Will shared textures be overwritten when I send faster than I receive? Do you need to use SetFrameSync and WaitFrameSync to process synchronization?
Sorry for the delay. Your post was held for review.
The sender will replace the shared texture handle in shared memory every frame. The receiver reads that handle from shared memory at it’s own frame rate and copies the shared texture. There is texture access protection but no synchronization. If the sender is faster, the receiver will simply miss frames. If the receiver is faster it will read duplicate frames. Access rotection ensures that the texture can only be accessed by one process at a time.
Normally this is not a problem and no further sync than texture access is required. But for some critical applications the two need to be synchronized and that can be done with SetFrameSync/WaitFrameSync. The beta branch has sync examples.