DirectDraw question - running the application as a regular Windows application - c++

I am developing an application for video recording and I want to overlay the video preview with a logo and recording timer.
I tried to run the full-screen application and everything worked fine. Then I tried to run the application as a regular Windows application and it returned an error.
Could anyone take a look at the code below if there's a way to modify it to run the application as a regular Windows app?
HRESULT CViewfinderRenderer::OnStartStreaming()
{
HRESULT hr = S_OK;
DDSURFACEDESC ddsd;
m_pDD = NULL;
//full screen settings
hr = DirectDrawCreate(NULL, &m_pDD, NULL);
hr = m_pDD->SetCooperativeLevel(m_hWnd, DDSCL_FULLSCREEN);
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_FLIP | DDSCAPS_PRIMARYSURFACE;
ddsd.dwBackBufferCount = 1;
//end full screen settings
//normal settings
/*hr = DirectDrawCreate(NULL, &m_pDD, NULL);
hr = m_pDD->SetCooperativeLevel(m_hWnd, DDSCL_NORMAL);
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_BACKBUFFERCOUNT;
ddsd.dwBackBufferCount = 1;*/
//end normal settings
hr = m_pDD->CreateSurface(&ddsd, &m_pSurface, NULL);
if (hr != DD_OK) {
return hr;
}
// Get backsurface
hr = m_pSurface->EnumAttachedSurfaces(&m_pBackSurface, EnumFunction);
return S_OK;
}

Even when running windowed, you need to create a primary surface, only it is not a flippable surface.
//full screen settings
hr = DirectDrawCreate(NULL, &m_pDD, NULL);
hr = m_pDD->SetCooperativeLevel(m_hWnd, DDSCL_NORMAL);
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
Besides of creating a surface, most likely you will want to create a clipper for the window. For a complete sample see paragraph Running windowed in this GameDev article.

What error did it return?
Also try this instead:
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;

