Fixed flickering. Updating texture pixels rather than swapping them out. Much more effecient.

This commit is contained in:
jrhodnik 2019-05-24 21:10:01 -04:00
parent ddbde07f92
commit 18a59525b9
1 changed files with 97 additions and 20 deletions

View File

@ -1,4 +1,5 @@
using SharpDX.Direct3D11;
using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Drawing;
@ -104,6 +105,16 @@ namespace VDash.Overlay
var adapter = factory.GetAdapter1(0);
//Get device from adapter
var device = new SharpDX.Direct3D11.Device(adapter);
int lastWidth = 0;
int lastHeight = 0;
// Create Staging texture CPU-accessible
//Actual screen texture.
//var screenTexture = new Texture2D(device, textureDesc);
Texture2D screenTexture = null;
DataStream stream = null;
#endregion
//For FPS counter.
@ -191,6 +202,8 @@ namespace VDash.Overlay
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
{
using (Graphics graphics = Graphics.FromImage(bmp))
@ -199,24 +212,87 @@ namespace VDash.Overlay
var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
//Render using graphics card, in DirectX context.
// Create Staging texture CPU-accessible
if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height))
{
lastWidth = data.Width;
lastHeight = data.Height;
if (screenTexture != null)
{
screenTexture.Dispose();
//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
device.ImmediateContext.ClearState();
device.ImmediateContext.Flush();
}
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
BindFlags = BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
//Format = Format.B8G8R8A8_UNorm_SRgb,
Width = data.Width,
Height = data.Height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
Usage = ResourceUsage.Dynamic
};
screenTexture = new Texture2D(device, textureDesc);
stream = new DataStream(4 * width * height, true, true);
using (var screenTexture = new Texture2D(device, textureDesc, new SharpDX.DataRectangle(data.Scan0, data.Stride)))
Console.WriteLine("Updated!");
}
//Render using graphics card, in DirectX context.
//using ()
{
var screenView = new ShaderResourceView(device, screenTexture);
device.ImmediateContext.PixelShader.SetShaderResource(0, screenView);
var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride);
DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard,
SharpDX.Direct3D11.MapFlags.None, out stream);
if (!databox.IsEmpty)
{
int count = 4 * data.Width * data.Height;
//Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it.
if (databox.RowPitch == data.Stride)
{
stream.Write(data.Scan0, 0, count);
}
//Truncate the extra BMP bytes.
else if (databox.RowPitch < data.Stride)
{
for (int i = 0; i < data.Height; i++)
{
stream.Write(data.Scan0, (data.Stride * i), databox.RowPitch);
}
}
//Add some junk on empty bytes on the end to make everyone happy.
else if(databox.RowPitch > data.Stride)
{
int difference = databox.RowPitch - data.Stride;
byte[] junk = new byte[difference];
for (int i = 0; i < data.Height; i++)
{
stream.Write(data.Scan0, (data.Stride * i), data.Stride);
stream.Write(junk, 0, difference);
}
}
}
var texture = new Texture_t();
texture.handle = screenTexture.NativePointer;
texture.eType = ETextureType.DirectX;
@ -227,13 +303,14 @@ namespace VDash.Overlay
Console.WriteLine($"Error rendering: {result}");
}
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
frames++;
bmp.UnlockBits(data);
}
//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
device.ImmediateContext.ClearState();
device.ImmediateContext.Flush();
}
}
}