Comments (2)
Fundamentally, sharing between processes is by way of DirectX 11 shared textures. OpenGL uses a driver interop to transfer from OpenGL. DirectX 12 uses D3D11on12 to transfer from D3D12. If you can use DirectX 11 directly, it is the most efficient way.
OpenGL uses an fbo blit to copy from the user texture to the interop linked, shared texture. There is negligible performance difference between send fbo or texture. SendBackbuffer gets the texture resource from the render target view. Again the time difference is negligible. The benefit is convenience if no texture resource is immediately available.
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Thank you for detailed answer!
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Related Issues (20)
- SpoutSender/Receiver sourcecode HOT 5
- SpoutLibrary : unable to setup multiple named Spout Receivers HOT 11
- Unused #include <d3d9.h> in SpoutLibrary.h makes compilation with JUCE fail. HOT 2
- GL-Spout-NDI-DX ? HOT 3
- Global registry settings HOT 3
- Multiple Senders in SpoutDX HOT 4
- CPU sharing flag is always false in OpenSpout HOT 7
- Small code issue in SpoutGL.cpp HOT 3
- Use SendImage without using OF, Cinder, etc. HOT 2
- flickering because receiver sometimes can't access the shared texture. HOT 5
- Add ossia to the list of Spout-compatible software :) HOT 3
- Should the solutions be removed from the repo? HOT 2
- I found 1-2 frame delay fluctuation when I used spout for texture transmission. How can I eliminate this delay? HOT 7
- Windows on ARM binaries missing HOT 8
- Exclude binaries from repo HOT 1
- A way to build Demo/SpoutSender.exe and Demo/SpoutReceiver.exe HOT 1
- Getting nullptr textures with spout receiver HOT 5
- Spout with WebGPU HOT 6
- Receiver的图像翻转了,如何把他摆正方位 HOT 2
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