I am using the DirectXTK SpriteBatch class for rendering sprites. The problem is that the sprite flickers. I suppose it's due to the front/back buffer switching.
Is it possible to avoid this flicker effect?
My render code looks like:
void Render(float elapsedTime)
{
ID2D1DeviceContext* d2dContext = g_devResources->GetD2dDeviceContext();
// Draw sprite
g_SpriteBatch->Begin(SpriteSortMode_Deferred);
{
g_SpriteBatch->Draw(g_texture, XMFLOAT2(10, 75), nullptr, Colors::White);
}
g_SpriteBatch->End();
}
And the windows size dependent initialization code as follows:
void DeviceResources::InitWindowSizeDependentResources(HWND hWnd)
{
HRESULT hr;
// Identify the physical adapter (GPU or card) this device is runs on.
ComPtr<IDXGIAdapter> dxgiAdapter;
hr = m_dxgiDevice->GetAdapter(&dxgiAdapter);
if (FAILED(hr))
{
throw std::exception("Identification of IDXGIAdapter failed");
}
// Get the factory object that created the DXGI device.
ComPtr<IDXGIFactory2> dxgiFactory;
hr = dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory));
if (FAILED(hr))
{
throw std::exception("Get IDXGIFactory2 failed");
}
// Allocate a swap chain descriptor.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
swapChainDesc.Width = 0; // use automatic sizing
swapChainDesc.Height = 0;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // don't use multi-sampling
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // use double buffering to enable flip
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // all apps must use this SwapEffect
swapChainDesc.Flags = 0;
// Get the final swap chain for this window from the DXGI factory.
hr = dxgiFactory->CreateSwapChainForHwnd(
m_d3dDevice.Get(),
hWnd,
&swapChainDesc,
NULL,
NULL,
&m_dxgiSwapChain
);
if (FAILED(hr))
{
throw std::exception("Creation of IDXGISwapChain failed");
}
// Ensure that DXGI doesn't queue more than one frame at a time (minimize power consumption).
hr = m_dxgiDevice->SetMaximumFrameLatency(1);
if (FAILED(hr))
{
throw std::exception("Set MaximumFrameLatency failed");
}
// Get the backbuffer for this window which is be the final 3D render target.
ComPtr<ID3D11Texture2D> backBuffer;
hr = m_dxgiSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
if (FAILED(hr))
{
throw std::exception("Get BackBuffer failed");
}
hr = m_d3dDevice->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_d3dRenderTargetView);
// Now we set up the Direct2D render target bitmap linked to the swapchain.
// Whenever we render to this bitmap, it is directly rendered to the
// swap chain associated with the window.
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
D2D1::BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE),
96.0f, // dpi x
96.0f // dpi y
);
// Direct2D needs the dxgi version of the backbuffer surface pointer.
ComPtr<IDXGISurface> dxgiBackBuffer;
hr = m_dxgiSwapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer));
if (FAILED(hr))
{
throw std::exception("Get BackBuffer failed");
}
// Get a D2D surface from the DXGI back buffer to use as the D2D render target.
hr = m_d2dContext->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
bitmapProperties,
m_d2dRenderTargetBitmap.GetAddressOf());
if (FAILED(hr))
{
throw std::exception("CreateBitmapFromDxgiSurface failed");
}
// Now we can set the Direct2D render target.
m_d2dContext->SetTarget(m_d2dRenderTargetBitmap.Get());
// tell DirectX how to scale its logical coordinate system to physical display
float dpiX, dpiY;
m_d2dFactory1->GetDesktopDpi(&dpiX, &dpiY);
m_d2dContext->SetDpi(dpiX, dpiY);
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = 640;
descDepth.Height = 480;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = m_d3dDevice->CreateTexture2D(&descDepth, nullptr, &m_d3dDepthStencil);
if (FAILED(hr))
{
throw std::exception("CreateTexture2D failed");
}
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = m_d3dDevice->CreateDepthStencilView(m_d3dDepthStencil.Get(), &descDSV, &m_d3dDepthStencilView);
if (FAILED(hr))
{
throw std::exception("CreateDepthStencilView failed");
}
m_d3dContext->OMSetRenderTargets(1, m_d3dRenderTargetView.GetAddressOf(), m_d3dDepthStencilView.Get());
// Setup the viewport
// todo: wozu genau? (eingebaut, damit es in SpriteBatch.End() nicht knallt...)
