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https://github.com/LizardByte/Sunshine.git
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fceda35d44
* 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>
335 lines
12 KiB
C++
335 lines
12 KiB
C++
/**
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* @file tools/ddprobe.cpp
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* @brief Handles probing for DXGI duplication support.
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*/
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#include <codecvt>
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#include <iostream>
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#include <locale>
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#include <string>
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#include <wrl.h>
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#include "src/utility.h"
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using Microsoft::WRL::ComPtr;
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using namespace std::literals;
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namespace dxgi {
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template <class T>
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void
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Release(T *dxgi) {
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dxgi->Release();
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}
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using factory1_t = util::safe_ptr<IDXGIFactory1, Release<IDXGIFactory1>>;
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using adapter_t = util::safe_ptr<IDXGIAdapter1, Release<IDXGIAdapter1>>;
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using output_t = util::safe_ptr<IDXGIOutput, Release<IDXGIOutput>>;
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using output1_t = util::safe_ptr<IDXGIOutput1, Release<IDXGIOutput1>>;
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using device_t = util::safe_ptr<ID3D11Device, Release<ID3D11Device>>;
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using dup_t = util::safe_ptr<IDXGIOutputDuplication, Release<IDXGIOutputDuplication>>;
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} // namespace dxgi
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LSTATUS
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set_gpu_preference(int preference) {
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// The GPU preferences key uses app path as the value name.
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WCHAR executable_path[MAX_PATH];
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GetModuleFileNameW(NULL, executable_path, ARRAYSIZE(executable_path));
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WCHAR value_data[128];
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swprintf_s(value_data, L"GpuPreference=%d;", preference);
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auto status = RegSetKeyValueW(HKEY_CURRENT_USER,
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L"Software\\Microsoft\\DirectX\\UserGpuPreferences",
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executable_path,
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REG_SZ,
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value_data,
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(wcslen(value_data) + 1) * sizeof(WCHAR));
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if (status != ERROR_SUCCESS) {
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std::cout << "Failed to set GPU preference: "sv << status << std::endl;
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return status;
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}
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return ERROR_SUCCESS;
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}
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void
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syncThreadDesktop() {
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auto hDesk = OpenInputDesktop(DF_ALLOWOTHERACCOUNTHOOK, FALSE, GENERIC_ALL);
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if (!hDesk) {
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auto err = GetLastError();
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std::cout << "Failed to Open Input Desktop [0x"sv << util::hex(err).to_string_view() << ']' << std::endl;
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return;
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}
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if (!SetThreadDesktop(hDesk)) {
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auto err = GetLastError();
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std::cout << "Failed to sync desktop to thread [0x"sv << util::hex(err).to_string_view() << ']' << std::endl;
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}
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CloseDesktop(hDesk);
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}
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/**
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* @brief Determines if a given frame is valid by checking if it contains any non-dark pixels.
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*
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* This function analyzes the provided frame to determine if it contains any pixels that exceed a specified darkness threshold.
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* It iterates over all pixels in the frame, comparing each pixel's RGB values to the defined darkness threshold.
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* 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`.
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* If all pixels are below or equal to the threshold, indicating a completely dark frame, the function returns `false`.
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* @param mappedResource A reference to a `D3D11_MAPPED_SUBRESOURCE` structure containing the mapped subresource data of the frame to be analyzed.
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* @param frameDesc A reference to a `D3D11_TEXTURE2D_DESC` structure describing the texture properties, including width and height.
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* @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.
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* @return Returns `true` if the frame contains any non-dark pixels, indicating it is valid; otherwise, returns `false`.
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*/
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bool
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is_valid_frame(const D3D11_MAPPED_SUBRESOURCE &mappedResource, const D3D11_TEXTURE2D_DESC &frameDesc, float darknessThreshold = 0.1f) {
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const auto *pixels = static_cast<const uint8_t *>(mappedResource.pData);
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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.
