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- #include <d3d10.h>
- #include <dxgi.h>
- #include "dxgi-helpers.hpp"
- #include "graphics-hook.h"
- #include "../funchook.h"
- struct d3d10_data {
- ID3D10Device *device; /* do not release */
- uint32_t base_cx;
- uint32_t base_cy;
- uint32_t cx;
- uint32_t cy;
- DXGI_FORMAT format;
- bool using_shtex;
- bool using_scale;
- bool multisampled;
- ID3D10Texture2D *scale_tex;
- ID3D10ShaderResourceView *scale_resource;
- ID3D10VertexShader *vertex_shader;
- ID3D10InputLayout *vertex_layout;
- ID3D10PixelShader *pixel_shader;
- ID3D10SamplerState *sampler_state;
- ID3D10BlendState *blend_state;
- ID3D10DepthStencilState *zstencil_state;
- ID3D10RasterizerState *raster_state;
- ID3D10Buffer *vertex_buffer;
- union {
- /* shared texture */
- struct {
- struct shtex_data *shtex_info;
- ID3D10Texture2D *texture;
- ID3D10RenderTargetView *render_target;
- HANDLE handle;
- };
- /* shared memory */
- struct {
- struct shmem_data *shmem_info;
- ID3D10Texture2D *copy_surfaces[NUM_BUFFERS];
- ID3D10Texture2D *textures[NUM_BUFFERS];
- ID3D10RenderTargetView *render_targets[NUM_BUFFERS];
- bool texture_ready[NUM_BUFFERS];
- bool texture_mapped[NUM_BUFFERS];
- uint32_t pitch;
- int cur_tex;
- int copy_wait;
- };
- };
- };
- static struct d3d10_data data = {};
- void d3d10_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.copy_surfaces[i]->Unmap(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("----------------- d3d10 capture freed ----------------");
- }
- static bool create_d3d10_stage_surface(ID3D10Texture2D **tex)
- {
- HRESULT hr;
- D3D10_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 = D3D10_USAGE_STAGING;
- desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
- hr = data.device->CreateTexture2D(&desc, nullptr, tex);
- if (FAILED(hr)) {
- hlog_hr("create_d3d10_stage_surface: failed to create texture",
- hr);
- return false;
- }
- return true;
- }
- static bool create_d3d10_tex(uint32_t cx, uint32_t cy,
- ID3D10Texture2D **tex,
- ID3D10ShaderResourceView **resource,
- ID3D10RenderTargetView **render_target,
- HANDLE *handle)
- {
- UINT flags = 0;
- UINT misc_flags = 0;
- HRESULT hr;
- if (!!resource)
- flags |= D3D10_BIND_SHADER_RESOURCE;
- if (!!render_target)
- flags |= D3D10_BIND_RENDER_TARGET;
- if (!!handle)
- misc_flags |= D3D10_RESOURCE_MISC_SHARED;
- D3D10_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 = D3D10_USAGE_DEFAULT;
- desc.MiscFlags = misc_flags;
- hr = data.device->CreateTexture2D(&desc, nullptr, tex);
- if (FAILED(hr)) {
- hlog_hr("create_d3d10_tex: failed to create texture", hr);
- return false;
- }
- if (!!resource) {
- D3D10_SHADER_RESOURCE_VIEW_DESC res_desc = {};
- res_desc.Format = data.format;
- res_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
- res_desc.Texture2D.MipLevels = 1;
- hr = data.device->CreateShaderResourceView(*tex, &res_desc,
- resource);
- if (FAILED(hr)) {
- hlog_hr("create_d3d10_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_d3d10_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_d3d10_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_d3d10_tex: failed to get shared handle",
- hr);
- return false;
- }
- }
- return true;
- }
- static inline bool d3d10_init_format(IDXGISwapChain *swap, HWND &window)
- {
- DXGI_SWAP_CHAIN_DESC desc;
- HRESULT hr;
- hr = swap->GetDesc(&desc);
- if (FAILED(hr)) {
- hlog_hr("d3d10_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 d3d10_init_vertex_shader(void)
- {
- D3D10_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,
- &data.vertex_shader);
- if (FAILED(hr)) {
- hlog_hr("d3d10_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 = D3D10_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 = D3D10_APPEND_ALIGNED_ELEMENT;
- desc[1].InputSlotClass = D3D10_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("d3d10_init_vertex_shader: failed to create layout",
- hr);
- return false;
- }
- return true;
- }
- static inline bool d3d10_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, &data.pixel_shader);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_pixel_shader: failed to create shader", hr);
- return false;
- }
- return true;
- }
