Fix stuttering in Minecraft when moving the mouse

This commit is contained in:
loki
2020-05-01 22:04:18 +02:00
parent d8b4c66d7e
commit bfe59f6cf2

View File

@@ -324,15 +324,15 @@ capture_e display_vram_t::snapshot(platf::img_t *img_base, std::chrono::millisec
resource_t::pointer res_p {}; resource_t::pointer res_p {};
auto capture_status = dup.next_frame(frame_info, timeout, &res_p); auto capture_status = dup.next_frame(frame_info, timeout, &res_p);
resource_t res{res_p}; resource_t res{ res_p };
if (capture_status != capture_e::ok) { if(capture_status != capture_e::ok) {
return capture_status; return capture_status;
} }
const bool update_flag = const bool mouse_update_flag = frame_info.LastMouseUpdateTime.QuadPart != 0 || frame_info.PointerShapeBufferSize > 0;
frame_info.AccumulatedFrames != 0 || frame_info.LastPresentTime.QuadPart != 0 || const bool frame_update_flag = frame_info.AccumulatedFrames != 0 || frame_info.LastPresentTime.QuadPart != 0;
frame_info.LastMouseUpdateTime.QuadPart != 0 || frame_info.PointerShapeBufferSize > 0; const bool update_flag = mouse_update_flag || frame_update_flag;
if(!update_flag) { if(!update_flag) {
return capture_e::timeout; return capture_e::timeout;
@@ -395,17 +395,19 @@ capture_e display_vram_t::snapshot(platf::img_t *img_base, std::chrono::millisec
} }
} }
texture2d_t::pointer src_p {}; if(frame_update_flag) {
status = res->QueryInterface(IID_ID3D11Texture2D, (void **)&src_p); texture2d_t::pointer src_p {};
status = res->QueryInterface(IID_ID3D11Texture2D, (void **)&src_p);
if (FAILED(status)) { if(FAILED(status)) {
BOOST_LOG(error) << "Couldn't query interface [0x"sv << util::hex(status).to_string_view() << ']'; BOOST_LOG(error) << "Couldn't query interface [0x"sv << util::hex(status).to_string_view() << ']';
return capture_e::error; return capture_e::error;
}
texture2d_t src { src_p };
device_ctx->CopyResource(img->texture.get(), src.get());
} }
texture2d_t src { src_p };
device_ctx->CopyResource(img->texture.get(), src.get());
return capture_e::ok; return capture_e::ok;
} }