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const int stride = mappedResource.RowPitch;
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const int width = frameDesc.Width;
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const int height = frameDesc.Height;
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// Convert the darkness threshold to an integer value for comparison
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const auto threshold = static_cast<int>(darknessThreshold * 255);
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// Iterate over each pixel in the frame
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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const uint8_t *pixel = pixels + y * stride + x * bytesPerPixel;
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// Check if any RGB channel exceeds the darkness threshold
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if (pixel[0] > threshold || pixel[1] > threshold || pixel[2] > threshold) {
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// Frame is not dark
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return true;
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}
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}
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}
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// Frame is entirely dark
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return false;
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}
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/**
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* @brief Captures and verifies the contents of up to 10 consecutive frames from a DXGI output duplication.
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*
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* This function attempts to acquire and analyze up to 10 frames from a DXGI output duplication object (`dup`).
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* It checks if each frame is non-empty (not entirely dark) by using the `is_valid_frame` function.
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* If any non-empty frame is found, the function returns `S_OK`.
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* If all 10 frames are empty, it returns `E_FAIL`, suggesting potential issues with the capture process.
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* If any error occurs during the frame acquisition or analysis process, the corresponding `HRESULT` error code is returned.
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*
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* @param dup A reference to the DXGI output duplication object (`dxgi::dup_t&`) used to acquire frames.
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* @param device A ComPtr to the ID3D11Device interface representing the device associated with the Direct3D context.
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* @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.
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*/
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HRESULT
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test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
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for (int i = 0; i < 10; ++i) {
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std::cout << "Attempting to acquire frame " << (i + 1) << " of 10..." << std::endl;
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ComPtr<IDXGIResource> frameResource;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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ComPtr<ID3D11DeviceContext> context;
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ComPtr<ID3D11Texture2D> stagingTexture;
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HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
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device->GetImmediateContext(&context);
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if (FAILED(status)) {
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std::cout << "Error: Failed to acquire next frame [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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auto cleanup = util::fail_guard([&dup]() {
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dup->ReleaseFrame();
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});
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std::cout << "Frame acquired successfully." << std::endl;
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ComPtr<ID3D11Texture2D> frameTexture;
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status = frameResource->QueryInterface(IID_PPV_ARGS(&frameTexture));
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if (FAILED(status)) {
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std::cout << "Error: Failed to query texture interface from frame resource [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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D3D11_TEXTURE2D_DESC frameDesc;
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frameTexture->GetDesc(&frameDesc);
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frameDesc.Usage = D3D11_USAGE_STAGING;
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frameDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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frameDesc.BindFlags = 0;
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frameDesc.MiscFlags = 0;
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status = device->CreateTexture2D(&frameDesc, nullptr, &stagingTexture);
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if (FAILED(status)) {
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std::cout << "Error: Failed to create staging texture [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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context->CopyResource(stagingTexture.Get(), frameTexture.Get());
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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status = context->Map(stagingTexture.Get(), 0, D3D11_MAP_READ, 0, &mappedResource);
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if (FAILED(status)) {
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std::cout << "Error: Failed to map the staging texture for inspection [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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auto contextCleanup = util::fail_guard([&context, &stagingTexture]() {
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context->Unmap(stagingTexture.Get(), 0);
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});
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if (is_valid_frame(mappedResource, frameDesc)) {
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std::cout << "Frame " << (i + 1) << " is non-empty (contains visible content)." << std::endl;
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return S_OK;
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}
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std::cout << "Frame " << (i + 1) << " is empty (no visible content)." << std::endl;
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}
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// All frames were empty, indicating potential capture issues.
