pool, so unlike the readback surfaces they have to
|
||||
// be gone before a Reset and not merely before the device is released
|
||||
void discard_snapshot_targets(IDirect3DDevice9 *device);
|
||||
|
||||
// pooled surfaces hold references on the device; call this before releasing it
|
||||
void release_device_resources(IDirect3DDevice9 *device);
|
||||
}
|
||||
|
||||
@@ -488,6 +488,63 @@ ThreadPool &capture_read_pool() {
|
||||
return *instance;
|
||||
}
|
||||
|
||||
// Takes the frame on the present thread as a queued GPU blit and hands the readback to a pool
|
||||
// thread, so the game waits for neither. Only viable where the whole read can go off thread,
|
||||
// since the back buffer is overwritten right after Present and a snapshot the present thread
|
||||
// then had to read itself would cost more than reading the back buffer directly.
|
||||
//
|
||||
// Returns false when the frame could not be taken, including the ordinary case of the previous
|
||||
// snapshot of this screen still being read, which paces capture to what the reader sustains.
|
||||
static bool snapshot_capture(
|
||||
IDirect3DDevice9 *device,
|
||||
WrappedIDirect3DDevice9 *wrapped_device,
|
||||
int screen) {
|
||||
|
||||
IDirect3DSwapChain9 *swap_chain = nullptr;
|
||||
const HRESULT hr = wrapped_device->get_screenshot_swap_chain(screen, &swap_chain);
|
||||
if (FAILED(hr) || swap_chain == nullptr) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to get swap chain for screen {}, hr={}",
|
||||
screen,
|
||||
FMT_HRESULT(hr));
|
||||
return false;
|
||||
}
|
||||
|
||||
auto snapshot = d3d9_readback::snapshot_backbuffer(device, swap_chain, screen);
|
||||
swap_chain->Release();
|
||||
|
||||
if (!snapshot.has_value()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
capture_read_pool().add([screen, snapshot = std::move(*snapshot)]() mutable {
|
||||
// an escape from here would cross a thread boundary and terminate
|
||||
try {
|
||||
auto copy = d3d9_readback::read_snapshot(std::move(snapshot));
|
||||
if (!copy.has_value()) {
|
||||
graphics_capture_skip(screen);
|
||||
return;
|
||||
}
|
||||
|
||||
read_and_dispatch_capture(screen, std::move(*copy));
|
||||
} catch (const std::exception &error) {
|
||||
log_warning("graphics::d3d9", "capture read failed: {}", error.what());
|
||||
graphics_capture_skip(screen);
|
||||
} catch (...) {
|
||||
log_warning("graphics::d3d9", "capture read failed");
|
||||
graphics_capture_skip(screen);
|
||||
}
|
||||
});
|
||||
} catch (const std::exception &) {
|
||||
// the snapshot went into the lambda before the queue could fail, so it is already
|
||||
// destroyed and its target handed back; the client just misses this frame
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// by this point the pixels are plain memory, so none of this needs the device
|
||||
static void dispatch_screenshot_save(std::vector<PendingWrite> writes, size_t screen_count) {
|
||||
auto screenshot_process = [writes = std::move(writes), screen_count]() mutable {
|
||||
@@ -632,6 +689,18 @@ static void process_image_request(
|
||||
const ImageRequest &request) {
|
||||
const bool screenshot = request.kind == ImageRequestKind::Screenshot;
|
||||
|
||||
if (!screenshot
|
||||
&& wrapped_device->device_multithreaded
|
||||
&& capture_read_off_thread(request.screen)
|
||||
&& d3d9_readback::snapshots_supported()) {
|
||||
|
||||
if (!snapshot_capture(device, wrapped_device, request.screen)) {
|
||||
graphics_capture_skip(request.screen);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<int> screens { request.screen };
|
||||
if (screenshot && GRAPHICS_SCREENSHOT_SUBSCREENS) {
|
||||
screens.clear();
|
||||
|
||||
@@ -1729,7 +1729,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
|
||||
"Value must be between 0 (poor quality) and 100 (best quality), inclusive. Default: 70.",
|
||||
.type = OptionType::Integer,
|
||||
.setting_name = "(0-100)",
|
||||
.category = "Companion & API",
|
||||
.category = "API Dev",
|
||||
},
|
||||
{
|
||||
// APIScreenMirrorDivide
|
||||
@@ -1741,21 +1741,17 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
|
||||
"Value must be 1 or greater. Default: 1.",
|
||||
.type = OptionType::Integer,
|
||||
.setting_name = "1",
|
||||
.category = "Companion & API",
|
||||
.category = "API Dev",
|
||||
},
|
||||
{
|
||||
// APIStreamEnable
|
||||
.title = "API Video Stream Server Enable (EXPERIMENTAL)",
|
||||
.name = "apistream",
|
||||
.desc = "Serves the mirrored screen as a video stream, on the API port plus two; "
|
||||
"alternative to API screen capture. Requires -api.\n\n"
|
||||
"http://host:apiport+2/stream.mjpg - MJPEG\n\n"
|
||||
"http://host:apiport+2/stream.h264 - H.264\n\n"
|
||||
"Parameters: screen (0-3), fps (1-60, default 30), q (1-100, default 70).\n\n"
|
||||
"Example with -api 1337: http://host:1339/stream.h264?fps=30&q=70\n\n"
|
||||
"VIEW ONLY - touch input still requires -api. "
|
||||
"No password protection or encryption of any kind; video sent in the clear!\n\n"
|
||||
"Streaming is known to cause older games to hang and crash.",
|
||||
.desc = "Allows companion apps to receive compressed video streams over the API. "
|
||||
"Companion app must support this feature to take advantage of it.\n\n"
|
||||
"Video is served unencrypted over the network. "
|
||||
"May cause older games to hang and crash.\n\n"
|
||||
"Developers: see the wiki page for more details.",
|
||||
.type = OptionType::Bool,
|
||||
.category = "Companion & API",
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user