D3D11_VIEWPORT vp;
vp.Width = 640.0f;
vp.Height = 480.0f;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_d3dContext->RSSetViewports(1, &vp);
}
Thanks in advance!
Related
I have this function that get a Pixel color from the screen with GDI+ API:
RGBTRIPLE GetPixelColorGDI(int x, int y)
{
RGBTRIPLE rgb;
HDC dc = GetDC(NULL);
COLORREF color = GetPixel(dc, x, y);
ReleaseDC(NULL, dc);
rgb.rgbtRed = GetRValue(color);
rgb.rgbtGreen = GetGValue(color);
rgb.rgbtBlue = GetBValue(color);
return rgb;
}
the function works perfectly but it is too slow.
For this reason I like to try to implement the equivalent in DirectX 11 (I don't have a good experience in DirectX in general) and please excuse me if it is incorrect, this in my first attempt:
/// <summary>
/// Get pixel color from screen (24 bit) via DirextX 11
/// </summary>
/// <param name="X"></param>
/// <param name="Y"></param>
/// <param name="swapchainDescription"></param>
RGBTRIPLE GetPixelColorDX11(int X, int Y, IDXGISwapChain* pSwapChain)
{
RGBTRIPLE rgb;
HRESULT hr = 0;
using Texture2D = ID3D11Texture2D*;
IDXGIResource* backbufferptr = nullptr;
ID3D11Resource* SourceResource = nullptr;
Texture2D DestResource = nullptr;
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
D3D11_MAPPED_SUBRESOURCE MappedSubresource;
hr = pSwapChain->GetBuffer(0, __uuidof(IDXGIResource), (void**)&backbufferptr);
if (hr < 0) {
return;
}
hr = backbufferptr->QueryInterface(__uuidof(ID3D11Resource), (void**)&SourceResource);
if (hr < 0) {
return;
}
hr = pSwapChain->GetDevice(__uuidof(ID3D11Device), (void**)&device);
if (hr < 0) {
return;
}
DXGI_SWAP_CHAIN_DESC desc;
hr = pSwapChain->GetDesc(&desc);
if (hr < 0) {
return;
}
D3D11_TEXTURE2D_DESC TextureDesciption = { };
TextureDesciption.Format = desc.BufferDesc.Format;
TextureDesciption.Width = desc.BufferDesc.Width;
TextureDesciption.Height = desc.BufferDesc.Height;
TextureDesciption.MipLevels = 1;
TextureDesciption.ArraySize = 1;
TextureDesciption.SampleDesc.Count = 1;
TextureDesciption.Usage = D3D11_USAGE_STAGING;
TextureDesciption.BindFlags = 0;
TextureDesciption.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
TextureDesciption.MiscFlags = 0;
hr = device->CreateTexture2D(&TextureDesciption, nullptr, &DestResource);
if (hr < 0) {
return;
}
device->GetImmediateContext(&context);
if (!context) {
return;
}
context->CopyResource(DestResource, SourceResource);
context->Map(DestResource, 0, D3D11_MAP_READ, 0, &MappedSubresource);
COLORREF* pPixels = (COLORREF*)MappedSubresource.pData;
rgb.rgbtRed = (pPixels[0] >> 16) & 0xff;
rgb.rgbtGreen = (pPixels[0] >> 8) & 0xff;
rgb.rgbtBlue = pPixels[0] & 0xff;
return rgb;
}
In this code is missing where I can set in X and Y coordinate in pixel because I don't known how to do it.
Apart this I don't sure if this way is enough efficient to make this more faster then the GDI++
GetPixel version.
The idea is (I don't sure if is possible) is select only one pixel (x, y) on source texture and read the color on "pPixels[0]"
Update
I explain better why I need and why.
My hooked DLL hook the DX11 "present" and draw a rectangle using shader that work as "placeholder" on a game menu.
Drawing phase is very fast becouse use DX11 and there no any FPS drop.
To do it I use a library called "imgui".
Before draw the rectangle I need to known in what position I need to place the rectangle and this depend by the result of the actual GetPixelColorGDI that is slow.
The user press a arrow key to move the rectangle on another position.
I call "GetPixelColorGDI" from 1 to 11 times for single screen.
If the next slot is filled I call GetPixelColorGDI only one time, but if the next 10 slots are empty I need to call GetPixelColorGDI 10 times.