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return E_FAIL;
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}
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HRESULT
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test_dxgi_duplication(dxgi::adapter_t &adapter, dxgi::output_t &output, bool verify_frame_capture) {
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D3D_FEATURE_LEVEL featureLevels[] {
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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dxgi::device_t device;
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auto status = D3D11CreateDevice(
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adapter.get(),
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D3D_DRIVER_TYPE_UNKNOWN,
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nullptr,
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D3D11_CREATE_DEVICE_VIDEO_SUPPORT,
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featureLevels, sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
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D3D11_SDK_VERSION,
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&device,
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nullptr,
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nullptr);
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if (FAILED(status)) {
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std::cout << "Failed to create D3D11 device for DD test [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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dxgi::output1_t output1;
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status = output->QueryInterface(IID_IDXGIOutput1, (void **) &output1);
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if (FAILED(status)) {
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std::cout << "Failed to query IDXGIOutput1 from the output"sv << std::endl;
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return status;
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}
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// Ensure we can duplicate the current display
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syncThreadDesktop();
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// Attempt to duplicate the output
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dxgi::dup_t dup;
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ComPtr<ID3D11Device> device_ptr(device.get());
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HRESULT result = output1->DuplicateOutput(device_ptr.Get(), &dup);
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if (FAILED(result)) {
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std::cout << "Failed to duplicate output [0x"sv << util::hex(result).to_string_view() << "]" << std::endl;
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return result;
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}
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// To prevent false negatives, we'll make it optional to test for frame capture.
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if (verify_frame_capture) {
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HRESULT captureResult = test_frame_capture(dup, device_ptr.Get());
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if (FAILED(captureResult)) {
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std::cout << "Frame capture test failed [0x"sv << util::hex(captureResult).to_string_view() << "]" << std::endl;
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return captureResult;
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}
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}
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return S_OK;
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}
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int
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main(int argc, char *argv[]) {
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HRESULT status;
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// Usage message
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if (argc < 2 || argc > 4) {
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std::cout << "Usage: ddprobe.exe [GPU preference value] [display name] [--verify-frame-capture]"sv << std::endl;
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return -1;
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}
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std::wstring display_name;
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bool verify_frame_capture = false;
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// Parse GPU preference value (required)
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int gpu_preference = atoi(argv[1]);
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// Parse optional arguments
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for (int i = 2; i < argc; ++i) {
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std::string arg = argv[i];
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if (arg == "--verify-frame-capture") {
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verify_frame_capture = true;
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}
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else {
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// Assume any other argument is the display name
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>, wchar_t> converter;
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display_name = converter.from_bytes(arg);
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}
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}
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// We must set the GPU preference before making any DXGI/D3D calls
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status = set_gpu_preference(gpu_preference);
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if (status != ERROR_SUCCESS) {
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return status;
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}
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// Remove the GPU preference when we're done
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auto reset_gpu = util::fail_guard([]() {
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WCHAR tool_path[MAX_PATH];
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GetModuleFileNameW(NULL, tool_path, ARRAYSIZE(tool_path));
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RegDeleteKeyValueW(HKEY_CURRENT_USER,
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L"Software\\Microsoft\\DirectX\\UserGpuPreferences",
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tool_path);
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});
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dxgi::factory1_t factory;
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status = CreateDXGIFactory1(IID_IDXGIFactory1, (void **) &factory);
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if (FAILED(status)) {
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std::cout << "Failed to create DXGIFactory1 [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
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return status;
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}
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dxgi::adapter_t::pointer adapter_p {};
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for (int x = 0; factory->EnumAdapters1(x, &adapter_p) != DXGI_ERROR_NOT_FOUND; ++x) {
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dxgi::adapter_t adapter { adapter_p };
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dxgi::output_t::pointer output_p {};
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for (int y = 0; adapter->EnumOutputs(y, &output_p) != DXGI_ERROR_NOT_FOUND; ++y) {
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dxgi::output_t output { output_p };
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DXGI_OUTPUT_DESC desc;
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output->GetDesc(&desc);
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// If a display name was specified and this one doesn't match, skip it
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if (!display_name.empty() && desc.DeviceName != display_name) {
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continue;
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}
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// If this display is not part of the desktop, we definitely can't capture it
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if (!desc.AttachedToDesktop) {
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continue;
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}
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// We found the matching output. Test it and return the result.
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return test_dxgi_duplication(adapter, output, verify_frame_capture);
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}
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}
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return 0;
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}
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