obs-studio/plugins/win-capture/graphics-hook/d3d11-capture.cpp

848 lines
23 KiB
C++

#define _CRT_SECURE_NO_WARNINGS
#include <d3d11.h>
#include <dxgi.h>
#include "dxgi-helpers.hpp"
#include "graphics-hook.h"
#include "../funchook.h"
struct d3d11_data {
ID3D11Device *device; /* do not release */
ID3D11DeviceContext *context; /* do not release */
uint32_t base_cx;
uint32_t base_cy;
uint32_t cx;
uint32_t cy;
DXGI_FORMAT format;
bool using_shtex : 1;
bool using_scale : 1;
bool multisampled : 1;
ID3D11Texture2D *scale_tex;
ID3D11ShaderResourceView *scale_resource;
ID3D11VertexShader *vertex_shader;
ID3D11InputLayout *vertex_layout;
ID3D11PixelShader *pixel_shader;
ID3D11SamplerState *sampler_state;
ID3D11BlendState *blend_state;
ID3D11DepthStencilState *zstencil_state;
ID3D11RasterizerState *raster_state;
ID3D11Buffer *vertex_buffer;
union {
/* shared texture */
struct {
struct shtex_data *shtex_info;
ID3D11Texture2D *texture;
ID3D11RenderTargetView *render_target;
HANDLE handle;
};
/* shared memory */
struct {
ID3D11Texture2D *copy_surfaces[NUM_BUFFERS];
ID3D11Texture2D *textures[NUM_BUFFERS];
ID3D11RenderTargetView *render_targets[NUM_BUFFERS];
bool texture_ready[NUM_BUFFERS];
bool texture_mapped[NUM_BUFFERS];
uint32_t pitch;
struct shmem_data *shmem_info;
int cur_tex;
int copy_wait;
};
};
};
static struct d3d11_data data = {};
void d3d11_free(void)
{
if (data.scale_tex)
data.scale_tex->Release();
if (data.scale_resource)
data.scale_resource->Release();
if (data.vertex_shader)
data.vertex_shader->Release();
if (data.vertex_layout)
data.vertex_layout->Release();
if (data.pixel_shader)
data.pixel_shader->Release();
if (data.sampler_state)
data.sampler_state->Release();
if (data.blend_state)
data.blend_state->Release();
if (data.zstencil_state)
data.zstencil_state->Release();
if (data.raster_state)
data.raster_state->Release();
if (data.vertex_buffer)
data.vertex_buffer->Release();
capture_free();
if (data.using_shtex) {
if (data.texture)
data.texture->Release();
if (data.render_target)
data.render_target->Release();
} else {
for (size_t i = 0; i < NUM_BUFFERS; i++) {
if (data.copy_surfaces[i]) {
if (data.texture_mapped[i])
data.context->Unmap(
data.copy_surfaces[i],
0);
data.copy_surfaces[i]->Release();
}
if (data.textures[i])
data.textures[i]->Release();
if (data.render_targets[i])
data.render_targets[i]->Release();
}
}
memset(&data, 0, sizeof(data));
hlog("----------------- d3d11 capture freed ----------------");
}
static bool create_d3d11_stage_surface(ID3D11Texture2D **tex)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = data.cx;
desc.Height = data.cy;
desc.Format = data.format;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = data.device->CreateTexture2D(&desc, nullptr, tex);
if (FAILED(hr)) {
hlog_hr("create_d3d11_stage_surface: failed to create texture",
hr);
return false;
}
return true;
}
static bool create_d3d11_tex(uint32_t cx, uint32_t cy,
ID3D11Texture2D **tex,
ID3D11ShaderResourceView **resource,
ID3D11RenderTargetView **render_target,
HANDLE *handle)
{
UINT flags = 0;
UINT misc_flags = 0;
HRESULT hr;
if (!!resource)
flags |= D3D11_BIND_SHADER_RESOURCE;
if (!!render_target)
flags |= D3D11_BIND_RENDER_TARGET;
if (!!handle)
misc_flags |= D3D11_RESOURCE_MISC_SHARED;
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = cx;
desc.Height = cy;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = data.format;