- static inline bool d3d10_init_sampler_state(void)
- {
- HRESULT hr;
- D3D10_SAMPLER_DESC desc = {};
- desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
- desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
- desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
- hr = data.device->CreateSamplerState(&desc, &data.sampler_state);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_sampler_state: failed to create sampler "
- "state", hr);
- return false;
- }
- return true;
- }
- static inline bool d3d10_init_blend_state(void)
- {
- D3D10_BLEND_DESC desc = {};
- HRESULT hr;
- for (size_t i = 0; i < 8; i++)
- desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
- hr = data.device->CreateBlendState(&desc, &data.blend_state);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_blend_state: failed to create blend state",
- hr);
- return false;
- }
- return true;
- }
- static inline bool d3d10_init_zstencil_state(void)
- {
- D3D10_DEPTH_STENCIL_DESC desc = {}; /* defaults all to off */
- HRESULT hr;
- hr = data.device->CreateDepthStencilState(&desc, &data.zstencil_state);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_zstencil_state: failed to create "
- "zstencil state", hr);
- return false;
- }
- return true;
- }
- static inline bool d3d10_init_raster_state(void)
- {
- D3D10_RASTERIZER_DESC desc = {};
- HRESULT hr;
- desc.FillMode = D3D10_FILL_SOLID;
- desc.CullMode = D3D10_CULL_NONE;
- hr = data.device->CreateRasterizerState(&desc, &data.raster_state);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_raster_state: failed to create raster "
- "state", hr);
- return false;
- }
- return true;
- }
- #define NUM_VERTS 4
- static inline bool d3d10_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}}
- };
- D3D10_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(vertex) * NUM_VERTS;
- desc.Usage = D3D10_USAGE_DEFAULT;
- desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- D3D10_SUBRESOURCE_DATA srd = {};
- srd.pSysMem = (const void*)verts;
- hr = data.device->CreateBuffer(&desc, &srd, &data.vertex_buffer);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init_vertex_buffer: failed to create vertex "
- "buffer", hr);
- return false;
- }
- return true;
- }
- static bool d3d10_init_scaling(void)
- {
- bool success;
- success = create_d3d10_tex(data.base_cx, data.base_cy,
- &data.scale_tex, &data.scale_resource, nullptr,
- nullptr);
- if (!success) {
- hlog("d3d10_init_scaling: failed to create scale texture");
- return false;
- }
- if (!d3d10_init_vertex_shader()) {
- return false;
- }
- if (!d3d10_init_pixel_shader()) {
- return false;
- }
- if (!d3d10_init_sampler_state()) {
- return false;
- }
- if (!d3d10_init_blend_state()) {
- return false;
- }
- if (!d3d10_init_zstencil_state()) {
- return false;
- }
- if (!d3d10_init_raster_state()) {
- return false;
- }
- if (!d3d10_init_vertex_buffer()) {
- return false;
- }
- return true;
- }
- static bool d3d10_shmem_init_buffers(size_t idx)
- {
- bool success;
- success = create_d3d10_stage_surface(&data.copy_surfaces[idx]);
- if (!success) {
- hlog("d3d10_shmem_init_buffers: failed to create copy surface");
- return false;
- }
- if (idx == 0) {
- D3D10_MAPPED_TEXTURE2D map = {};
- HRESULT hr;
- hr = data.copy_surfaces[idx]->Map(0, D3D10_MAP_READ, 0, &map);
- if (FAILED(hr)) {
- hlog_hr("d3d10_shmem_init_buffers: failed to get "
- "pitch", hr);
- return false;
- }
- data.pitch = map.RowPitch;
- data.copy_surfaces[idx]->Unmap(0);
- }
- success = create_d3d10_tex(data.cx, data.cy, &data.textures[idx],
- nullptr, &data.render_targets[idx], nullptr);
- if (!success) {
- hlog("d3d10_shmem_init_buffers: failed to create texture");
- return false;
- }
- return true;
- }
- static bool d3d10_shmem_init(HWND window)
- {
- data.using_shtex = false;
- for (size_t i = 0; i < NUM_BUFFERS; i++) {
- if (!d3d10_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("d3d10 memory capture successful");
- return true;
- }
- static bool d3d10_shtex_init(HWND window)
- {
- ID3D10ShaderResourceView *resource = nullptr;
- bool success;
- data.using_shtex = true;
- success = create_d3d10_tex(data.cx, data.cy, &data.texture, &resource,
- &data.render_target, &data.handle);
