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Renderer.cpp
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Renderer.cpp
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#include "pch.h"
#include "Renderer.h"
#include "DeviceResources.h"
#include "ScalingOptions.h"
#include "Logger.h"
#include "Win32Utils.h"
#include "EffectDrawer.h"
#include "StrUtils.h"
#include "Utils.h"
#include "EffectCompiler.h"
#include "GraphicsCaptureFrameSource.h"
#include "GDIFrameSource.h"
#include "DirectXHelper.h"
#include <dispatcherqueue.h>
#include "ScalingWindow.h"
#include "OverlayDrawer.h"
#include "CursorManager.h"
namespace Magpie::Core {
Renderer::Renderer() noexcept {}
Renderer::~Renderer() noexcept {
if (_backendThread.joinable()) {
DWORD backendThreadId = GetThreadId(_backendThread.native_handle());
// 持续尝试直到 _backendThread 创建了消息队列
while (!PostThreadMessage(backendThreadId, WM_QUIT, 0, 0)) {
Sleep(1);
}
_backendThread.join();
}
}
bool Renderer::Initialize() noexcept {
_backendThread = std::thread(std::bind(&Renderer::_BackendThreadProc, this));
if (!_frontendResources.Initialize()) {
Logger::Get().Error("初始化前端资源失败");
return false;
}
if (!_CreateSwapChain()) {
Logger::Get().Error("_CreateSwapChain 失败");
return false;
}
// 等待后端初始化完成
while (true) {
{
std::scoped_lock lk(_mutex);
if (_sharedTextureHandle) {
if (_sharedTextureHandle == INVALID_HANDLE_VALUE) {
Logger::Get().Error("后端初始化失败");
return false;
}
break;
}
}
// 将时间片让给后端线程
Sleep(0);
}
// 获取共享纹理
HRESULT hr = _frontendResources.GetD3DDevice()->OpenSharedResource(
_sharedTextureHandle, IID_PPV_ARGS(_frontendSharedTexture.put()));
if (FAILED(hr)) {
Logger::Get().ComError("OpenSharedResource 失败", hr);
return false;
}
_frontendSharedTextureMutex = _frontendSharedTexture.try_as<IDXGIKeyedMutex>();
D3D11_TEXTURE2D_DESC desc;
_frontendSharedTexture->GetDesc(&desc);
const RECT& scalingWndRect = ScalingWindow::Get().WndRect();
_destRect.left = (scalingWndRect.left + scalingWndRect.right - (LONG)desc.Width) / 2;
_destRect.top = (scalingWndRect.top + scalingWndRect.bottom - (LONG)desc.Height) / 2;
_destRect.right = _destRect.left + (LONG)desc.Width;
_destRect.bottom = _destRect.top + (LONG)desc.Height;
if (!_cursorDrawer.Initialize(_frontendResources, _backBuffer.get())) {
Logger::Get().ComError("初始化 CursorDrawer 失败", hr);
return false;
}
if (ScalingWindow::Get().Options().IsShowFPS()) {
_overlayDrawer.reset(new OverlayDrawer());
if (!_overlayDrawer->Initialize(&_frontendResources)) {
Logger::Get().Error("初始化 OverlayDrawer 失败");
return false;
}
}
return true;
}
static bool CheckMultiplaneOverlaySupport(IDXGISwapChain4* swapChain) noexcept {
winrt::com_ptr<IDXGIOutput> output;
HRESULT hr = swapChain->GetContainingOutput(output.put());
if (FAILED(hr)) {
Logger::Get().ComError("获取 IDXGIOutput 失败", hr);
return false;
}
winrt::com_ptr<IDXGIOutput2> output2 = output.try_as<IDXGIOutput2>();
if (!output2) {
Logger::Get().Info("获取 IDXGIOutput2 失败");
return false;
}
return output2->SupportsOverlays();
}
void Renderer::OnCursorVisibilityChanged(bool isVisible) {
_backendThreadDqc.DispatcherQueue().TryEnqueue([this, isVisible]() {
_frameSource->OnCursorVisibilityChanged(isVisible);
});
}
void Renderer::MessageHandler(UINT msg, WPARAM wParam, LPARAM lParam) noexcept {
