implement suggestions from cgutman
This commit is contained in:
committed by
ReenigneArcher
parent
7257b188c3
commit
b733d2b9e9
@@ -352,26 +352,8 @@ namespace platf::dxgi {
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return true;
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return true;
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}
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}
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// On hybrid graphics systems, Windows will change the order of GPUs reported by
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// DXGI in accordance with the user's GPU preference. If the selected GPU is a
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// render-only device with no displays, DXGI will add virtual outputs to the
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// that device to avoid confusing applications. While this works properly for most
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// applications, it breaks the Desktop Duplication API because DXGI doesn't proxy
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// the virtual DXGIOutput to the real GPU it is attached to. When trying to call
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// DuplicateOutput() on one of these virtual outputs, it fails with DXGI_ERROR_UNSUPPORTED
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// (even if you try sneaky stuff like passing the ID3D11Device for the iGPU and the
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// virtual DXGIOutput from the dGPU). Because the GPU preference is once-per-process,
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// we spawn a helper tool to probe for us before we set our own GPU preference.
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bool
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bool
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probe_for_gpu_preference(const std::string &display_name) {
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validate_and_test_gpu_preference(const std::string &display_name, bool verify_frame_capture) {
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static bool set_gpu_preference = false;
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static bool verify_frame_capture = true;
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// If we've already been through here, there's nothing to do this time.
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if (set_gpu_preference) {
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return true;
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}
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std::string cmd = "tools\\ddprobe.exe";
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std::string cmd = "tools\\ddprobe.exe";
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// We start at 1 because 0 is automatic selection which can be overridden by
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// We start at 1 because 0 is automatic selection which can be overridden by
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@@ -381,7 +363,7 @@ namespace platf::dxgi {
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for (int i = 1; i < 5; i++) {
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for (int i = 1; i < 5; i++) {
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// Run the probe tool. It returns the status of DuplicateOutput().
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// Run the probe tool. It returns the status of DuplicateOutput().
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//
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//
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// Arg format: [GPU preference] [Display name] [--verify--frame-capture]
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// Arg format: [GPU preference] [Display name] [--verify-frame-capture]
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HRESULT result;
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HRESULT result;
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std::vector<std::string> args = { std::to_string(i), display_name };
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std::vector<std::string> args = { std::to_string(i), display_name };
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try {
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try {
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@@ -404,22 +386,48 @@ namespace platf::dxgi {
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if (result == S_OK || result == E_ACCESSDENIED) {
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if (result == S_OK || result == E_ACCESSDENIED) {
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// We found a working GPU preference, so set ourselves to use that.
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// We found a working GPU preference, so set ourselves to use that.
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if (set_gpu_preference_on_self(i)) {
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if (set_gpu_preference_on_self(i)) {
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set_gpu_preference = true;
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return true;
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return true;
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}
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}
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else {
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else {
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return false;
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return false;
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}
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}
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}
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}
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else {
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// This configuration didn't work, so continue testing others
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continue;
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}
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}
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}
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// If none of the manual options worked, leave the GPU preference alone
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// If no valid configuration was found, return false
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// And set the verify frame capture option to false, just in case there is a chance for a false negative.
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return false;
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verify_frame_capture = false;
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}
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// On hybrid graphics systems, Windows will change the order of GPUs reported by
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// DXGI in accordance with the user's GPU preference. If the selected GPU is a
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// render-only device with no displays, DXGI will add virtual outputs to the
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// that device to avoid confusing applications. While this works properly for most
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// applications, it breaks the Desktop Duplication API because DXGI doesn't proxy
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// the virtual DXGIOutput to the real GPU it is attached to. When trying to call
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// DuplicateOutput() on one of these virtual outputs, it fails with DXGI_ERROR_UNSUPPORTED
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// (even if you try sneaky stuff like passing the ID3D11Device for the iGPU and the
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// virtual DXGIOutput from the dGPU). Because the GPU preference is once-per-process,
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// we spawn a helper tool to probe for us before we set our own GPU preference.
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bool
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probe_for_gpu_preference(const std::string &display_name) {
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static bool set_gpu_preference = false;
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// If we've already been through here, there's nothing to do this time.
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if (set_gpu_preference) {
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return true;
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}
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// Try probing with different GPU preferences and verify_frame_capture flag
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if (validate_and_test_gpu_preference(display_name, true)) {
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return true;
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}
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// If no valid configuration was found, try again with verify_frame_capture == false
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if (validate_and_test_gpu_preference(display_name, false)) {
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return true;
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}
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// If neither worked, return false
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return false;
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return false;
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}
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}
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@@ -127,7 +127,6 @@ HRESULT
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test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
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test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
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for (int i = 0; i < 10; ++i) {
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for (int i = 0; i < 10; ++i) {
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std::cout << "Attempting to acquire frame " << (i + 1) << " of 10..." << std::endl;
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std::cout << "Attempting to acquire frame " << (i + 1) << " of 10..." << std::endl;
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ComPtr<IDXGIResource> frameResource;
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ComPtr<IDXGIResource> frameResource;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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ComPtr<ID3D11DeviceContext> context;
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ComPtr<ID3D11DeviceContext> context;
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@@ -136,22 +135,19 @@ test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
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HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
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HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
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device->GetImmediateContext(&context);
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device->GetImmediateContext(&context);
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auto cleanup = util::fail_guard([&dup, &context, &stagingTexture]() {
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if (stagingTexture) {
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context->Unmap(stagingTexture.Get(), 0);
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}
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dup->ReleaseFrame();
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});
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if (FAILED(status)) {
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if (FAILED(status)) {
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std::cout << "Error: Failed to acquire next frame [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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std::cout << "Error: Failed to acquire next frame [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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return status;
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}
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}
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auto cleanup = util::fail_guard([&dup]() {
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dup->ReleaseFrame();
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});
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std::cout << "Frame acquired successfully." << std::endl;
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std::cout << "Frame acquired successfully." << std::endl;
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ComPtr<ID3D11Texture2D> frameTexture;
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ComPtr<ID3D11Texture2D> frameTexture;
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status = frameResource->QueryInterface(IID_PPV_ARGS(&frameTexture));
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HRESULT status = frameResource->QueryInterface(IID_PPV_ARGS(&frameTexture));
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if (FAILED(status)) {
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if (FAILED(status)) {
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std::cout << "Error: Failed to query texture interface from frame resource [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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std::cout << "Error: Failed to query texture interface from frame resource [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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return status;
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@@ -179,6 +175,10 @@ test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
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return status;
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return status;
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}
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}
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auto contextCleanup = util::fail_guard([&context, &stagingTexture]() {
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context->Unmap(stagingTexture.Get());
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});
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if (is_valid_frame(mappedResource, frameDesc)) {
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if (is_valid_frame(mappedResource, frameDesc)) {
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std::cout << "Frame " << (i + 1) << " is non-empty (contains visible content)." << std::endl;
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std::cout << "Frame " << (i + 1) << " is non-empty (contains visible content)." << std::endl;
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return S_OK;
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return S_OK;
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