Re: VRM9 and D3DPRESENT_INTERVAL_ONE
From: Holger Grahn (spam_at_x79.net)
Date: 03/22/05
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Date: Wed, 23 Mar 2005 00:31:15 +0100
Hi Ley
yes, I have exactly the same problem.
The reason I guess that the driver buffers all Direct X drawing calls upto
several frames in advance,
device->Present then starts a hard blocking without giving other threads a
chance to get CPU time.
Only some direct 3d / hardware driver guys could help.
There is no Signal HANDLE in Direct3D to wait in parallel until a backbuffer
present is finally finished
or a way to specify the prerender frame limit. (Some old Nividia Drivers
sometimes exposed this setting with a default
of 3 frames)
Greetings
Holger
"Ley" <Ley@discussions.microsoft.com> schrieb im Newsbeitrag
news:9AD46E15-98F8-4F54-9BB5-55F0865DC7AF@microsoft.com...
> Hello,
>
> I have implemented video support in my 3D application using the VMR9 and a
> custom presenter/allocator. As my application has its own 3D rendering
> loop
> and I started with the VMRAllocator9 sample, I use mutex and double
> buffering
> textures to avoid concurency problem when accessing my video texture from
> the
> video thread or from my 3D loop thread. And everything works fine except
> in
> one case: when I am using the D3DPRESENT_INTERVAL_ONE with a fullscreen 3D
> Device. In this case, the PresentImage() method of my custom
> presenter/allocator is never called. I therefore have the 3D rendering
> running at 60 FPS, but no video update on my texture. It is as if the
> video
> decoding was completely stopped in this particular case.
>
> I couldn't solve this problem so far, so does anybody had the same trouble
> or an idea of what is going on ?
>
> Thanks in advance,
> Ley.
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