Sunshine/tools/ddprobe.cpp
Chase Payne fceda35d44
fix: automatic selection for hybrid GPU and IDDSampleDriver users (#3002)
* Fix frame capture and output duplication for dual GPU setups and virtual displays

- Added `test_frame_capture` function to verify if frames are successfully captured and not empty.
- Fixes issues with virtual displays such as IDDSampleDriver when using more than one GPU.

Co-authored-by: ReenigneArcher <42013603+ReenigneArcher@users.noreply.github.com>
Co-authored-by: Cameron Gutman <aicommander@gmail.com>
2024-09-29 20:32:34 +00:00

335 lines
12 KiB
C++

/**
* @file tools/ddprobe.cpp
* @brief Handles probing for DXGI duplication support.
*/
#include <d3d11.h>
#include <dxgi1_2.h>
#include <codecvt>
#include <iostream>
#include <locale>
#include <string>
#include <wrl.h>
#include "src/utility.h"
using Microsoft::WRL::ComPtr;
using namespace std::literals;
namespace dxgi {
template <class T>
void
Release(T *dxgi) {
dxgi->Release();
}
using factory1_t = util::safe_ptr<IDXGIFactory1, Release<IDXGIFactory1>>;
using adapter_t = util::safe_ptr<IDXGIAdapter1, Release<IDXGIAdapter1>>;
using output_t = util::safe_ptr<IDXGIOutput, Release<IDXGIOutput>>;
using output1_t = util::safe_ptr<IDXGIOutput1, Release<IDXGIOutput1>>;
using device_t = util::safe_ptr<ID3D11Device, Release<ID3D11Device>>;
using dup_t = util::safe_ptr<IDXGIOutputDuplication, Release<IDXGIOutputDuplication>>;
} // namespace dxgi
LSTATUS
set_gpu_preference(int preference) {
// The GPU preferences key uses app path as the value name.
WCHAR executable_path[MAX_PATH];
GetModuleFileNameW(NULL, executable_path, ARRAYSIZE(executable_path));
WCHAR value_data[128];
swprintf_s(value_data, L"GpuPreference=%d;", preference);
auto status = RegSetKeyValueW(HKEY_CURRENT_USER,
L"Software\\Microsoft\\DirectX\\UserGpuPreferences",
executable_path,
REG_SZ,
value_data,
(wcslen(value_data) + 1) * sizeof(WCHAR));
if (status != ERROR_SUCCESS) {
std::cout << "Failed to set GPU preference: "sv << status << std::endl;
return status;
}
return ERROR_SUCCESS;
}
void
syncThreadDesktop() {
auto hDesk = OpenInputDesktop(DF_ALLOWOTHERACCOUNTHOOK, FALSE, GENERIC_ALL);
if (!hDesk) {
auto err = GetLastError();
std::cout << "Failed to Open Input Desktop [0x"sv << util::hex(err).to_string_view() << ']' << std::endl;
return;
}
if (!SetThreadDesktop(hDesk)) {
auto err = GetLastError();
std::cout << "Failed to sync desktop to thread [0x"sv << util::hex(err).to_string_view() << ']' << std::endl;
}
CloseDesktop(hDesk);
}
/**
* @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 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 auto threshold = static_cast<int>(darknessThreshold * 255);
// Iterate over each pixel in the frame
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
const uint8_t *pixel = pixels + y * stride + x * bytesPerPixel;
// Check if any RGB channel exceeds the darkness threshold
if (pixel[0] > threshold || pixel[1] > threshold || pixel[2] > threshold) {
// Frame is not dark
return true;
}
}
}
// Frame is entirely dark
return false;
}
/**
* @brief Captures and verifies the contents of up to 10 consecutive frames from a DXGI output duplication.
*
* 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 `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 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;
ComPtr<ID3D11Texture2D> stagingTexture;
HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
device->GetImmediateContext(&context);
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(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;
}
D3D11_TEXTURE2D_DESC frameDesc;
frameTexture->GetDesc(&frameDesc);
frameDesc.Usage = D3D11_USAGE_STAGING;
frameDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
frameDesc.BindFlags = 0;
frameDesc.MiscFlags = 0;
status = device->CreateTexture2D(&frameDesc, nullptr, &stagingTexture);
if (FAILED(status)) {
std::cout << "Error: Failed to create staging texture [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}
context->CopyResource(stagingTexture.Get(), frameTexture.Get());
D3D11_MAPPED_SUBRESOURCE mappedResource;