Related

Convert IMFSample* to ID3D11ShaderResourceView*

I am new to DirectX an I am trying to do a simple application that reads a video and display it on a Quad.
I read the video using Windows Media Foundation (IMFSourceReader), that sends me a callback when a sample is decoded (IMFSample).
I want to convert this IMFSample* to a ID3D11ShaderResourceView* in order to use it as a texture to draw my quad, however the conversion fails.
Here is what I do (I removed non relevant error checks):
HRESULT SourceReaderCB::OnReadSample(HRESULT hrStatus, DWORD dwStreamIndex, DWORD dwStreamFlags, LONGLONG llTimestamp, IMFSample *pSample)
{
...
DWORD NumBuffers = 0;
hr = pSample->GetBufferCount(&NumBuffers);
if (FAILED(hr) || NumBuffers < 1)
{
...
}
IMFMediaBuffer* SourceMediaPtr = nullptr;
hr = pSample->GetBufferByIndex(0, &SourceMediaPtr);
if (FAILED(hr))
{
...
}
ComPtr<IMFMediaBuffer> _pInputBuffer = SourceMediaPtr;
ComPtr<IMF2DBuffer2> _pInputBuffer2D2;
bool isVideoFrame = (_pInputBuffer.As(&_pInputBuffer2D2) == S_OK);
if (isVideoFrame)
{
IMFDXGIBuffer* pDXGIBuffer = NULL;
ID3D11Texture2D* pSurface = NULL;
hr = _pInputBuffer->QueryInterface(__uuidof(IMFDXGIBuffer), (LPVOID*)&pDXGIBuffer);
if (FAILED(hr))
{
SafeRelease(&SourceMediaPtr);
goto done;
}
hr = pDXGIBuffer->GetResource(__uuidof(ID3D11Texture2D), (LPVOID*)&pSurface);
if (FAILED(hr))
{
...
}
ID3D11ShaderResourceView* resourceView;
if (pSurface)
{
D3D11_TEXTURE2D_DESC textureDesc;
pSurface->GetDesc(&textureDesc);
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
shaderResourceViewDesc.Format = DXGI_FORMAT_R8_UNORM;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
ID3D11ShaderResourceView* resourceView;
hr = d3d11device->CreateShaderResourceView(pSurface, &shaderResourceViewDesc, &resourceView);
if (FAILED(hr))
{
... // CODE FAILS HERE
}
...
}
}
}
My first issue is that I set the shaderResourceViewDesc.Format as DXGI_FORMAT_R8_UNORM which will probably just give me red image (I will have to investigate this later).
The second and blocking issue I am facing ius that the conversion of ID3D11Texture2D to ID3D11ShaderResourceView fails with following error message:
ID3D11Device::CreateShaderResourceView: A ShaderResourceView cannot be created of a Resource that did not specify the D3D11_BIND_SHADER_RESOURCE BindFlag. [ STATE_CREATION ERROR #129: CREATESHADERRESOURCEVIEW_INVALIDRESOURCE]
I understand that there is a flag missing at the creation of the texture that prevents me to do what I want to do, but as the data buffer is created by WMF, I am not sure what I am supposed to do to fix this issue.
Thanks for your help
I see you code, and I can say that your way is wrong - no offense. Firstly, video decoder creates simple texture - in you situation DirectX11 texture - it is a regular texture - it is not shader resource, as a result it cannot be used in shader code. In my view, there are two way for resolving of your task:
Research - Walkthrough: Using MF to render video in a Direct3D app - this link present way for "Walkthrough: Using Microsoft Media Foundation for Windows Phone 8" - from your code I see that you try write solution for WindowsStore - UWP and code for Windows Phone is workable - this code needs MediaEnginePlayer - The MediaEnginePlayer class serves as a helper class that wraps the MF APIs;
Find on GitHub Windows-classic-samples and find in that DX11VideoRenderer - this is full code of Media Foundation renderer with DirectX11 - it includes very good example for using of DirectX11 Video Processor which does blitting of regular video texture from decoder into the rendering video texture of swap-chain:
2.1. Get rendering texture from Swap Chain:
// Get Backbuffer
hr = m_pSwapChain1->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pDXGIBackBuffer);
if (FAILED(hr))
{
break;
}
2.2. Create from rendering texture output view of video processor:
//
// Create Output View of Output Surfaces.
//
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC OutputViewDesc;
ZeroMemory( &OutputViewDesc, sizeof( OutputViewDesc ) );
if (m_b3DVideo && m_bStereoEnabled)
{
OutputViewDesc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2DARRAY;
}
else
{
OutputViewDesc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
}
OutputViewDesc.Texture2D.MipSlice = 0;
OutputViewDesc.Texture2DArray.MipSlice = 0;
OutputViewDesc.Texture2DArray.FirstArraySlice = 0;
if (m_b3DVideo && 0 != m_vp3DOutput)
{
OutputViewDesc.Texture2DArray.ArraySize = 2; // STEREO
}
QueryPerformanceCounter(&lpcStart);
hr = m_pDX11VideoDevice->CreateVideoProcessorOutputView(pDXGIBackBuffer, m_pVideoProcessorEnum, &OutputViewDesc, &pOutputView);
2.3. Create from regular decoder video texture input view for video processor:
D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC InputLeftViewDesc;
ZeroMemory( &InputLeftViewDesc, sizeof( InputLeftViewDesc ) );
InputLeftViewDesc.FourCC = 0;
InputLeftViewDesc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D;
InputLeftViewDesc.Texture2D.MipSlice = 0;
InputLeftViewDesc.Texture2D.ArraySlice = dwLeftViewIndex;
hr = m_pDX11VideoDevice->CreateVideoProcessorInputView(pLeftTexture2D, m_pVideoProcessorEnum, &InputLeftViewDesc, &pLeftInputView);
if (FAILED(hr))
{
break;
}
2.4. Do blitting of regular decoder video texture on rendering texture from Swap Chain:
D3D11_VIDEO_PROCESSOR_STREAM StreamData;
ZeroMemory( &StreamData, sizeof( StreamData ) );
StreamData.Enable = TRUE;
StreamData.OutputIndex = 0;
StreamData.InputFrameOrField = 0;
StreamData.PastFrames = 0;
StreamData.FutureFrames = 0;
StreamData.ppPastSurfaces = NULL;
StreamData.ppFutureSurfaces = NULL;
StreamData.pInputSurface = pLeftInputView;
StreamData.ppPastSurfacesRight = NULL;
StreamData.ppFutureSurfacesRight = NULL;
if (m_b3DVideo && MFVideo3DSampleFormat_MultiView == m_vp3DOutput && pRightTexture2D)
{
StreamData.pInputSurfaceRight = pRightInputView;
}
hr = pVideoContext->VideoProcessorBlt(m_pVideoProcessor, pOutputView, 0, 1, &StreamData );
if (FAILED(hr))
{
break;
}
Yes, they are sections of complex code, and it needs research whole DX11VideoRenderer project for understanding of it - it will take huge amount of time.
Regards,
Evgeny Pereguda
Debug output suggests that the texture is not compatible, as it was created without D3D11_BIND_SHADER_RESOURCE flag (specified in BindFlag field of D3D11_TEXTURE2D_DESC structure.
You read the texture already created by Media Foundation primitive. In some cases you can alter the creation flags, however the general case is that you need to create a compatible texture on your own, copy the data between the textures, and then call CreateShaderResourceView method with your texture as an argument rather than original texture.

