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How to correctly synchronize a shared surface?

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#1 Asik   Members   

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Posted 31 May 2013 - 08:51 AM

Hello,

 

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of its rendering surface to a shared surface, and then sets a flag in shared system memory to tell B that it's done. When B sees the flag, it then does a StretchRect of the shared surface to its own display surface. Process B then sets the flag again to tell A it is done.

 

It seems however that after the StretchRect on the shared surface returns, the texture has not necessarily finished copying, because sometimes Process B gets the previous picture, or sometimes even there is tearing (i.e. one half of picture N + one half of picture N + 1).

 

As I understand it, Direct3D is largely asynchronous under the hood, and does not ensure synchronisation between processes. I therefore need to ensure by myself that Process A has finished copying before displaying in process B, and vice-versa. Am I correct in my interpretation of the situation, and how would I achieve this? I am experimenting with LockRect() but I'm not sure if that's optimal or even guaranteed to work.


Edited by Dr_Asik, 31 May 2013 - 08:51 AM.





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