The full view is now the default. While the renderer process covers the whole view (Channel::covering, set after each frame it presents), the adapter skips the client's renderer's clears and draws, decided per frame; the client's renderer still gets state and resources, and draws again as soon as the renderer process stops covering the view. The client's window no longer gets WS_CLIPCHILDREN: the client draws when its window gets WM_PAINT, which a window entirely covered by clipped children never gets (it fell to about one frame a second). The flip model swap chain shows above the client's drawing anyway. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -290,14 +290,17 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
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info("drawing {}x{} at {} in the client's 3D view, its scene from {}", width, height, place.left, offset);
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} else {
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ShowWindow(window, SW_HIDE);
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channel->covering = 0;
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info("hidden");
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}
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}
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reload_shaders(scene);
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LARGE_INTEGER start, end;
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QueryPerformanceCounter(&start);
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const bool covers = current_view(channel->view) == View::Full && width > 0 && height > 0;
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if (scene.execute(std::span(frame).first(complete), offset, width > 0 && height > 0)) {
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swapChain->Present(0);
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channel->covering = covers ? 1 : 0; // the client's renderer can stop drawing (or must start again)
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QueryPerformanceCounter(&end);
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drawTime += static_cast<double>(end.QuadPart - start.QuadPart) / static_cast<double>(frequency.QuadPart);
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latency += static_cast<double>(end.QuadPart - static_cast<LONGLONG>(scene.lastSentAt())) /
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@@ -315,6 +318,7 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
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frame.erase(frame.begin(), frame.begin() + static_cast<std::ptrdiff_t>(complete));
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}
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channel->covering = 0;
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info("exiting");
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DestroyWindow(window);
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return 0;
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