So best solution can be create GetPixelColorDX11 like this:
RGBTRIPLE GetPixelColorDX11(int X, int Y, IDXGISwapChain* pSwapChain)
and this overloald:
struct COORDINATE
{
int x;
int y;
}
RGBTRIPLE[] GetPixelColorDX11(COORDINATE[] Pixel , IDXGISwapChain* pSwapChain)
so this can cover all cases.
here my function that I use to initialize DirectX to draw the rectangles:
bool InitDirectX(IDXGISwapChain* pChain)
{
// Get swapchain
pSwapchain = pChain;
// Get device and context
HRESULT hr = pSwapchain->GetDevice(__uuidof(ID3D11Device), (PVOID*)&pDevice);
if (FAILED(hr))
{
std::cerr << "Failed to get device from swapchain" << std::endl;
return false;
}
pDevice->GetImmediateContext(&pContext);
// Get window from swapchain description
DXGI_SWAP_CHAIN_DESC swapchainDescription;
pSwapchain->GetDesc(&swapchainDescription);
hWindow = swapchainDescription.OutputWindow;
// Use SetWindowLongPtr to modify window behaviour and get input
wndProcHandlerOriginal = (WNDPROC)SetWindowLongPtr(hWindow, GWLP_WNDPROC, (LONG_PTR)hWndProc);
std::cout << "Successfully initialised DirectX - resolution " << swapchainDescription.BufferDesc.Width << "x" << swapchainDescription.BufferDesc.Height << std::endl;
// Update the screen resolution multiplier
UpdateResolutionMultiplier(swapchainDescription.BufferDesc.Width, swapchainDescription.BufferDesc.Height);
return true;
}
I am trying to make my Direct3D window fullscreen, with an 800x600 resolution. However, everything I try makes the screen stretch to cover the entire monitor, instead of just taking up an 800x600 area with black bars on the sides. The cursor is also stretched.
I create my swap chain with this DXGI_SWAP_CHAIN_DESC:
DXGI_SWAP_CHAIN_DESC sd{};
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 0;
sd.BufferDesc.RefreshRate.Denominator = 0;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hWnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
Then I set the screen resolution using this code:
DEVMODEW devMode{};
devMode.dmSize = sizeof(devMode);
devMode.dmPelsWidth = width;
devMode.dmPelsHeight = height;
devMode.dmFields = DM_PELSHEIGHT | DM_PELSWIDTH;
LONG res = ChangeDisplaySettingsW(&devMode, CDS_FULLSCREEN);
Finally I set the swap chain to be fullscreen:
HRESULT hr = swap->SetFullscreenState(on, nullptr);
Also, in my window procedure I call this whenever WM_SIZE is received:
swapChain.reset(); // Destroy swap chain
context->ClearState();
if (FAILED(swap->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0))) throw Exception("Failed to resize buffers");
swapChain.emplace(swap.Get(), device.Get(), context.Get(), hWnd); // Recreate swap chain
I have tried using DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH in both the DXGI_SWAP_CHAIN_DESC and the ResizeBuffers, as well as calling IDXGISwapChain::ResizeTarget with my desired size, but I still get the same problem.
I have a problem with capturing screen from full screen application (game). I made code to capture screen based on code from those links:
Capture screen using DirectX
DirectX Partial Screen Capture
But it only works when using somewhere on desktop, not in full screen app. Tried to change "parameters.Windowed" to false, not worked, tried some options within createdevice function, but when full screen it cannot create device (stays null, hr returned is 0x88760868).
Code:
void get_screen()
{
UINT adapter = D3DADAPTER_DEFAULT;
IDirect3D9 *d3d = nullptr;
IDirect3DDevice9 *device = nullptr;
IDirect3DSurface9 *surface = nullptr;
D3DPRESENT_PARAMETERS parameters = { 0 };
D3DDISPLAYMODE mode; //screen resolution
D3DLOCKED_RECT rc;
UINT pitch;
SYSTEMTIME st;
LPBYTE shots = nullptr;
HRESULT hr;
// init D3D and get screen size
d3d = Direct3DCreate9(D3D_SDK_VERSION);
d3d->GetAdapterDisplayMode(adapter, &mode);
parameters.Windowed = TRUE;
parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
parameters.BackBufferHeight = mode.Height;
parameters.BackBufferWidth = mode.Width;
parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
// create device & capture surface
d3d->CreateDevice(adapter, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶meters, &device);
device->CreateOffscreenPlainSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, nullptr);
// get the data
device->GetFrontBufferData(0, surface);
surface->LockRect(&rc, NULL, 0);
pitch = rc.Pitch;
shots = new BYTE[pitch * mode.Height];
CopyMemory(shots, rc.pBits, rc.Pitch * mode.Height);
surface->UnlockRect();
// save all screenshots
WCHAR file[100] = L"test.png";
save_screen(mode.Width, mode.Height, pitch, shots, file, GUID_ContainerFormatPng);
//cleanup:
surface->Release();
device->Release();
d3d->Release();
}
I'm trying to write a Windows C++ program that will try to pick out a color of interest from whatever is currently being displayed on the screen.
