Use separate encoding and capture devices to enable parallel encoding and capture (#668)

This commit is contained in:
Cameron Gutman
2023-01-02 14:56:58 -06:00
committed by GitHub
parent 76ffa2a0b5
commit 0439d7a83a
4 changed files with 294 additions and 105 deletions

View File

@@ -18,6 +18,10 @@
namespace platf::dxgi {
extern const char *format_str[];
// Add D3D11_CREATE_DEVICE_DEBUG here to enable the D3D11 debug runtime.
// You should have a debugger like WinDbg attached to receive debug messages.
auto constexpr D3D11_CREATE_DEVICE_FLAGS = D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
template<class T>
void Release(T *dxgi) {
dxgi->Release();
@@ -27,6 +31,7 @@ using factory1_t = util::safe_ptr<IDXGIFactory1, Release<IDXGIFactory
using dxgi_t = util::safe_ptr<IDXGIDevice, Release<IDXGIDevice>>;
using dxgi1_t = util::safe_ptr<IDXGIDevice1, Release<IDXGIDevice1>>;
using device_t = util::safe_ptr<ID3D11Device, Release<ID3D11Device>>;
using device1_t = util::safe_ptr<ID3D11Device1, Release<ID3D11Device1>>;
using device_ctx_t = util::safe_ptr<ID3D11DeviceContext, Release<ID3D11DeviceContext>>;
using adapter_t = util::safe_ptr<IDXGIAdapter1, Release<IDXGIAdapter1>>;
using output_t = util::safe_ptr<IDXGIOutput, Release<IDXGIOutput>>;
@@ -36,6 +41,7 @@ using dup_t = util::safe_ptr<IDXGIOutputDuplication, Release<IDX
using texture2d_t = util::safe_ptr<ID3D11Texture2D, Release<ID3D11Texture2D>>;
using texture1d_t = util::safe_ptr<ID3D11Texture1D, Release<ID3D11Texture1D>>;
using resource_t = util::safe_ptr<IDXGIResource, Release<IDXGIResource>>;
using resource1_t = util::safe_ptr<IDXGIResource1, Release<IDXGIResource1>>;
using multithread_t = util::safe_ptr<ID3D11Multithread, Release<ID3D11Multithread>>;
using vs_t = util::safe_ptr<ID3D11VertexShader, Release<ID3D11VertexShader>>;
using ps_t = util::safe_ptr<ID3D11PixelShader, Release<ID3D11PixelShader>>;
@@ -49,6 +55,7 @@ using sampler_state_t = util::safe_ptr<ID3D11SamplerState, Release<ID3D11S
using blob_t = util::safe_ptr<ID3DBlob, Release<ID3DBlob>>;
using depth_stencil_state_t = util::safe_ptr<ID3D11DepthStencilState, Release<ID3D11DepthStencilState>>;
using depth_stencil_view_t = util::safe_ptr<ID3D11DepthStencilView, Release<ID3D11DepthStencilView>>;
using keyed_mutex_t = util::safe_ptr<IDXGIKeyedMutex, Release<IDXGIKeyedMutex>>;
namespace video {
using device_t = util::safe_ptr<ID3D11VideoDevice, Release<ID3D11VideoDevice>>;