I have two processes: Unity.exe and MyPathTracer.exe. And I share a ID3D11Texture2D between them(MyPathTracer.exe writes it, and Unity.exe reads it), same things as the image below (copied from https://github.com/keijiro/KlakSpout).
I keep the camera parameters of the two processes synchronized in real-time, and then blend the rendering results in Unity.exe
However, there is a significant delays when Unity.exe blends its rendering result with the shared texture written by MyPathTracer.exe
Does it already have a fixed delay implemented in the dirver? Or is it the delay caused by my IPC (pass camera params)?
BTW, I refer ways for Direct2D and Direct3D Interoperability for sharing texture code.