I've tried following examples for GDI, Direct3D9, and Direct3D11 DXGI, and they all seem to work only for capturing the Windows desktop and/or my own application's own output. When I launch a full-screen Direct3D game, I seem to to end up with some flavor of blank pixel data.
It must be possible to accomplish this, or else OBS Studio, FRAPS, etc. would not work as transparently as they do.
I know I could try to reverse engineer OBS Studio, but does anybody have a more succinct C++ solution for capturing an arbitrary Windows application's video output as some kind of pixel buffer?
Edit: I should also mention that capture of regular desktop windows seems to work. It's fullscreen games that are giving me trouble.
Edit: A commenter requested my GDI code. Here is my GDI and D3D9 code. As you can see, I tried a few variations based on conflicting examples that I found:
std::wstring GetScreenColor(COLORREF& colorRef)
{
std::wstring retVal;
//const int desktopWidth(GetDeviceCaps(desktopHdc, HORZRES));
//const int desktopHeight(GetDeviceCaps(desktopHdc, VERTRES));
// const int desktopWidth(GetSystemMetrics(SM_CXVIRTUALSCREEN));
// const int desktopHeight(GetSystemMetrics(SM_CYVIRTUALSCREEN));
const int desktopWidth(GetSystemMetrics(SM_CXSCREEN));
const int desktopHeight(GetSystemMetrics(SM_CYSCREEN));
HWND desktopHwnd(GetDesktopWindow());
// HDC desktopHdc(GetDC(NULL));
HDC desktopHdc(GetDC(desktopHwnd));
HDC myHdc(CreateCompatibleDC(desktopHdc));
const HBITMAP desktopBitmap(CreateCompatibleBitmap(desktopHdc, desktopWidth, desktopHeight));
SelectObject(myHdc, desktopBitmap);
// BitBlt(myHdc, 0, 0, desktopWidth, desktopHeight, desktopHdc, 0, 0, SRCCOPY);
BitBlt(myHdc, 0, 0, desktopWidth, desktopHeight, desktopHdc, 0, 0, SRCCOPY | CAPTUREBLT);
//SelectObject(myHdc, hOld);
ReleaseDC(NULL, desktopHdc);
BITMAPINFO bitmapInfo = { 0 };
bitmapInfo.bmiHeader.biSize = sizeof(bitmapInfo.bmiHeader);
bitmapInfo.bmiHeader.biWidth = desktopWidth;
bitmapInfo.bmiHeader.biHeight = -desktopHeight;
bitmapInfo.bmiHeader.biPlanes = 1;
bitmapInfo.bmiHeader.biBitCount = 24;
bitmapInfo.bmiHeader.biCompression = BI_RGB;
bitmapInfo.bmiHeader.biSizeImage = 0;
// TODO: use a persistent buffer?