if (_overlayDrawer) {
_overlayDrawer->MessageHandler(msg, wParam, lParam);
// 有些鼠标操作需要渲染 ImGui 多次,见 https://github.com/ocornut/imgui/issues/2268
if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN || msg == WM_MOUSEWHEEL || msg == WM_MOUSEHWHEEL) {
_FrontendRender();
} else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP) {
_FrontendRender(2);
}
}
}
bool Renderer::_CreateSwapChain() noexcept {
ID3D11Device5* d3dDevice = _frontendResources.GetD3DDevice();
DXGI_SWAP_CHAIN_DESC1 sd{};
const RECT& scalingWndRect = ScalingWindow::Get().WndRect();
sd.Width = scalingWndRect.right - scalingWndRect.left;
sd.Height = scalingWndRect.bottom - scalingWndRect.top;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.SampleDesc.Count = 1;
sd.Scaling = DXGI_SCALING_NONE;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// 为了降低延迟,两个垂直同步之间允许渲染 3 帧
sd.BufferCount = 4;
// 渲染每帧之前都会清空后缓冲区,因此无需 DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
// 只要显卡支持始终启用 DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING 以支持可变刷新率
sd.Flags = (_frontendResources.IsSupportTearing() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0)
| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
winrt::com_ptr<IDXGISwapChain1> dxgiSwapChain = nullptr;
HRESULT hr = _frontendResources.GetDXGIFactory()->CreateSwapChainForHwnd(
d3dDevice,
ScalingWindow::Get().Handle(),
&sd,
nullptr,
nullptr,
dxgiSwapChain.put()
);
if (FAILED(hr)) {
Logger::Get().ComError("创建交换链失败", hr);
return false;
}
_swapChain = dxgiSwapChain.try_as<IDXGISwapChain4>();
if (!_swapChain) {
Logger::Get().Error("获取 IDXGISwapChain2 失败");
return false;
}
// 允许提前渲染 3 帧
_swapChain->SetMaximumFrameLatency(3);
_frameLatencyWaitableObject.reset(_swapChain->GetFrameLatencyWaitableObject());
if (!_frameLatencyWaitableObject) {
Logger::Get().Error("GetFrameLatencyWaitableObject 失败");
return false;
}
hr = _frontendResources.GetDXGIFactory()->MakeWindowAssociation(
ScalingWindow::Get().Handle(), DXGI_MWA_NO_ALT_ENTER);
if (FAILED(hr)) {
Logger::Get().ComError("MakeWindowAssociation 失败", hr);
}
hr = _swapChain->GetBuffer(0, IID_PPV_ARGS(_backBuffer.put()));
if (FAILED(hr)) {
Logger::Get().ComError("获取后缓冲区失败", hr);
return false;
}
hr = d3dDevice->CreateRenderTargetView(_backBuffer.get(), nullptr, _backBufferRtv.put());
if (FAILED(hr)) {
Logger::Get().ComError("CreateRenderTargetView 失败", hr);
return false;
}
// 检查 Multiplane Overlay 支持
const bool supportMPO = CheckMultiplaneOverlaySupport(_swapChain.get());
Logger::Get().Info(StrUtils::Concat("Multiplane Overlay 支持:", supportMPO ? "是" : "否"));
return true;
}
// 有些操作需要渲染 ImGui 多次
void Renderer::_FrontendRender(uint32_t imguiFrames) noexcept {
WaitForSingleObjectEx(_frameLatencyWaitableObject.get(), 1000, TRUE);
ID3D11DeviceContext4* d3dDC = _frontendResources.GetD3DDC();
d3dDC->ClearState();
// 所有渲染都使用三角形带拓扑
d3dDC->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// 输出画面是否充满缩放窗口
const RECT& scalingWndRect = ScalingWindow::Get().WndRect();
const bool isFill = _destRect == scalingWndRect;
if (!isFill) {
// 以黑色填充背景,因为我们指定了 DXGI_SWAP_EFFECT_FLIP_DISCARD,同时也是为了和 RTSS 兼容
static constexpr FLOAT BLACK[4] = { 0.0f,0.0f,0.0f,1.0f };
d3dDC->ClearRenderTargetView(_backBufferRtv.get(), BLACK);