desc.BindFlags = flags;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.MiscFlags = misc_flags;
hr = data.device->CreateTexture2D(&desc, nullptr, tex);
if (FAILED(hr)) {
hlog_hr("create_d3d11_tex: failed to create texture", hr);
return false;
}
if (!!resource) {
D3D11_SHADER_RESOURCE_VIEW_DESC res_desc = {};
res_desc.Format = data.format;
res_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
res_desc.Texture2D.MipLevels = 1;
hr = data.device->CreateShaderResourceView(*tex, &res_desc,
resource);
if (FAILED(hr)) {
hlog_hr("create_d3d11_tex: failed to create resource "
"view", hr);
return false;
}
}
if (!!render_target) {
hr = data.device->CreateRenderTargetView(*tex, nullptr,
render_target);
if (FAILED(hr)) {
hlog_hr("create_d3d11_tex: failed to create render "
"target view", hr);
return false;
}
}
if (!!handle) {
IDXGIResource *dxgi_res;
hr = (*tex)->QueryInterface(__uuidof(IDXGIResource),
(void**)&dxgi_res);
if (FAILED(hr)) {
hlog_hr("create_d3d11_tex: failed to query "
"IDXGIResource interface from texture", hr);
return false;
}
hr = dxgi_res->GetSharedHandle(handle);
dxgi_res->Release();
if (FAILED(hr)) {
hlog_hr("create_d3d11_tex: failed to get shared handle",
hr);
return false;
}
}
return true;
}
static inline bool d3d11_init_format(IDXGISwapChain *swap, HWND &window)
{
DXGI_SWAP_CHAIN_DESC desc;
HRESULT hr;
hr = swap->GetDesc(&desc);
if (FAILED(hr)) {
hlog_hr("d3d11_init_format: swap->GetDesc failed", hr);
return false;
}
data.format = fix_dxgi_format(desc.BufferDesc.Format);
data.multisampled = desc.SampleDesc.Count > 1;
window = desc.OutputWindow;
data.base_cx = desc.BufferDesc.Width;
data.base_cy = desc.BufferDesc.Height;
if (data.using_scale) {
data.cx = global_hook_info->cx;
data.cy = global_hook_info->cy;
} else {
data.cx = desc.BufferDesc.Width;
data.cy = desc.BufferDesc.Height;
}
return true;
}
static inline bool d3d11_init_vertex_shader(void)
{
D3D11_INPUT_ELEMENT_DESC desc[2];
uint8_t *vs_data;
size_t size;
HRESULT hr;
vs_data = get_d3d1x_vertex_shader(&size);
hr = data.device->CreateVertexShader(vs_data, size, nullptr,
&data.vertex_shader);
if (FAILED(hr)) {
hlog_hr("d3d11_init_vertex_shader: failed to create shader",
hr);
return false;
}
desc[0].SemanticName = "SV_Position";
desc[0].SemanticIndex = 0;
desc[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
desc[0].InputSlot = 0;
desc[0].AlignedByteOffset = 0;
desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
desc[0].InstanceDataStepRate = 0;
desc[1].SemanticName = "TEXCOORD";
desc[1].SemanticIndex = 0;
desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
desc[1].InputSlot = 0;
desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
desc[1].InstanceDataStepRate = 0;
hr = data.device->CreateInputLayout(desc, 2, vs_data, size,
&data.vertex_layout);
if (FAILED(hr)) {
hlog_hr("d3d11_init_vertex_shader: failed to create layout",
hr);
return false;
}
return true;
}
static inline bool d3d11_init_pixel_shader(void)
{
uint8_t *ps_data;
size_t size;
HRESULT hr;
ps_data = get_d3d1x_pixel_shader(&size);
hr = data.device->CreatePixelShader(ps_data, size, nullptr,
&data.pixel_shader);
if (FAILED(hr)) {
hlog_hr("d3d11_init_pixel_shader: failed to create shader", hr);
return false;
}
return true;
}
static inline bool d3d11_init_sampler_state(void)
{
HRESULT hr;
D3D11_SAMPLER_DESC desc = {};
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