const unsigned long numPixels(desktopHeight * desktopWidth);
ColorBGRS* rawPixels(new ColorBGRS[numPixels]);
if (!GetDIBits(myHdc, desktopBitmap, 0, desktopHeight, rawPixels, &bitmapInfo, DIB_RGB_COLORS))
{
delete[] rawPixels;
ReleaseDC(desktopHwnd, desktopHdc);
DeleteDC(myHdc);
DeleteObject(desktopBitmap);
return L"GetDIBits() failed";
}
unsigned long redSum(0);
unsigned long greenSum(0);
unsigned long blueSum(0);
for (unsigned long index(0); index < numPixels; ++index)
{
blueSum += rawPixels[index].blue;
greenSum += rawPixels[index].green;
redSum += rawPixels[index].red;
}
const unsigned long redAverage(redSum / numPixels);
const unsigned long blueAverage(blueSum / numPixels);
const unsigned long greenAverage(greenSum / numPixels);
colorRef = RGB(redAverage, greenAverage, blueAverage);
delete[] rawPixels;
ReleaseDC(desktopHwnd, desktopHdc);
DeleteDC(myHdc);
DeleteObject(desktopBitmap);
return std::wstring();
}
std::wstring GetScreenColor2(COLORREF& colorRef)
{
IDirect3D9* d3d9(Direct3DCreate9(D3D_SDK_VERSION));
if (!d3d9)
{
d3d9->Release();
return L"Direct3DCreate9() failed";
}
D3DDISPLAYMODE d3dDisplayMode;
if (FAILED(d3d9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3dDisplayMode)))
{
return L"GetAdapterDisplayMode() failed";
}
D3DPRESENT_PARAMETERS d3dPresentParams;
ZeroMemory(&d3dPresentParams, sizeof(D3DPRESENT_PARAMETERS));
d3dPresentParams.Windowed = TRUE;
d3dPresentParams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
d3dPresentParams.BackBufferFormat = d3dDisplayMode.Format;
d3dPresentParams.BackBufferCount = 1;
d3dPresentParams.BackBufferHeight = d3dDisplayMode.Height;
d3dPresentParams.BackBufferWidth = d3dDisplayMode.Width;
d3dPresentParams.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
//d3dPresentParams.SwapEffect = D3DSWAPEFFECT_COPY;
d3dPresentParams.hDeviceWindow = NULL; //hWnd;
d3dPresentParams.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
d3dPresentParams.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
IDirect3DDevice9* d3d9Device(0);
if (FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dPresentParams.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dPresentParams, &d3d9Device)))
{
d3d9->Release();
return L"CreateDevice() failed";
}
IDirect3DSurface9* d3d9Surface(0);
// if (FAILED(d3d9Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &d3d9Surface))) return L"GetBackBuffer() failed";
if (FAILED(d3d9Device->CreateOffscreenPlainSurface(d3dDisplayMode.Width, d3dDisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &d3d9Surface, NULL)))
// if (FAILED(d3d9Device->CreateOffscreenPlainSurface(d3dDisplayMode.Width, d3dDisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &d3d9Surface, NULL)))
{
d3d9Device->Release();
d3d9->Release();
return L"CreateOffscreenPlainSurface() failed";
}
if (FAILED(d3d9Device->GetFrontBufferData(0, d3d9Surface)))
{
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return L"GetFrontBufferData() failed";
}
D3DLOCKED_RECT d3dLockedRect;
if (FAILED(d3d9Surface->LockRect(&d3dLockedRect, 0, D3DLOCK_NO_DIRTY_UPDATE |
D3DLOCK_NOSYSLOCK |
D3DLOCK_READONLY)))
{
d3d9Surface->UnlockRect();
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return L"LockRect() failed";
}
const unsigned long numPixels(d3dDisplayMode.Height * d3dDisplayMode.Width);
BYTE* rawPixels((BYTE*)(d3dLockedRect.pBits));
colorRef = RGB(*(rawPixels + 2), *(rawPixels + 1), *(rawPixels));
d3d9Surface->UnlockRect();
d3d9Surface->Release();
d3d9Device->Release();
d3d9->Release();
return std::wstring();
}
There is the Desktop Duplication API since Windows 8 that is able to record fullscreen applications like games. I have recently made this library for one of my projects that you maybe can use for reference. Only in your case you need to get the raw pixel data from the textures instead of writing them to video or images.
edit: added a small example of reinitialization on lost access.
{
CComPtr<ID3D11Device> pDevice;
CComPtr<IDXGIOutputDuplication> pDeskDupl;
//(...)create devices and duplication interface etc here..
InitializeDesktopDupl(pDevice, &pDeskDupl, &OutputDuplDesc);
while(true) //capture loop gist.