}
_lastAccessMutexKey = ++_sharedTextureMutexKey;
HRESULT hr = _frontendSharedTextureMutex->AcquireSync(_lastAccessMutexKey - 1, INFINITE);
if (FAILED(hr)) {
return;
}
if (isFill) {
d3dDC->CopyResource(_backBuffer.get(), _frontendSharedTexture.get());
} else {
d3dDC->CopySubresourceRegion(
_backBuffer.get(),
0,
_destRect.left - scalingWndRect.left,
_destRect.top - scalingWndRect.top,
0,
_frontendSharedTexture.get(),
0,
nullptr
);
}
_frontendSharedTextureMutex->ReleaseSync(_lastAccessMutexKey);
// 叠加层和光标都绘制到 back buffer
{
ID3D11RenderTargetView* t = _backBufferRtv.get();
d3dDC->OMSetRenderTargets(1, &t, nullptr);
}
// 绘制叠加层
if (_overlayDrawer) {
_overlayDrawer->Draw(imguiFrames);
}
// 绘制光标
_cursorDrawer.Draw();
// 两个垂直同步之间允许渲染数帧,SyncInterval = 0 只呈现最新的一帧,旧帧被丢弃
_swapChain->Present(0, 0);
// 丢弃渲染目标的内容
d3dDC->DiscardView(_backBufferRtv.get());
}
void Renderer::Render() noexcept {
const CursorManager& cursorManager = ScalingWindow::Get().CursorManager();
const HCURSOR hCursor = cursorManager.Cursor();
const POINT cursorPos = cursorManager.CursorPos();
// 有新帧或光标改变则渲染新的帧
if (_lastAccessMutexKey == _sharedTextureMutexKey) {
if (_lastAccessMutexKey == 0) {
// 第一帧尚未完成
return;
}
if (hCursor == _lastCursorHandle && cursorPos == _lastCursorPos) {
// 光标没有移动
return;
}
}
_lastCursorHandle = hCursor;
_lastCursorPos = cursorPos;
_FrontendRender();
}
void Renderer::ToggleOverlay() noexcept {
if (!_overlayDrawer) {
_overlayDrawer = std::make_unique<OverlayDrawer>();
if (!_overlayDrawer->Initialize(&_frontendResources)) {
_overlayDrawer.reset();
Logger::Get().Error("初始化 OverlayDrawer 失败");
return;
}
}
if (_overlayDrawer->IsUIVisiable()) {
_overlayDrawer->SetUIVisibility(false);
} else {
_overlayDrawer->SetUIVisibility(true);
}
// 立即渲染一帧
_FrontendRender();
}
bool Renderer::IsOverlayVisible() noexcept {
return _overlayDrawer && _overlayDrawer->IsUIVisiable();
}
bool Renderer::_InitFrameSource() noexcept {
switch (ScalingWindow::Get().Options().captureMethod) {
case CaptureMethod::GraphicsCapture:
_frameSource = std::make_unique<GraphicsCaptureFrameSource>();
break;
/*case CaptureMethod::DesktopDuplication:
frameSource = std::make_unique<DesktopDuplicationFrameSource>();
break;*/
case CaptureMethod::GDI:
_frameSource = std::make_unique<GDIFrameSource>();
break;
/*case CaptureMethod::DwmSharedSurface:
frameSource = std::make_unique<DwmSharedSurfaceFrameSource>();
break;*/
default:
Logger::Get().Error("未知的捕获模式");
return false;
}
Logger::Get().Info(StrUtils::Concat("当前捕获模式:", _frameSource->Name()));
if (!_frameSource->Initialize(_backendResources, _backendDescriptorStore)) {
Logger::Get().Error("初始化 FrameSource 失败");
return false;
}
D3D11_TEXTURE2D_DESC desc;
_frameSource->GetOutput()->GetDesc(&desc);
Logger::Get().Info(fmt::format("源窗口尺寸:{}x{}", desc.Width, desc.Height));
return true;
}
static std::optional<EffectDesc> CompileEffect(const EffectOption& effectOption) noexcept {
EffectDesc result;
result.name = StrUtils::UTF16ToUTF8(effectOption.name);
if (effectOption.flags & EffectOptionFlags::InlineParams) {
result.flags |= EffectFlags::InlineParams;
}
if (effectOption.flags & EffectOptionFlags::FP16) {
result.flags |= EffectFlags::FP16;
}
uint32_t compileFlag = 0;