hr = data.device->CreateSamplerState(&desc, &data.sampler_state);
if (FAILED(hr)) {
hlog_hr("d3d11_init_sampler_state: failed to create sampler "
"state", hr);
return false;
}
return true;
}
static inline bool d3d11_init_blend_state(void)
{
D3D11_BLEND_DESC desc = {};
HRESULT hr;
for (size_t i = 0; i < 8; i++)
desc.RenderTarget[i].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_ALL;
hr = data.device->CreateBlendState(&desc, &data.blend_state);
if (FAILED(hr)) {
hlog_hr("d3d11_init_blend_state: failed to create blend state",
hr);
return false;
}
return true;
}
static inline bool d3d11_init_zstencil_state(void)
{
D3D11_DEPTH_STENCIL_DESC desc = {}; /* defaults all to off */
HRESULT hr;
hr = data.device->CreateDepthStencilState(&desc, &data.zstencil_state);
if (FAILED(hr)) {
hlog_hr("d3d11_init_zstencil_state: failed to create "
"zstencil state", hr);
return false;
}
return true;
}
static inline bool d3d11_init_raster_state(void)
{
D3D11_RASTERIZER_DESC desc = {};
HRESULT hr;
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
hr = data.device->CreateRasterizerState(&desc, &data.raster_state);
if (FAILED(hr)) {
hlog_hr("d3d11_init_raster_state: failed to create raster "
"state", hr);
return false;
}
return true;
}
#define NUM_VERTS 4
static inline bool d3d11_init_vertex_buffer(void)
{
HRESULT hr;
const vertex verts[NUM_VERTS] = {
{{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f}},
{{-1.0f, -1.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 1.0f}}
};
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(vertex) * NUM_VERTS;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA srd = {};
srd.pSysMem = (const void*)verts;
hr = data.device->CreateBuffer(&desc, &srd, &data.vertex_buffer);
if (FAILED(hr)) {
hlog_hr("d3d11_init_vertex_buffer: failed to create vertex "
"buffer", hr);
return false;
}
return true;
}
static bool d3d11_init_scaling(void)
{
bool success;
success = create_d3d11_tex(data.base_cx, data.base_cy,
&data.scale_tex, &data.scale_resource, nullptr,
nullptr);
if (!success) {
hlog("d3d11_init_scaling: failed to create scale texture");
return false;
}
if (!d3d11_init_vertex_shader()) {
return false;
}
if (!d3d11_init_pixel_shader()) {
return false;
}
if (!d3d11_init_sampler_state()) {
return false;
}
if (!d3d11_init_blend_state()) {
return false;
}
if (!d3d11_init_zstencil_state()) {
return false;
}
if (!d3d11_init_raster_state()) {
return false;
}
if (!d3d11_init_vertex_buffer()) {
return false;
}
return true;
}
static bool d3d11_shmem_init_buffers(size_t idx)
{
bool success;
success = create_d3d11_stage_surface(&data.copy_surfaces[idx]);
if (!success) {
hlog("d3d11_shmem_init_buffers: failed to create copy surface");
return false;
}
if (idx == 0) {
D3D11_MAPPED_SUBRESOURCE map = {};
HRESULT hr;
hr = data.context->Map(data.copy_surfaces[idx], 0,
D3D11_MAP_READ, 0, &map);
if (FAILED(hr)) {
hlog_hr("d3d11_shmem_init_buffers: failed to get "
"pitch", hr);
return false;
}
data.pitch = map.RowPitch;
data.context->Unmap(data.copy_surfaces[idx], 0);
}
success = create_d3d11_tex(data.cx, data.cy, &data.textures[idx],
nullptr, &data.render_targets[idx], nullptr);
if (!success) {
hlog("d3d11_shmem_init_buffers: failed to create texture");
return false;
}
return true;
}
static bool d3d11_shmem_init(HWND window)
{
data.using_shtex = false;
for (size_t i = 0; i < NUM_BUFFERS; i++) {
if (!d3d11_shmem_init_buffers(i)) {