- if (resource)
- resource->Release();
- if (!success) {
- hlog("d3d10_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, (uintptr_t)data.handle)) {
- return false;
- }
- hlog("d3d10 shared texture capture successful");
- return true;
- }
- static void d3d10_init(IDXGISwapChain *swap)
- {
- bool success = true;
- HWND window;
- HRESULT hr;
- data.using_scale = global_hook_info->use_scale;
- hr = swap->GetDevice(__uuidof(ID3D10Device), (void**)&data.device);
- if (FAILED(hr)) {
- hlog_hr("d3d10_init: failed to get device from swap", hr);
- return;
- }
- /* remove the unneeded extra reference */
- data.device->Release();
- if (!d3d10_init_format(swap, window)) {
- return;
- }
- if (data.using_scale && !d3d10_init_scaling()) {
- hlog("d3d10_init: failed to initialize scaling");
- success = false;
- }
- if (success) {
- if (global_hook_info->force_shmem) {
- success = d3d10_shmem_init(window);
- } else {
- success = d3d10_shtex_init(window);
- }
- }
- if (!success)
- d3d10_free();
- }
- #define MAX_RENDER_TARGETS D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT
- #define MAX_SO_TARGETS 4
- struct d3d10_state {
- ID3D10GeometryShader *geom_shader;
- ID3D10InputLayout *vertex_layout;
- D3D10_PRIMITIVE_TOPOLOGY topology;
- ID3D10Buffer *vertex_buffer;
- UINT vb_stride;
- UINT vb_offset;
- ID3D10BlendState *blend_state;
- float blend_factor[4];
- UINT sample_mask;
- ID3D10DepthStencilState *zstencil_state;
- UINT zstencil_ref;
- ID3D10RenderTargetView *render_targets[MAX_RENDER_TARGETS];
- ID3D10DepthStencilView *zstencil_view;
- ID3D10SamplerState *sampler_state;
- ID3D10PixelShader *pixel_shader;
- ID3D10ShaderResourceView *resource;
- ID3D10RasterizerState *raster_state;
- UINT num_viewports;
- D3D10_VIEWPORT *viewports;
- ID3D10Buffer *stream_output_targets[MAX_SO_TARGETS];
- UINT so_offsets[MAX_SO_TARGETS];
- ID3D10VertexShader *vertex_shader;
- };
- static inline void d3d10_save_state(struct d3d10_state *state)
- {
- data.device->GSGetShader(&state->geom_shader);
- data.device->IAGetInputLayout(&state->vertex_layout);
- data.device->IAGetPrimitiveTopology(&state->topology);
- data.device->IAGetVertexBuffers(0, 1, &state->vertex_buffer,
- &state->vb_stride, &state->vb_offset);
- data.device->OMGetBlendState(&state->blend_state, state->blend_factor,
- &state->sample_mask);
- data.device->OMGetDepthStencilState(&state->zstencil_state,
- &state->zstencil_ref);
- data.device->OMGetRenderTargets(MAX_RENDER_TARGETS,
- state->render_targets, &state->zstencil_view);
- data.device->PSGetSamplers(0, 1, &state->sampler_state);
- data.device->PSGetShader(&state->pixel_shader);
- data.device->PSGetShaderResources(0, 1, &state->resource);
- data.device->RSGetState(&state->raster_state);
- data.device->RSGetViewports(&state->num_viewports, nullptr);
- if (state->num_viewports) {
- state->viewports = (D3D10_VIEWPORT*)malloc(
- sizeof(D3D10_VIEWPORT) * state->num_viewports);
- data.device->RSGetViewports(&state->num_viewports,
- state->viewports);
- }
- data.device->SOGetTargets(MAX_SO_TARGETS, state->stream_output_targets,
- state->so_offsets);
- data.device->VSGetShader(&state->vertex_shader);
- }
- static inline void safe_release(IUnknown *p)
- {
- if (p) p->Release();
- }
- static inline void d3d10_restore_state(struct d3d10_state *state)
- {
- data.device->GSSetShader(state->geom_shader);
- data.device->IASetInputLayout(state->vertex_layout);
- data.device->IASetPrimitiveTopology(state->topology);
- data.device->IASetVertexBuffers(0, 1, &state->vertex_buffer,
- &state->vb_stride, &state->vb_offset);
- data.device->OMSetBlendState(state->blend_state, state->blend_factor,
- state->sample_mask);
- data.device->OMSetDepthStencilState(state->zstencil_state,
- state->zstencil_ref);
- data.device->OMSetRenderTargets(MAX_RENDER_TARGETS,
- state->render_targets, state->zstencil_view);
- data.device->PSSetSamplers(0, 1, &state->sampler_state);
- data.device->PSSetShader(state->pixel_shader);
- data.device->PSSetShaderResources(0, 1, &state->resource);
- data.device->RSSetState(state->raster_state);
- data.device->RSSetViewports(state->num_viewports, state->viewports);
- data.device->SOSetTargets(MAX_SO_TARGETS, state->stream_output_targets,
