Fixed flickering. Updating texture pixels rather than swapping them out. Much more effecient.
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ddbde07f92
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@ -1,4 +1,5 @@
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using SharpDX.Direct3D11;
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using SharpDX;
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using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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using System;
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using System.Drawing;
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@ -104,6 +105,16 @@ namespace VDash.Overlay
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var adapter = factory.GetAdapter1(0);
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//Get device from adapter
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var device = new SharpDX.Direct3D11.Device(adapter);
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int lastWidth = 0;
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int lastHeight = 0;
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// Create Staging texture CPU-accessible
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//Actual screen texture.
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//var screenTexture = new Texture2D(device, textureDesc);
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Texture2D screenTexture = null;
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DataStream stream = null;
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#endregion
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//For FPS counter.
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@ -191,6 +202,8 @@ namespace VDash.Overlay
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int width = rect.right - rect.left;
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int height = rect.bottom - rect.top;
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using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
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{
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using (Graphics graphics = Graphics.FromImage(bmp))
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@ -199,24 +212,87 @@ namespace VDash.Overlay
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var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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//Render using graphics card, in DirectX context.
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// Create Staging texture CPU-accessible
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var textureDesc = new Texture2DDescription
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{
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CpuAccessFlags = CpuAccessFlags.Read,
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BindFlags = BindFlags.None,
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Format = Format.B8G8R8A8_UNorm,
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Width = width,
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Height = height,
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OptionFlags = ResourceOptionFlags.None,
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MipLevels = 1,
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ArraySize = 1,
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SampleDescription = { Count = 1, Quality = 0 },
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Usage = ResourceUsage.Staging
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};
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using (var screenTexture = new Texture2D(device, textureDesc, new SharpDX.DataRectangle(data.Scan0, data.Stride)))
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if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height))
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{
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lastWidth = data.Width;
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lastHeight = data.Height;
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if (screenTexture != null)
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{
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screenTexture.Dispose();
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//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
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device.ImmediateContext.ClearState();
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device.ImmediateContext.Flush();
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}
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var textureDesc = new Texture2DDescription
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{
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CpuAccessFlags = CpuAccessFlags.Write,
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BindFlags = BindFlags.ShaderResource,
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Format = Format.B8G8R8A8_UNorm,
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//Format = Format.B8G8R8A8_UNorm_SRgb,
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Width = data.Width,
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Height = data.Height,
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OptionFlags = ResourceOptionFlags.None,
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MipLevels = 1,
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ArraySize = 1,
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SampleDescription = { Count = 1, Quality = 0 },
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Usage = ResourceUsage.Dynamic
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};
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screenTexture = new Texture2D(device, textureDesc);
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stream = new DataStream(4 * width * height, true, true);
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Console.WriteLine("Updated!");
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}
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//Render using graphics card, in DirectX context.
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//using ()
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{
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var screenView = new ShaderResourceView(device, screenTexture);
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device.ImmediateContext.PixelShader.SetShaderResource(0, screenView);
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var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride);
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DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard,
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SharpDX.Direct3D11.MapFlags.None, out stream);
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if (!databox.IsEmpty)
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{
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int count = 4 * data.Width * data.Height;
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//Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it.
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if (databox.RowPitch == data.Stride)
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{
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stream.Write(data.Scan0, 0, count);
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}
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//Truncate the extra BMP bytes.
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else if (databox.RowPitch < data.Stride)
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{
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for (int i = 0; i < data.Height; i++)
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{
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stream.Write(data.Scan0, (data.Stride * i), databox.RowPitch);
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}
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}
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//Add some junk on empty bytes on the end to make everyone happy.
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else if(databox.RowPitch > data.Stride)
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{
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int difference = databox.RowPitch - data.Stride;
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byte[] junk = new byte[difference];
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for (int i = 0; i < data.Height; i++)
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{
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stream.Write(data.Scan0, (data.Stride * i), data.Stride);
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stream.Write(junk, 0, difference);
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}
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}
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}
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var texture = new Texture_t();
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texture.handle = screenTexture.NativePointer;
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texture.eType = ETextureType.DirectX;
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@ -227,13 +303,14 @@ namespace VDash.Overlay
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Console.WriteLine($"Error rendering: {result}");
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}
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device.ImmediateContext.UnmapSubresource(screenTexture, 0);
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frames++;
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bmp.UnlockBits(data);
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}
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//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
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device.ImmediateContext.ClearState();
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device.ImmediateContext.Flush();
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}
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}
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}
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