return false;
}
}
if (!capture_init_shmem(&data.shmem_info, window,
data.base_cx, data.base_cy, data.cx, data.cy,
data.pitch, data.format, false)) {
return false;
}
hlog("d3d11 memory capture successful");
return true;
}
static bool d3d11_shtex_init(HWND window)
{
ID3D11ShaderResourceView *resource = nullptr;
bool success;
data.using_shtex = true;
success = create_d3d11_tex(data.cx, data.cy, &data.texture, &resource,
&data.render_target, &data.handle);
if (resource)
resource->Release();
if (!success) {
hlog("d3d11_shtex_init: failed to create texture");
return false;
}
if (!capture_init_shtex(&data.shtex_info, window,
data.base_cx, data.base_cy, data.cx, data.cy,
data.format, false, (uint32_t)data.handle)) {
return false;
}
hlog("d3d11 shared texture capture successful");
return true;
}
static void d3d11_init(IDXGISwapChain *swap)
{
bool success = true;
HWND window;
HRESULT hr;
data.using_scale = global_hook_info->use_scale;
hr = swap->GetDevice(__uuidof(ID3D11Device), (void**)&data.device);
if (FAILED(hr)) {
hlog_hr("d3d11_init: failed to get device from swap", hr);
return;
}
data.device->Release();
data.device->GetImmediateContext(&data.context);
data.context->Release();
if (!d3d11_init_format(swap, window)) {
return;
}
if (data.using_scale && !d3d11_init_scaling()) {
hlog("d3d11_init: failed to initialize scaling");
success = false;
}
if (success) {
if (global_hook_info->force_shmem) {
success = d3d11_shmem_init(window);
} else {
success = d3d11_shtex_init(window);
}
}
if (!success)
d3d11_free();
}
#define MAX_RENDER_TARGETS D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
#define MAX_SO_TARGETS 4
#define MAX_CLASS_INSTS 256
struct d3d11_state {
ID3D11GeometryShader *geom_shader;
ID3D11InputLayout *vertex_layout;
D3D11_PRIMITIVE_TOPOLOGY topology;
ID3D11Buffer *vertex_buffer;
UINT vb_stride;
UINT vb_offset;
ID3D11BlendState *blend_state;
float blend_factor[4];
UINT sample_mask;
ID3D11DepthStencilState *zstencil_state;
UINT zstencil_ref;
ID3D11RenderTargetView *render_targets[MAX_RENDER_TARGETS];
ID3D11DepthStencilView *zstencil_view;
ID3D11SamplerState *sampler_state;
ID3D11PixelShader *pixel_shader;
ID3D11ShaderResourceView *resource;
ID3D11RasterizerState *raster_state;
UINT num_viewports;
D3D11_VIEWPORT *viewports;
ID3D11Buffer *stream_output_targets[MAX_SO_TARGETS];
ID3D11VertexShader *vertex_shader;
ID3D11ClassInstance *gs_class_instances[MAX_CLASS_INSTS];
ID3D11ClassInstance *ps_class_instances[MAX_CLASS_INSTS];
ID3D11ClassInstance *vs_class_instances[MAX_CLASS_INSTS];
UINT gs_class_inst_count;
UINT ps_class_inst_count;
UINT vs_class_inst_count;
};
static inline void d3d11_save_state(struct d3d11_state *state)
{
state->gs_class_inst_count = MAX_CLASS_INSTS;
state->ps_class_inst_count = MAX_CLASS_INSTS;
state->vs_class_inst_count = MAX_CLASS_INSTS;
data.context->GSGetShader(&state->geom_shader,
state->gs_class_instances,
&state->gs_class_inst_count);
data.context->IAGetInputLayout(&state->vertex_layout);
data.context->IAGetPrimitiveTopology(&state->topology);
data.context->IAGetVertexBuffers(0, 1, &state->vertex_buffer,
&state->vb_stride, &state->vb_offset);
data.context->OMGetBlendState(&state->blend_state, state->blend_factor,
&state->sample_mask);
data.context->OMGetDepthStencilState(&state->zstencil_state,
&state->zstencil_ref);
data.context->OMGetRenderTargets(MAX_RENDER_TARGETS,
state->render_targets, &state->zstencil_view);