- state->so_offsets);
- data.device->VSSetShader(state->vertex_shader);
- 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);
- free(state->viewports);
- memset(state, 0, sizeof(*state));
- }
- static inline void d3d10_setup_pipeline(ID3D10RenderTargetView *target,
- ID3D10ShaderResourceView *resource)
- {
- D3D10_VIEWPORT viewport = {0};
- const float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- void *emptyptr = nullptr;
- UINT stride = sizeof(vertex);
- UINT zero = 0;
- viewport.Width = data.cx;
- viewport.Height = data.cy;
- viewport.MaxDepth = 1.0f;
- data.device->GSSetShader(nullptr);
- data.device->IASetInputLayout(data.vertex_layout);
- data.device->IASetPrimitiveTopology(
- D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- data.device->IASetVertexBuffers(0, 1, &data.vertex_buffer, &stride,
- &zero);
- data.device->OMSetBlendState(data.blend_state, factor, 0xFFFFFFFF);
- data.device->OMSetDepthStencilState(data.zstencil_state, 0);
- data.device->OMSetRenderTargets(1, &target, nullptr);
- data.device->PSSetSamplers(0, 1, &data.sampler_state);
- data.device->PSSetShader(data.pixel_shader);
- data.device->PSSetShaderResources(0, 1, &resource);
- data.device->RSSetState(data.raster_state);
- data.device->RSSetViewports(1, &viewport);
- data.device->SOSetTargets(1, (ID3D10Buffer**)&emptyptr, &zero);
- data.device->VSSetShader(data.vertex_shader);
- }
- static inline void d3d10_scale_texture(ID3D10RenderTargetView *target,
- ID3D10ShaderResourceView *resource)
- {
- struct d3d10_state old_state = {};
- d3d10_save_state(&old_state);
- d3d10_setup_pipeline(target, resource);
- data.device->Draw(4, 0);
- d3d10_restore_state(&old_state);
- }
- static inline void d3d10_copy_texture(ID3D10Resource *dst, ID3D10Resource *src)
- {
- if (data.multisampled) {
- data.device->ResolveSubresource(dst, 0, src, 0, data.format);
- } else {
- data.device->CopyResource(dst, src);
- }
- }
- static inline void d3d10_shtex_capture(ID3D10Resource *backbuffer)
- {
- if (data.using_scale) {
- d3d10_copy_texture(data.scale_tex, backbuffer);
- d3d10_scale_texture(data.render_target, data.scale_resource);
- } else {
- d3d10_copy_texture(data.texture, backbuffer);
- }
- }
- static inline void d3d10_shmem_queue_copy()
- {
- for (size_t i = 0; i < NUM_BUFFERS; i++) {
- D3D10_MAPPED_TEXTURE2D map;
- HRESULT hr;
- if (data.texture_ready[i]) {
- data.texture_ready[i] = false;
- hr = data.copy_surfaces[i]->Map(0, D3D10_MAP_READ,
- 0, &map);
- if (SUCCEEDED(hr)) {
- data.texture_mapped[i] = true;
- shmem_copy_data(i, map.pData);
- }
- break;
- }
- }
- }
- static inline void d3d10_shmem_capture(ID3D10Resource *backbuffer)
- {
- int next_tex;
- d3d10_shmem_queue_copy();
- next_tex = (data.cur_tex == NUM_BUFFERS - 1) ? 0 : data.cur_tex + 1;
- if (data.using_scale) {
- d3d10_copy_texture(data.scale_tex, backbuffer);
- d3d10_scale_texture(data.render_targets[data.cur_tex],
- data.scale_resource);
- } else {
- d3d10_copy_texture(data.textures[data.cur_tex], backbuffer);
- }
- if (data.copy_wait < NUM_BUFFERS - 1) {
- data.copy_wait++;
- } else {
- ID3D10Texture2D *src = data.textures[next_tex];
- ID3D10Texture2D *dst = data.copy_surfaces[next_tex];
- if (shmem_texture_data_lock(next_tex)) {
- dst->Unmap(0);
- data.texture_mapped[next_tex] = false;
- shmem_texture_data_unlock(next_tex);
- }
- d3d10_copy_texture(dst, src);
- data.texture_ready[next_tex] = true;
- }
- data.cur_tex = next_tex;
- }
- void d3d10_capture(void *swap_ptr, void *backbuffer_ptr, bool)
- {
- IDXGIResource *dxgi_backbuffer = (IDXGIResource*)backbuffer_ptr;
- IDXGISwapChain *swap = (IDXGISwapChain*)swap_ptr;
- HRESULT hr;
- if (capture_should_stop()) {
- d3d10_free();
- }
- if (capture_should_init()) {
- d3d10_init(swap);
- }
- if (capture_ready()) {
- ID3D10Resource *backbuffer;
- hr = dxgi_backbuffer->QueryInterface(__uuidof(ID3D10Resource),
- (void**)&backbuffer);
- if (FAILED(hr)) {
- hlog_hr("d3d10_shtex_capture: failed to get "
- "backbuffer", hr);
- return;
- }
- if (data.using_shtex)
- d3d10_shtex_capture(backbuffer);
- else
- d3d10_shmem_capture(backbuffer);
- backbuffer->Release();
- }
- }
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