const ScalingOptions& scalingOptions = ScalingWindow::Get().Options();
if (scalingOptions.IsEffectCacheDisabled()) {
compileFlag |= EffectCompilerFlags::NoCache;
}
if (scalingOptions.IsSaveEffectSources()) {
compileFlag |= EffectCompilerFlags::SaveSources;
}
if (scalingOptions.IsWarningsAreErrors()) {
compileFlag |= EffectCompilerFlags::WarningsAreErrors;
}
bool success = true;
int duration = Utils::Measure([&]() {
success = !EffectCompiler::Compile(result, compileFlag, &effectOption.parameters);
});
if (success) {
Logger::Get().Info(fmt::format("编译 {}.hlsl 用时 {} 毫秒",
StrUtils::UTF16ToUTF8(effectOption.name), duration / 1000.0f));
return result;
} else {
Logger::Get().Error(StrUtils::Concat("编译 ",
StrUtils::UTF16ToUTF8(effectOption.name), ".hlsl 失败"));
return std::nullopt;
}
}
ID3D11Texture2D* Renderer::_BuildEffects() noexcept {
const std::vector<EffectOption>& effects = ScalingWindow::Get().Options().effects;
assert(!effects.empty());
const uint32_t effectCount = (uint32_t)effects.size();
// 并行编译所有效果
std::vector<EffectDesc> effectDescs(effects.size());
std::atomic<bool> anyFailure;
int duration = Utils::Measure([&]() {
Win32Utils::RunParallel([&](uint32_t id) {
std::optional<EffectDesc> desc = CompileEffect(effects[id]);
if (desc) {
effectDescs[id] = std::move(*desc);
} else {
anyFailure.store(true, std::memory_order_relaxed);
}
}, effectCount);
});
if (anyFailure.load(std::memory_order_relaxed)) {
return nullptr;
}
if (effectCount > 1) {
Logger::Get().Info(fmt::format("编译着色器总计用时 {} 毫秒", duration / 1000.0f));
}
_effectDrawers.resize(effects.size());
ID3D11Texture2D* inOutTexture = _frameSource->GetOutput();
for (uint32_t i = 0; i < effectCount; ++i) {
if (!_effectDrawers[i].Initialize(
effectDescs[i],
effects[i],
_backendResources,
_backendDescriptorStore,
&inOutTexture
)) {
Logger::Get().Error(fmt::format("初始化效果#{} ({}) 失败", i, StrUtils::UTF16ToUTF8(effects[i].name)));
return nullptr;
}
}
// 输出尺寸大于缩放窗口尺寸则需要降采样
{
D3D11_TEXTURE2D_DESC desc;
inOutTexture->GetDesc(&desc);
const SIZE scalingWndSize = Win32Utils::GetSizeOfRect(ScalingWindow::Get().WndRect());
if ((LONG)desc.Width > scalingWndSize.cx || (LONG)desc.Height > scalingWndSize.cy) {
EffectOption bicubicOption;
bicubicOption.name = L"Bicubic";
bicubicOption.parameters[L"paramB"] = 0.0f;
bicubicOption.parameters[L"paramC"] = 0.5f;
bicubicOption.scalingType = ScalingType::Fit;
// 参数不会改变,因此可以内联
bicubicOption.flags = EffectOptionFlags::InlineParams;
std::optional<EffectDesc> bicubicDesc = CompileEffect(bicubicOption);
if (!bicubicDesc) {
Logger::Get().Error("编译降采样效果失败");
return nullptr;
}
EffectDrawer& bicubicDrawer = _effectDrawers.emplace_back();
if (!bicubicDrawer.Initialize(
*bicubicDesc,
bicubicOption,
_backendResources,
_backendDescriptorStore,
&inOutTexture
)) {
Logger::Get().Error("初始化降采样效果失败");
return nullptr;
}
}
}
// 初始化所有效果共用的动态常量缓冲区
{
for (uint32_t i = 0; i < effectDescs.size(); ++i) {
if(effectDescs[i].flags & EffectFlags::UseDynamic) {
_firstDynamicEffectIdx = i;
break;
}
}
if (_firstDynamicEffectIdx != std::numeric_limits<uint32_t>::max()) {
D3D11_BUFFER_DESC bd{};
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.ByteWidth = 16; // 只用 4 个字节
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