data.context->PSGetSamplers(0, 1, &state->sampler_state);
data.context->PSGetShader(&state->pixel_shader,
state->ps_class_instances,
&state->ps_class_inst_count);
data.context->PSGetShaderResources(0, 1, &state->resource);
data.context->RSGetState(&state->raster_state);
data.context->RSGetViewports(&state->num_viewports, nullptr);
if (state->num_viewports) {
state->viewports = (D3D11_VIEWPORT*)malloc(
sizeof(D3D11_VIEWPORT) * state->num_viewports);
data.context->RSGetViewports(&state->num_viewports,
state->viewports);
}
data.context->SOGetTargets(MAX_SO_TARGETS,
state->stream_output_targets);
data.context->VSGetShader(&state->vertex_shader,
state->vs_class_instances,
&state->vs_class_inst_count);
}
static inline void safe_release(IUnknown *p)
{
if (p) p->Release();
}
#define SO_APPEND ((UINT)-1)
static inline void d3d11_restore_state(struct d3d11_state *state)
{
UINT so_offsets[MAX_SO_TARGETS] =
{SO_APPEND, SO_APPEND, SO_APPEND, SO_APPEND};
data.context->GSSetShader(state->geom_shader,
state->gs_class_instances,
state->gs_class_inst_count);
data.context->IASetInputLayout(state->vertex_layout);
data.context->IASetPrimitiveTopology(state->topology);
data.context->IASetVertexBuffers(0, 1, &state->vertex_buffer,
&state->vb_stride, &state->vb_offset);
data.context->OMSetBlendState(state->blend_state, state->blend_factor,
state->sample_mask);
data.context->OMSetDepthStencilState(state->zstencil_state,
state->zstencil_ref);
data.context->OMSetRenderTargets(MAX_RENDER_TARGETS,
state->render_targets,
state->zstencil_view);
data.context->PSSetSamplers(0, 1, &state->sampler_state);
data.context->PSSetShader(state->pixel_shader,
state->ps_class_instances,
state->ps_class_inst_count);
data.context->PSSetShaderResources(0, 1, &state->resource);
data.context->RSSetState(state->raster_state);
data.context->RSSetViewports(state->num_viewports, state->viewports);
data.context->SOSetTargets(MAX_SO_TARGETS,
state->stream_output_targets, so_offsets);
data.context->VSSetShader(state->vertex_shader,
state->vs_class_instances,
state->vs_class_inst_count);
safe_release(state->geom_shader);
safe_release(state->vertex_layout);
safe_release(state->vertex_buffer);
safe_release(state->blend_state);
safe_release(state->zstencil_state);
for (size_t i = 0; i < MAX_RENDER_TARGETS; i++)
safe_release(state->render_targets[i]);
safe_release(state->zstencil_view);
safe_release(state->sampler_state);
safe_release(state->pixel_shader);
safe_release(state->resource);
safe_release(state->raster_state);
for (size_t i = 0; i < MAX_SO_TARGETS; i++)
safe_release(state->stream_output_targets[i]);
safe_release(state->vertex_shader);
for (size_t i = 0; i < state->gs_class_inst_count; i++)
state->gs_class_instances[i]->Release();
for (size_t i = 0; i < state->ps_class_inst_count; i++)
state->ps_class_instances[i]->Release();
for (size_t i = 0; i < state->vs_class_inst_count; i++)
state->vs_class_instances[i]->Release();
free(state->viewports);
memset(state, 0, sizeof(*state));
}
static inline void d3d11_setup_pipeline(ID3D11RenderTargetView *target,
ID3D11ShaderResourceView *resource)
{
const float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
D3D11_VIEWPORT viewport = {0};
UINT stride = sizeof(vertex);
void *emptyptr = nullptr;
UINT zero = 0;
viewport.Width = (float)data.cx;
viewport.Height = (float)data.cy;
viewport.MaxDepth = 1.0f;
