Merge remote-tracking branch 'Nonary/gpu_selection_fix_v2'

This commit is contained in:
Yukino Song
2024-09-17 15:13:56 +08:00
7 changed files with 244 additions and 178 deletions

View File

@@ -72,28 +72,28 @@ syncThreadDesktop() {
}
/**
* @brief Checks whether a given frame is entirely dark by evaluating the RGB values of each pixel.
*
* This function determines if the provided frame is completely dark by analyzing the RGB values of every pixel.
* It iterates over all pixels in the frame and compares each pixel's RGB channels to a defined darkness threshold.
* If any pixel's RGB values exceed this threshold, the function concludes that the frame is not entirely dark and returns `false`.
* If all pixels are below the threshold, indicating a completely dark frame, the function returns `true`.
*
* @param mappedResource A reference to a `D3D11_MAPPED_SUBRESOURCE` structure containing the mapped subresource data of the frame to be analyzed.
* @param frameDesc A reference to a `D3D11_TEXTURE2D_DESC` structure describing the texture properties, including width and height.
* @param darknessThreshold A floating-point value representing the threshold above which a pixel's RGB values are considered non-dark. The value ranges from 0.0f to 1.0f, with a default value of 0.1f.
* @return bool Returns `true` if the frame is determined to be entirely dark, otherwise returns `false`.
*/
* @brief Determines if a given frame is valid by checking if it contains any non-dark pixels.
*
* This function analyzes the provided frame to determine if it contains any pixels that exceed a specified darkness threshold.
* It iterates over all pixels in the frame, comparing each pixel's RGB values to the defined darkness threshold.
* If any pixel's RGB values exceed this threshold, the function concludes that the frame is valid (i.e., not entirely dark) and returns `true`.
* If all pixels are below or equal to the threshold, indicating a completely dark frame, the function returns `false`.
* @param mappedResource A reference to a `D3D11_MAPPED_SUBRESOURCE` structure containing the mapped subresource data of the frame to be analyzed.
* @param frameDesc A reference to a `D3D11_TEXTURE2D_DESC` structure describing the texture properties, including width and height.
* @param darknessThreshold A floating-point value representing the threshold above which a pixel's RGB values are considered dark. The value ranges from 0.0f to 1.0f, with a default value of 0.1f.
* @return Returns `true` if the frame contains any non-dark pixels, indicating it is valid; otherwise, returns `false`.
*/
bool
is_valid_frame(const D3D11_MAPPED_SUBRESOURCE &mappedResource, const D3D11_TEXTURE2D_DESC &frameDesc, float darknessThreshold = 0.1f) {
const uint8_t *pixels = static_cast<const uint8_t *>(mappedResource.pData);
const auto *pixels = static_cast<const uint8_t *>(mappedResource.pData);
const int bytesPerPixel = 4; // (8 bits per channel, excluding alpha). Factoring HDR is not needed because it doesn't cause black levels to raise enough to be a concern.
const int stride = mappedResource.RowPitch;
const int width = frameDesc.Width;
const int height = frameDesc.Height;
// Convert the darkness threshold to an integer value for comparison
const int threshold = static_cast<int>(darknessThreshold * 255);
const auto threshold = static_cast<int>(darknessThreshold * 255);
// Iterate over each pixel in the frame
for (int y = 0; y < height; ++y) {
@@ -116,18 +116,17 @@ is_valid_frame(const D3D11_MAPPED_SUBRESOURCE &mappedResource, const D3D11_TEXTU
* This function attempts to acquire and analyze up to 10 frames from a DXGI output duplication object (`dup`).
* It checks if each frame is non-empty (not entirely dark) by using the `is_valid_frame` function.
* If any non-empty frame is found, the function returns `S_OK`.
* If all 10 frames are empty, it returns `S_FALSE`, suggesting potential issues with the capture process.
* If all 10 frames are empty, it returns `E_FAIL`, suggesting potential issues with the capture process.
* If any error occurs during the frame acquisition or analysis process, the corresponding `HRESULT` error code is returned.
*
* @param dup A reference to the DXGI output duplication object (`dxgi::dup_t&`) used to acquire frames.
* @param device A ComPtr to the ID3D11Device interface representing the device associated with the Direct3D context.
* @return HRESULT Returns `S_OK` if a non-empty frame is captured successfully, `E_FAIL` if all frames are empty, or an error code if any failure occurs during the process.
* @return Returns `S_OK` if a non-empty frame is captured successfully, `E_FAIL` if all frames are empty, or an error code if any failure occurs during the process.
*/
HRESULT
test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
for (int i = 0; i < 10; ++i) {
std::cout << "Attempting to acquire frame " << (i + 1) << " of 10..." << std::endl;
ComPtr<IDXGIResource> frameResource;
DXGI_OUTDUPL_FRAME_INFO frameInfo;
ComPtr<ID3D11DeviceContext> context;
@@ -136,22 +135,19 @@ test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
device->GetImmediateContext(&context);
auto cleanup = util::fail_guard([&dup, &context, &stagingTexture]() {
if (stagingTexture) {
context->Unmap(stagingTexture.Get(), 0);
}
dup->ReleaseFrame();
});
if (FAILED(status)) {
std::cout << "Error: Failed to acquire next frame [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}
auto cleanup = util::fail_guard([&dup]() {
dup->ReleaseFrame();
});
std::cout << "Frame acquired successfully." << std::endl;
ComPtr<ID3D11Texture2D> frameTexture;
status = frameResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void **>(frameTexture.GetAddressOf()));
status = frameResource->QueryInterface(IID_PPV_ARGS(&frameTexture));
if (FAILED(status)) {
std::cout << "Error: Failed to query texture interface from frame resource [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
@@ -179,6 +175,10 @@ test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
return status;
}
auto contextCleanup = util::fail_guard([&context, &stagingTexture]() {
context->Unmap(stagingTexture.Get(), 0);
});
if (is_valid_frame(mappedResource, frameDesc)) {
std::cout << "Frame " << (i + 1) << " is non-empty (contains visible content)." << std::endl;
return S_OK;