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Experimental GPU overclock
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218
app/NvAPIWrapper/Display/ScanOutInformation.cs
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218
app/NvAPIWrapper/Display/ScanOutInformation.cs
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using System.Linq;
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using NvAPIWrapper.Native;
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using NvAPIWrapper.Native.Display;
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using NvAPIWrapper.Native.Display.Structures;
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using NvAPIWrapper.Native.General.Structures;
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using Rectangle = NvAPIWrapper.Native.General.Structures.Rectangle;
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namespace NvAPIWrapper.Display
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{
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/// <summary>
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/// Contains information regarding the scan-out buffer settings of a display device
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/// </summary>
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public class ScanOutInformation
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{
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internal ScanOutInformation(DisplayDevice displayDevice)
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{
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DisplayDevice = displayDevice;
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}
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/// <summary>
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/// Gets the clone importance assigned to the target if the target is a cloned view of the SourceDesktopRectangle
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/// (0:primary,1 secondary,...).
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/// </summary>
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public uint CloneImportance
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).CloneImportance;
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}
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/// <summary>
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/// Gets the display device that this instance describes
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/// </summary>
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public DisplayDevice DisplayDevice { get; }
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/// <summary>
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/// Gets a boolean value indicating if the display device scan out output is warped
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/// </summary>
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public bool IsDisplayWarped
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{
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get => DisplayApi.GetScanOutWarpingState(DisplayDevice.DisplayId).IsEnabled;
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}
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/// <summary>
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/// Gets a boolean value indicating if the display device intensity is modified
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/// </summary>
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public bool IsIntensityModified
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{
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get => DisplayApi.GetScanOutIntensityState(DisplayDevice.DisplayId).IsEnabled;
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}
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/// <summary>
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/// Gets the operating system display device rectangle in desktop coordinates displayId is scanning out from.
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/// </summary>
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public Rectangle SourceDesktopRectangle
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).SourceDesktopRectangle;
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}
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/// <summary>
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/// Gets the rotation performed between the SourceViewPortRectangle and the TargetViewPortRectangle.
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/// </summary>
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public Rotate SourceToTargetRotation
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).SourceToTargetRotation;
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}
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/// <summary>
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/// Gets the area inside the SourceDesktopRectangle which is scanned out to the display.
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/// </summary>
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public Rectangle SourceViewPortRectangle
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).SourceViewPortRectangle;
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}
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/// <summary>
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/// Gets the vertical size of the active resolution scanned out to the display.
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/// </summary>
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public uint TargetDisplayHeight
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).TargetDisplayHeight;
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}
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/// <summary>
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/// Gets the horizontal size of the active resolution scanned out to the display.
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/// </summary>
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public uint TargetDisplayWidth
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).TargetDisplayWidth;
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}
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/// <summary>
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/// Gets the area inside the rectangle described by targetDisplayWidth/Height SourceViewPortRectangle is scanned out
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/// to.
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/// </summary>
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public Rectangle TargetViewPortRectangle
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{
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get => DisplayApi.GetScanOutConfiguration(DisplayDevice.DisplayId).TargetViewPortRectangle;
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}
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/// <summary>
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/// Disables the intensity modification on the display device scan-out buffer.
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/// </summary>
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/// <param name="isSticky">A boolean value that indicates whether the settings will be kept over a reboot.</param>
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public void DisableIntensityModifications(out bool isSticky)
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{
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DisplayApi.SetScanOutIntensity(DisplayDevice.DisplayId, null, out isSticky);
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}
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/// <summary>
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/// Disables the warping of display device scan-out buffer.
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/// </summary>
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/// <param name="isSticky">A boolean value that indicates whether the settings will be kept over a reboot.</param>
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public void DisableWarping(out bool isSticky)
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{
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var vorticesCount = 0;
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DisplayApi.SetScanOutWarping(DisplayDevice.DisplayId, null, ref vorticesCount, out isSticky);
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}
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/// <summary>
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/// Enables the intensity modification on the display device scan-out buffer.