{
IDXGIResource *pDesktopResource = nullptr;
DXGI_OUTDUPL_FRAME_INFO FrameInfo;
RtlZeroMemory(&FrameInfo, sizeof(FrameInfo));
// Get new frame
HRESULT hr = pDeskDupl->AcquireNextFrame(
99,//timeout in ms
&FrameInfo,
&pDesktopResource);
if (hr == DXGI_ERROR_ACCESS_LOST) {
pDeskDupl->ReleaseFrame();
pDeskDupl.Release();
pDesktopResource->Release();
hr = InitializeDesktopDupl(pDevice, &pDeskDupl, &OutputDuplDesc);
if(FAILED(hr)){
//Check if everything is OK before continuing
}
}
}
}
HRESULT InitializeDesktopDupl(ID3D11Device *pDevice, IDXGIOutputDuplication **ppDesktopDupl, DXGI_OUTDUPL_DESC *pOutputDuplDesc)
{
*ppDesktopDupl = NULL;
*pOutputDuplDesc;
// Get DXGI device
CComPtr<IDXGIDevice> pDxgiDevice;
CComPtr<IDXGIOutputDuplication> pDeskDupl = NULL;
DXGI_OUTDUPL_DESC OutputDuplDesc;
HRESULT hr = pDevice->QueryInterface(IID_PPV_ARGS(&pDxgiDevice));
if (FAILED(hr)) { return hr; }
// Get DXGI adapter
CComPtr<IDXGIAdapter> pDxgiAdapter;
hr = pDxgiDevice->GetParent(
__uuidof(IDXGIAdapter),
reinterpret_cast<void**>(&pDxgiAdapter));
pDxgiDevice.Release();
if (FAILED(hr)) { return hr; }
// Get output
CComPtr<IDXGIOutput> pDxgiOutput;
hr = pDxgiAdapter->EnumOutputs(
m_DisplayOutput,
&pDxgiOutput);
if (FAILED(hr)) { return hr; }
pDxgiAdapter.Release();
CComPtr<IDXGIOutput1> pDxgiOutput1;
hr = pDxgiOutput->QueryInterface(IID_PPV_ARGS(&pDxgiOutput1));
if (FAILED(hr)) { return hr; }
pDxgiOutput.Release();
// Create desktop duplication
hr = pDxgiOutput1->DuplicateOutput(
pDevice,
&pDeskDupl);
if (FAILED(hr)) { return hr; }
pDxgiOutput1.Release();
// Create GUI drawing texture
pDeskDupl->GetDesc(&OutputDuplDesc);
pDxgiOutput1.Release();
*ppDesktopDupl = pDeskDupl;
(*ppDesktopDupl)->AddRef();
*pOutputDuplDesc = OutputDuplDesc;
return hr;
}
I have two D3D11 devices, each with its own context but on the same adapter.
I am trying to share a texture beween the two, but the texture I recieve on the other side is always black.
HRESULT hr;
// Make a shared texture on device_A / context_A
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = 1024;
desc.Height = 1024;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
ID3D11Texture2D* copy_tex;
hr = device_A->CreateTexture2D(&desc, NULL, ©_tex);
// Test the texture by filling it with some color
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvd.Texture2D.MipSlice = 0;
ID3D11RenderTargetView* copy_tex_view = 0;
hr = device_A->CreateRenderTargetView(copy_tex, &rtvd, ©_tex_view);
FLOAT clear_color[4] = {1, 0, 0, 1};
context_A->ClearRenderTargetView(copy_tex_view, clear_color);
// Now try to share it to device_B:
IDXGIResource* copy_tex_resource = 0;
hr = copy_tex->QueryInterface( __uuidof(IDXGIResource), (void**)©_tex_resource );
HANDLE copy_tex_shared_handle = 0;
hr = copy_tex_resource->GetSharedHandle(©_tex_shared_handle);
IDXGIResource* copy_tex_resource_mirror = 0;
hr = device_B->OpenSharedResource(copy_tex_shared_handle, __uuidof(ID3D11Texture2D), (void**)©_tex_resource_mirror);
ID3D11Texture2D* copy_tex_mirror = 0;
hr = copy_tex_resource_mirror->QueryInterface(__uuidof(ID3D11Texture2D), (void**)(©_tex_mirror));
However: the copy_tex_mirror texture is always black.
I don't get any HRESULT error codes, and can even use copy_tex_mirror on device_B / context_B normally, but I can't get the pixel data that I put into it on device_A.
Am I missing something?
Thanks in advance!
How do you know that the texture is always black? :-)
GPU operations are queued up by Direct3D, so when you open the shared resource on device_B, the ClearRenderTargetView() on device_A might not have been carried out yet. According to the MSDN library documentation on ID3D11Device::OpenSharedResource Method:
If a shared texture is updated on one device ID3D11DeviceContext::Flush must be called on that device.
We had a lot of issues such as this when we implemented shared textures between devices at work. If you add D3D9 or OpenGL to the mix, the pitfalls multiply..