HRESULT hr = _backendResources.GetD3DDevice()->CreateBuffer(&bd, nullptr, _dynamicCB.put());
if (FAILED(hr)) {
Logger::Get().ComError("CreateBuffer 失败", hr);
return nullptr;
}
}
}
return inOutTexture;
}
HANDLE Renderer::_CreateSharedTexture(ID3D11Texture2D* effectsOutput) noexcept {
D3D11_TEXTURE2D_DESC desc;
effectsOutput->GetDesc(&desc);
SIZE textureSize = { (LONG)desc.Width, (LONG)desc.Height };
// 创建共享纹理
_backendSharedTexture = DirectXHelper::CreateTexture2D(
_backendResources.GetD3DDevice(),
DXGI_FORMAT_R8G8B8A8_UNORM,
textureSize.cx,
textureSize.cy,
D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DEFAULT,
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
);
if (!_backendSharedTexture) {
Logger::Get().Error("创建 Texture2D 失败");
return NULL;
}
_backendSharedTextureMutex = _backendSharedTexture.try_as<IDXGIKeyedMutex>();
winrt::com_ptr<IDXGIResource> sharedDxgiRes = _backendSharedTexture.try_as<IDXGIResource>();
HANDLE sharedHandle = NULL;
HRESULT hr = sharedDxgiRes->GetSharedHandle(&sharedHandle);
if (FAILED(hr)) {
Logger::Get().Error("GetSharedHandle 失败");
return NULL;
}
return sharedHandle;
}
void Renderer::_BackendThreadProc() noexcept {
winrt::init_apartment(winrt::apartment_type::single_threaded);
ID3D11Texture2D* outputTexture = _InitBackend();
if (!outputTexture) {
_frameSource.reset();
// 通知前端初始化失败
{
std::scoped_lock lk(_mutex);
_sharedTextureHandle = INVALID_HANDLE_VALUE;
}
// 即使失败也要创建消息循环,否则前端线程将一直等待
MSG msg;
while (GetMessage(&msg, NULL, 0, 0)) {
DispatchMessage(&msg);
}
return;
}
enum {
WaitForStepTimer,
WaitForFrameSource,
DuplicateFrame
} renderState = WaitForStepTimer;
MSG msg;
while (true) {
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
// 不能在前端线程释放
_frameSource.reset();
return;
}
DispatchMessage(&msg);
}
if (renderState != WaitForFrameSource) {
// 实际上向 StepTimer 汇报重复帧有一帧的滞后,不过无伤大雅
if (!_stepTimer.NewFrame(renderState == DuplicateFrame)) {
continue;
}
renderState = WaitForFrameSource;
}
switch (_frameSource->Update()) {
case FrameSourceBase::UpdateState::NewFrame:
_BackendRender(outputTexture, false);
renderState = WaitForStepTimer;
break;
case FrameSourceBase::UpdateState::NoChange:
// 源窗口内容不变,也没有动态效果则跳过渲染
if (_dynamicCB) {
_BackendRender(outputTexture, true);
renderState = WaitForStepTimer;
} else {
renderState = DuplicateFrame;
}
break;
case FrameSourceBase::UpdateState::Waiting:
// 等待新消息
WaitMessage();
break;
default:
renderState = WaitForStepTimer;
break;
}
}
}
ID3D11Texture2D* Renderer::_InitBackend() noexcept {
// 创建 DispatcherQueue
{
DispatcherQueueOptions dqOptions{};
dqOptions.dwSize = sizeof(DispatcherQueueOptions);
dqOptions.threadType = DQTYPE_THREAD_CURRENT;
HRESULT hr = CreateDispatcherQueueController(
dqOptions,
(PDISPATCHERQUEUECONTROLLER*)winrt::put_abi(_backendThreadDqc)
);
if (FAILED(hr)) {
Logger::Get().ComError("CreateDispatcherQueueController 失败", hr);
return nullptr;
}
}
{
std::optional<float> frameRateLimit;
// 渲染帧率最大为屏幕刷新率,这是某些捕获方法的要求,也可以提高 Graphics Capture 的流畅度
const HWND hwndSrc = ScalingWindow::Get().HwndSrc();
if (HMONITOR hMon = MonitorFromWindow(hwndSrc, MONITOR_DEFAULTTONEAREST)) {
MONITORINFOEX mi{ sizeof(MONITORINFOEX) };
GetMonitorInfo(hMon, &mi);
DEVMODE dm{};
dm.dmSize = sizeof(DEVMODE);
EnumDisplaySettings(mi.szDevice, ENUM_CURRENT_SETTINGS, &dm);