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/// </summary>
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/// <param name="intensityTexture">The intensity texture to apply to the scan-out buffer.</param>
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/// <param name="isSticky">A boolean value that indicates whether the settings will be kept over a reboot.</param>
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public void EnableIntensityModifications(IntensityTexture intensityTexture, out bool isSticky)
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{
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using (
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var intensity = new ScanOutIntensityV1(
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(uint) intensityTexture.Width,
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(uint) intensityTexture.Height,
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intensityTexture.ToFloatArray()
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)
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)
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{
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DisplayApi.SetScanOutIntensity(DisplayDevice.DisplayId, intensity, out isSticky);
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}
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}
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/// <summary>
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/// Enables the intensity modification on the display device scan-out buffer.
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/// </summary>
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/// <param name="intensityTexture">The intensity texture to apply to the scan-out buffer.</param>
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/// <param name="offsetTexture">The offset texture to apply to the scan-out buffer.</param>
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/// <param name="isSticky">A boolean value that indicates whether the settings will be kept over a reboot.</param>
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public void EnableIntensityModifications(
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IntensityTexture intensityTexture,
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FloatTexture offsetTexture,
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out bool isSticky)
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{
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using (
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var intensity = new ScanOutIntensityV2(
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(uint) intensityTexture.Width,
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(uint) intensityTexture.Height,
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intensityTexture.ToFloatArray(),
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(uint) offsetTexture.Channels,
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offsetTexture.ToFloatArray()
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)
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)
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{
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DisplayApi.SetScanOutIntensity(DisplayDevice.DisplayId, intensity, out isSticky);
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}
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}
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/// <summary>
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/// Enables the warping of display device scan-out buffer
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/// </summary>
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/// <param name="warpingVerticeFormat">The type of warping vortexes.</param>
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/// <param name="vortices">An array of warping vortexes.</param>
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/// <param name="textureRectangle">The rectangle in desktop coordinates describing the source area for the warping.</param>
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/// <param name="isSticky">A boolean value that indicates whether the settings will be kept over a reboot.</param>
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// ReSharper disable once TooManyArguments
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public void EnableWarping(
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WarpingVerticeFormat warpingVerticeFormat,
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XYUVRQVortex[] vortices,
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Rectangle textureRectangle,
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out bool isSticky)
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{
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using (
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var warping = new ScanOutWarpingV1(
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warpingVerticeFormat,
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vortices.SelectMany(vortex => vortex.AsFloatArray()).ToArray(),
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textureRectangle
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)
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)
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{
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var vorticesCount = vortices.Length;
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DisplayApi.SetScanOutWarping(DisplayDevice.DisplayId, warping, ref vorticesCount, out isSticky);
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}
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}
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/// <summary>
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/// Queries the current state of one of the various scan-out composition parameters.
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/// </summary>
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/// <param name="parameter">The scan-out composition parameter.</param>
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/// <param name="additionalValue">The additional value included with the parameter value.</param>
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/// <returns>The scan-out composition parameter value.</returns>
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public ScanOutCompositionParameterValue GetCompositionParameterValue(
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ScanOutCompositionParameter parameter,
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out float additionalValue)
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{
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return DisplayApi.GetScanOutCompositionParameter(DisplayDevice.DisplayId, parameter, out additionalValue);
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}
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/// <summary>
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/// Sets the current state of one of the various scan-out composition parameters.
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/// </summary>
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/// <param name="parameter">The scan-out composition parameter.</param>
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/// <param name="parameterValue">The scan-out composition parameter value.</param>
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/// <param name="additionalValue">The additional value included with the parameter value.</param>
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public void SetCompositionParameterValue(
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ScanOutCompositionParameter parameter,
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ScanOutCompositionParameterValue parameterValue,
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float additionalValue)
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{
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DisplayApi.SetScanOutCompositionParameter(DisplayDevice.DisplayId, parameter, parameterValue,
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ref additionalValue);
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}
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}
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}
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