C++ - Open Control Panel item in the same window

I have a Windows-based application. I'm trying to open a Control Panel item the following way:
EnumWindows(EnumWindowsProcMy, ppid);
IOpenControlPanel *pPanel = NULL;
CoInitialize(nullptr);
HRESULT hr = CoCreateInstance(CLSID_OpenControlPanel, NULL,
CLSCTX_INPROC_SERVER, IID_IOpenControlPanel,
(void**)&pPanel);
if (FAILED(hr)) {
return -1;
}
pPanel->Open(CUSTOM_GUID, NULL, NULL);
This however opens the Control Panel Item in a new Window. Is there any way to navigate to the Control Panel item in an already Open Window? I have the Handle to the Window.
If you already have a running instance of control panel you can do somewhat like.
Retrieves a pointer to a running object that has been registered.
Sample code
IUnknown *puk = NULL;
HRESULT hr = GetActiveObject(CLSID_OpenControlPanel, 0, &puk);
return (hr == S_OK);

Embedding Window Media Player in mfc

I am embedding a window media player activex control in a dialog based mfc application. Now all play/pause button is getting disabled. I want to enable them.
As I have put put_uiMode(_T("mini"));
and when writingthese lines
hr = m_spWMPPlayer->put_fullScreen(VARIANT_TRUE)
hr = m_spWMPPlayer->get_fullScreen(&b); // returned b = VARIANT_FALSE
value of b is coming FALSE.
What could be the error? Any one knows this?
Thank You
BOOL CLuminPlayerDlg::OnInitDialog()
{
CDialogEx::OnInitDialog();
CComPtr<IWMPPlayer> m_spWMPPlayer;
CComPtr<IWMPRemoteMediaServices> m_spServices;
CComPtr<IWMPControls> m_spControls;
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
HRESULT hr = NULL;
if(SUCCEEDED(hr))
{
hr = CoCreateInstance(__uuidof(WindowsMediaPlayer), 0, CLSCTX_INPROC_SERVER, IID_IOleObject, (void**)&m_spServices);
if(SUCCEEDED(hr))
{
BSTR str = NULL;
VARIANT_BOOL b ;
hr = m_spServices->QueryInterface(__uuidof(IWMPPlayer), (void**)&m_spWMPPlayer);
if(SUCCEEDED(hr))
{
hr = m_spWMPPlayer->get_enabled(&b); // returned b= VARIANT_TRUE
hr = m_spWMPPlayer->get_enableContextMenu(&b); //returned b = VARIANT_TRUE
hr = m_spWMPPlayer->get_uiMode(&str); // returned str = L"full"
hr = m_spWMPPlayer->put_uiMode(_T("mini")); //hr = S_OK
hr = m_spWMPPlayer->get_uiMode(&str); // str = L"mini"
hr = m_spWMPPlayer->put_fullScreen(VARIANT_TRUE);
hr = m_spWMPPlayer->get_fullScreen(&b); // returned b = VARIANT_FALSE
hr = m_spWMPPlayer->put_URL(_T("C:\\Visual Studio 2012\\Projects\\Lumin-Player\\Debug\\abc.mp4")); //returned hr = S_OK
hr = m_spServices->QueryInterface(__uuidof(IWMPControls), (void**)&m_spControls); // returned hr = S_OK
if(SUCCEEDED(hr))
{
hr = m_spControls->play(); //returned hr = S_OK
}
}
}
}
return TRUE; // return TRUE unless you set the focus to a control
}
MSDN says:
For full-screen mode to work properly when embedding the Windows Media Player control, the video display area must have a height and width of at least one pixel. If the BSTR specified in IWMPPlayer::put_uiMode is set to "mini" or "full", the height of the control itself must be 65 pixels or greater to accommodate the video display area in addition to the user interface.
This assumes that the player is already properly initialized as ActiveX control. In your code, you simply create a COM object without doing any ActiveX Control initialization. Presumably the player detects this and reports error.
Your hr in respective put_fullScreen call should have 0xC00D0FD2 NS_E_WMPOCX_NO_ACTIVE_CORE "The requested method or property is not available because the Windows Media Player ActiveX control has not been properly activated." to indicate the problem.

IMovieControl::Run fails on Windows XP?

