My application needs to capture and play a live video stream from an Epix imaging board hooked up to a camera. I use an unmanaged Direct3D9 device, with a vertex shader and pixel shader associated to an Effect.
In my development box, I emulate the imaging board by loading a video from a file into memory and launching a thread which supplies frame by frame to the application when requested. This works and looks great in my development box (Windows 7 x64, two monitors, each one hooked up to a NVIDIA GeForce 210 - two monitor, two video cards).
In our production box, however, the live capture exhibits a quite noticeable flicker. The production box has ONE NVidia GeForce 210 card which two outputs hooked to two monitors. Asides from that, hardware specs are a little below the development box (Dev has an i7 CPU, 4 GB RAM and Win7 x64, while Prod has an Intel G2020 with 2 GB RAM and Win XP x86).
I tried installing and running PIX in Prod, but it crashes when I exit my app. I tried all configurations I could think of but couldn't capture a single frame. First of all, I want to ascertain if this is really a performance issue. If it is so, I'd struggle with PIX or try nvPerfHUD to determine if the app is CPU or GPU bound.
But I'm at a loss now. How could I see if this is really a performance problem, or maybe I'm messing up some property in my Direct3D9 device?
// Set up the structure used to create the D3DDevice. We will create a // device with a zbuffer. ZeroMemory( &m_d3dpp, sizeof( m_d3dpp ) ); m_d3dpp.Windowed = TRUE; m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; m_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; m_d3dpp.EnableAutoDepthStencil = TRUE; // Let Direct3D create and manage z-buffer m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
The camera is capturing at 25 FPS. My simulator works as fast as the CPU lets it, and in my dev box it runs at almost 60 FPS.
Edit: I render my images as textured quads; texture size is configurable. If an image is larger than the texture size, more than one quad will be needed.
Edit2: My application uses Windows Forms for its GUI, and the direct3d part is done as a C++/CLI class which inherits System.Windows.UserControl and wraps an unmanaged class which does the actual rendering. But I managed to make a smaller, all unmanaged test which reproduces the problem. I used plain WinAPI to render inside a window created with the CreateWindowEx function. And it still flickers...