if (dm.dmDisplayFrequency > 0) {
Logger::Get().Info(fmt::format("屏幕刷新率:{}", dm.dmDisplayFrequency));
frameRateLimit = (float)dm.dmDisplayFrequency;
}
}
const ScalingOptions& options = ScalingWindow::Get().Options();
if (options.maxFrameRate) {
if (!frameRateLimit || *options.maxFrameRate < *frameRateLimit) {
frameRateLimit = options.maxFrameRate;
}
}
_stepTimer.Initialize(frameRateLimit);
}
if (!_backendResources.Initialize()) {
return nullptr;
}
ID3D11Device5* d3dDevice = _backendResources.GetD3DDevice();
_backendDescriptorStore.Initialize(d3dDevice);
if (!_InitFrameSource()) {
return nullptr;
}
ID3D11Texture2D* outputTexture = _BuildEffects();
if (!outputTexture) {
return nullptr;
}
HRESULT hr = d3dDevice->CreateFence(
_fenceValue, D3D11_FENCE_FLAG_NONE, IID_PPV_ARGS(&_d3dFence));
if (FAILED(hr)) {
Logger::Get().ComError("CreateFence 失败", hr);
return nullptr;
}
_fenceEvent.reset(Win32Utils::SafeHandle(CreateEvent(nullptr, FALSE, FALSE, nullptr)));
if (!_fenceEvent) {
Logger::Get().Win32Error("CreateEvent 失败");
return nullptr;
}
HANDLE sharedHandle = _CreateSharedTexture(outputTexture);
if (!sharedHandle) {
Logger::Get().Win32Error("_CreateSharedTexture 失败");
return nullptr;
}
{
std::scoped_lock lk(_mutex);
_sharedTextureHandle = sharedHandle;
_srcRect = _frameSource->SrcRect();
}
return outputTexture;
}
void Renderer::_BackendRender(ID3D11Texture2D* effectsOutput, bool noChange) noexcept {
ID3D11DeviceContext4* d3dDC = _backendResources.GetD3DDC();
d3dDC->ClearState();
if (ID3D11Buffer* t = _dynamicCB.get()) {
_UpdateDynamicConstants();
d3dDC->CSSetConstantBuffers(1, 1, &t);
}
if (noChange) {
// 源窗口内容不变则从第一个动态效果开始渲染
for (uint32_t i = _firstDynamicEffectIdx; i < _effectDrawers.size(); ++i) {
_effectDrawers[i].Draw();
}
} else {
for (const EffectDrawer& effectDrawer : _effectDrawers) {
effectDrawer.Draw();
}
}
HRESULT hr = d3dDC->Signal(_d3dFence.get(), ++_fenceValue);
if (FAILED(hr)) {
return;
}
hr = _d3dFence->SetEventOnCompletion(_fenceValue, _fenceEvent.get());
if (FAILED(hr)) {
return;
}
d3dDC->Flush();
// 等待渲染完成
WaitForSingleObject(_fenceEvent.get(), INFINITE);
// 渲染完成后再更新 _sharedTextureMutexKey,否则前端必须等待,会大幅降低帧率
const uint64_t key = ++_sharedTextureMutexKey;
hr = _backendSharedTextureMutex->AcquireSync(key - 1, INFINITE);
if (FAILED(hr)) {
return;
}
d3dDC->CopyResource(_backendSharedTexture.get(), effectsOutput);
_backendSharedTextureMutex->ReleaseSync(key);
// 根据 https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11device-opensharedresource,
// 更新共享纹理后必须调用 Flush
d3dDC->Flush();
// 唤醒前台线程
PostMessage(ScalingWindow::Get().Handle(), WM_NULL, 0, 0);
}
bool Renderer::_UpdateDynamicConstants() const noexcept {
// cbuffer __CB2 : register(b1) { uint __frameCount; };
ID3D11DeviceContext4* d3dDC = _backendResources.GetD3DDC();
D3D11_MAPPED_SUBRESOURCE ms;
HRESULT hr = d3dDC->Map(_dynamicCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
if (SUCCEEDED(hr)) {
// 避免使用 *(uint32_t*)ms.pData,见
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-map
const uint32_t frameCount = _stepTimer.FrameCount();
std::memcpy(ms.pData, &frameCount, 4);
d3dDC->Unmap(_dynamicCB.get(), 0);
} else {
Logger::Get().ComError("Map 失败", hr);
return false;
}
return true;
}
}