Actually, it only fails the second time it's called. I'm using a windowless control to play video content, where the video being played could change while the control is still on screen. Once the graph is built the first time, we switch media by stopping playback, replacing the SOURCE filter, and running the graph again. This works fine under Vista, but when running on XP, the second call to Run() returns E_UNEXPECTED.
The initialization goes something like this:
// Get the interface for DirectShow's GraphBuilder
mGB.CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER);
// Create the Video Mixing Renderer and add it to the graph
ATL::CComPtr<IBaseFilter> pVmr;
pVmr.CoCreateInstance(CLSID_VideoMixingRenderer9, NULL, CLSCTX_INPROC);
mGB->AddFilter(pVmr, L"Video Mixing Renderer 9");
// Set the rendering mode and number of streams
ATL::CComPtr<IVMRFilterConfig9> pConfig;
pVmr->QueryInterface(IID_IVMRFilterConfig9, (void**)&pConfig);
pConfig->SetRenderingMode(VMR9Mode_Windowless);
pVmr->QueryInterface(IID_IVMRWindowlessControl9, (void**)&mWC);
And here's what we do when we decide to play a movie. RenderFileToVideoRenderer is borrowed from dshowutil.h in the DirectShow samples area.
// Release the source filter, if it exists, so we can replace it.
IBaseFilter *pSource = NULL;
if (SUCCEEDED(mpGB->FindFilterByName(L"SOURCE", &pSource)) && pSource)
{
mpGB->RemoveFilter(pSource);
pSource->Release();
pSource = NULL;
}
// Render the file.
hr = RenderFileToVideoRenderer(mpGB, mPlayPath.c_str(), FALSE);
// QueryInterface for DirectShow interfaces
hr = mpGB->QueryInterface(&mMC);
hr = mpGB->QueryInterface(&mME);
hr = mpGB->QueryInterface(&mMS);
// Read the default video size
hr = mpWC->GetNativeVideoSize(&lWidth, &lHeight, NULL, NULL);
if (hr != E_NOINTERFACE)
{
if (FAILED(hr))
{
return hr;
}
// Play video at native resolution, anchored at top-left corner.
RECT r;
r.left = 0;
r.top = 0;
r.right = lWidth;
r.bottom = lHeight;
hr = mpWC->SetVideoPosition(NULL, &r);
}
// Run the graph to play the media file
if (mMC)
{
hr = mMC->Run();
if (FAILED(hr))
{
// We get here the second time this code is executed.
return hr;
}
mState = Running;
}
if (mME)
{
mME->SetNotifyWindow((OAHWND)m_hWnd, WM_GRAPHNOTIFY, 0);
}
Anybody know what's going on here?
Try calling IMediaControl::StopWhenReady before removing the source filter.
When are you calling QueryInterface directly? you can use CComQIPtr<> to warp the QI for you. This way you won't have to call Release as it will be called automatically.
The syntax look like this: CComPtr<IMediaControl> mediaControl = pGraph;
In FindFilterByName() instead of passing live pointer pass a CComPtr, again so you won't have to call release explicitly.
Never got a resolution on this. The production solution was to just call IGraphBuilder::Release and rebuild the entire graph from scratch. There's a CPU spike and a slight redraw delay when switching videos, but it's less pronounced than we'd feared.

How to reposition/resize the resource on the screen?

I want to embed the native camera application into custom form.
The RECT r properties where I want to embed the camera are the following:
r.top = 26;
r.bottom = 220;
r.left = 0;
r.right = 320;
and this is the method which runs the native camera application:
HRESULT CPhotoCapture::CameraCapture(HWND hwndOwner, LPTSTR pszFilename)
{
HRESULT hResult;
SHCAMERACAPTURE shcc;
//Set the SHCAMERACAPTURE structure
ZeroMemory(&shcc, sizeof(shcc));
shcc.cbSize = sizeof(shcc);
shcc.hwndOwner = hwndOwner;
shcc.pszInitialDir = _T("\\My Documents");
shcc.pszDefaultFileName = _T("test.jpg");
shcc.pszTitle = _T("Camera Demo");
shcc.StillQuality = CAMERACAPTURE_STILLQUALITY_HIGH;
shcc.VideoTypes = CAMERACAPTURE_VIDEOTYPE_MESSAGING;
shcc.nResolutionWidth = 1024;
shcc.nResolutionHeight = 768;
shcc.nVideoTimeLimit = 15;
shcc.Mode = CAMERACAPTURE_MODE_STILL;
//display the camera capture dialog
hResult = SHCameraCapture(&shcc);
if(hResult == S_OK)
{
//TODO:: Write to log
}
return hResult;
}
The method above is called from the window which dimensions are equal to r:
HRESULT hr = S_OK;
hr = m_PhotoCapture.CameraCapture(this->m_hWnd, L"test");
Does anyone know how to modify the above function (hwndOwner) the way to display the embedded resource in the rectangle r?
I think you need to put a picture box (sized to your desired dimensions) on your custom form, and then pass the windows handle of the picture box instead of the handle of the form itself.
You're not too clear on what hwndOwner points to. My **guess* on how this probably works is that you need to create a Window that is a child of your main display Window whose location matches your rect (and is visible), then pass it's handle in and that the capture API then uses DShow to pipe the output of the frame grabs from the camera to that Window that the handle represents.