data.context->GSSetShader(nullptr, nullptr, 0);
data.context->IASetInputLayout(data.vertex_layout);
data.context->IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
data.context->IASetVertexBuffers(0, 1, &data.vertex_buffer, &stride,
&zero);
data.context->OMSetBlendState(data.blend_state, factor, 0xFFFFFFFF);
data.context->OMSetDepthStencilState(data.zstencil_state, 0);
data.context->OMSetRenderTargets(1, &target, nullptr);
data.context->PSSetSamplers(0, 1, &data.sampler_state);
data.context->PSSetShader(data.pixel_shader, nullptr, 0);
data.context->PSSetShaderResources(0, 1, &resource);
data.context->RSSetState(data.raster_state);
data.context->RSSetViewports(1, &viewport);
data.context->SOSetTargets(1, (ID3D11Buffer**)&emptyptr, &zero);
data.context->VSSetShader(data.vertex_shader, nullptr, 0);
}
static inline void d3d11_scale_texture(ID3D11RenderTargetView *target,
ID3D11ShaderResourceView *resource)
{
static struct d3d11_state old_state = {0};
d3d11_save_state(&old_state);
d3d11_setup_pipeline(target, resource);
data.context->Draw(4, 0);
d3d11_restore_state(&old_state);
}
static inline void d3d11_copy_texture(ID3D11Resource *dst, ID3D11Resource *src)
{
if (data.multisampled) {
data.context->ResolveSubresource(dst, 0, src, 0, data.format);
} else {
data.context->CopyResource(dst, src);
}
}
static inline void d3d11_shtex_capture(ID3D11Resource *backbuffer)
{
if (data.using_scale) {
d3d11_copy_texture(data.scale_tex, backbuffer);
d3d11_scale_texture(data.render_target, data.scale_resource);
} else {
d3d11_copy_texture(data.texture, backbuffer);
}
}
static inline void d3d11_shmem_queue_copy()
{
for (size_t i = 0; i < NUM_BUFFERS; i++) {
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr;
if (data.texture_ready[i]) {
data.texture_ready[i] = false;
hr = data.context->Map(data.copy_surfaces[i], 0,
D3D11_MAP_READ, 0, &map);
if (SUCCEEDED(hr)) {
data.texture_mapped[i] = true;
shmem_copy_data(i, map.pData);
}
break;
}
}
}
static inline void d3d11_shmem_capture(ID3D11Resource *backbuffer)
{
int next_tex;
d3d11_shmem_queue_copy();
next_tex = (data.cur_tex == NUM_BUFFERS - 1) ? 0 : data.cur_tex + 1;
if (data.using_scale) {
d3d11_copy_texture(data.scale_tex, backbuffer);
d3d11_scale_texture(data.render_targets[data.cur_tex],
data.scale_resource);
} else {
d3d11_copy_texture(data.textures[data.cur_tex], backbuffer);
}
if (data.copy_wait < NUM_BUFFERS - 1) {
data.copy_wait++;
} else {
ID3D11Texture2D *src = data.textures[next_tex];
ID3D11Texture2D *dst = data.copy_surfaces[next_tex];
if (shmem_texture_data_lock(next_tex)) {
data.context->Unmap(dst, 0);
data.texture_mapped[next_tex] = false;
shmem_texture_data_unlock(next_tex);
}
d3d11_copy_texture(dst, src);
data.texture_ready[next_tex] = true;
}
data.cur_tex = next_tex;
}
void d3d11_capture(void *swap_ptr, void *backbuffer_ptr)
{
IDXGIResource *dxgi_backbuffer = (IDXGIResource*)backbuffer_ptr;
IDXGISwapChain *swap = (IDXGISwapChain*)swap_ptr;
HRESULT hr;
if (capture_should_stop()) {
d3d11_free();
}
if (capture_should_init()) {
d3d11_init(swap);
}
if (capture_ready()) {
ID3D11Resource *backbuffer;
hr = dxgi_backbuffer->QueryInterface(__uuidof(ID3D11Resource),
(void**)&backbuffer);
if (FAILED(hr)) {
hlog_hr("d3d11_shtex_capture: failed to get "
"backbuffer", hr);
return;
}
if (data.using_shtex)
d3d11_shtex_capture(backbuffer);
else
d3d11_shmem_capture(backbuffer);
backbuffer->Release();
}
}