status = context->Map(stagingTexture.Get(), 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(status)) {
std::cout << "Error: Failed to map the staging texture for inspection [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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;
}
std::cout << "Frame " << (i + 1) << " is empty (no visible content)." << std::endl;
}
// All frames were empty, indicating potential capture issues.
return E_FAIL;
}
HRESULT
test_dxgi_duplication(dxgi::adapter_t &adapter, dxgi::output_t &output, bool verify_frame_capture) {
D3D_FEATURE_LEVEL featureLevels[] {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
dxgi::device_t device;
auto status = D3D11CreateDevice(
adapter.get(),
D3D_DRIVER_TYPE_UNKNOWN,
nullptr,
D3D11_CREATE_DEVICE_VIDEO_SUPPORT,
featureLevels, sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
D3D11_SDK_VERSION,
&device,
nullptr,
nullptr);
if (FAILED(status)) {
std::cout << "Failed to create D3D11 device for DD test [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}
dxgi::output1_t output1;
status = output->QueryInterface(IID_IDXGIOutput1, (void **) &output1);
if (FAILED(status)) {
std::cout << "Failed to query IDXGIOutput1 from the output"sv << std::endl;
return status;
}
// Ensure we can duplicate the current display
syncThreadDesktop();
// Attempt to duplicate the output
dxgi::dup_t dup;
ComPtr<ID3D11Device> device_ptr(device.get());
HRESULT result = output1->DuplicateOutput(device_ptr.Get(), &dup);
if (FAILED(result)) {
std::cout << "Failed to duplicate output [0x"sv << util::hex(result).to_string_view() << "]" << std::endl;
return result;
}
// To prevent false negatives, we'll make it optional to test for frame capture.
if (verify_frame_capture) {
HRESULT captureResult = test_frame_capture(dup, device_ptr.Get());
if (FAILED(captureResult)) {
std::cout << "Frame capture test failed [0x"sv << util::hex(captureResult).to_string_view() << "]" << std::endl;
return captureResult;
}
}
return S_OK;
}
int
main(int argc, char *argv[]) {
HRESULT status;
// Usage message
if (argc < 2 || argc > 4) {
std::cout << "Usage: ddprobe.exe [GPU preference value] [display name] [--verify-frame-capture]"sv << std::endl;
return -1;
}
std::wstring display_name;
bool verify_frame_capture = false;
// Parse GPU preference value (required)
int gpu_preference = atoi(argv[1]);
// Parse optional arguments
for (int i = 2; i < argc; ++i) {
std::string arg = argv[i];
if (arg == "--verify-frame-capture") {
verify_frame_capture = true;
}
else {
// Assume any other argument is the display name
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>, wchar_t> converter;
display_name = converter.from_bytes(arg);
}
}
// We must set the GPU preference before making any DXGI/D3D calls
status = set_gpu_preference(gpu_preference);
if (status != ERROR_SUCCESS) {
return status;
}
// Remove the GPU preference when we're done
auto reset_gpu = util::fail_guard([]() {
WCHAR tool_path[MAX_PATH];
GetModuleFileNameW(NULL, tool_path, ARRAYSIZE(tool_path));
RegDeleteKeyValueW(HKEY_CURRENT_USER,
L"Software\\Microsoft\\DirectX\\UserGpuPreferences",
tool_path);
});
dxgi::factory1_t factory;
status = CreateDXGIFactory1(IID_IDXGIFactory1, (void **) &factory);
if (FAILED(status)) {
std::cout << "Failed to create DXGIFactory1 [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}
dxgi::adapter_t::pointer adapter_p {};
for (int x = 0; factory->EnumAdapters1(x, &adapter_p) != DXGI_ERROR_NOT_FOUND; ++x) {
dxgi::adapter_t adapter { adapter_p };
dxgi::output_t::pointer output_p {};
for (int y = 0; adapter->EnumOutputs(y, &output_p) != DXGI_ERROR_NOT_FOUND; ++y) {
dxgi::output_t output { output_p };
DXGI_OUTPUT_DESC desc;
output->GetDesc(&desc);
// If a display name was specified and this one doesn't match, skip it
if (!display_name.empty() && desc.DeviceName != display_name) {
continue;
}
// If this display is not part of the desktop, we definitely can't capture it
if (!desc.AttachedToDesktop) {
continue;
}
// We found the matching output. Test it and return the result.
return test_dxgi_duplication(adapter, output, verify_frame_capture);
}
}
return 0;
}