Improve screen spy efficiency with DXGI
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182
client/ScreenCapturerDXGI.h
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182
client/ScreenCapturerDXGI.h
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#pragma once
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#include "stdafx.h"
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#include "ScreenCapture.h"
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#include "common/commands.h"
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// ֻҪ<D6BB>㰲װ<E3B0B2><D7B0> Windows 8 SDK <20><><EFBFBD><EFBFBD><EFBFBD>߰汾<DFB0><E6B1BE> Windows SDK<44><4B><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD> dxgi1_2.h <20><><EFBFBD>ɹ<EFBFBD><C9B9><EFBFBD><EFBFBD>롣
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// <20><><EFBFBD><EFBFBD> Windows 8 <20><><EFBFBD><EFBFBD><EFBFBD>°汾<C2B0><E6B1BE><EFBFBD><EFBFBD>֧<EFBFBD><D6A7>
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#include <dxgi1_2.h>
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#include <d3d11.h>
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#pragma comment(lib, "d3d11.lib")
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// author: ChatGPT
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// update: 962914132@qq.com
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// DXGI 1.2<EFBFBD><EFBFBD>IDXGIOutputDuplication<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD>ͳ GDI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD> 3 <20><><EFBFBD><EFBFBD> 10 <20><>֮<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ӳ<EFBFBD><D3B2><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD><D6B1>ʺ<EFBFBD>ʹ<EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD>
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class ScreenCapturerDXGI : public ScreenCapture {
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private:
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ID3D11Device* d3dDevice = nullptr;
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ID3D11DeviceContext* d3dContext = nullptr;
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IDXGIOutputDuplication* deskDupl = nullptr;
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ID3D11Texture2D* cpuTexture = nullptr;
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BYTE* m_NextBuffer = nullptr;
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public:
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ScreenCapturerDXGI(int gop = DEFAULT_GOP) : ScreenCapture() {
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m_GOP = gop;
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InitDXGI();
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Mprintf("Capture screen with DXGI: GOP= %d\n", m_GOP);
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}
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~ScreenCapturerDXGI() {
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CleanupDXGI();
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SAFE_DELETE_ARRAY(m_FirstBuffer);
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SAFE_DELETE_ARRAY(m_NextBuffer);
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SAFE_DELETE_ARRAY(m_RectBuffer);
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}
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void InitDXGI() {
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// 1. <20><><EFBFBD><EFBFBD> D3D11 <20>豸
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D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, &d3dContext);
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// 2. <20><>ȡ DXGI <20>豸
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IDXGIDevice* dxgiDevice = nullptr;
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d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
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// 3. <20><>ȡ DXGI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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IDXGIAdapter* dxgiAdapter = nullptr;
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dxgiDevice->GetAdapter(&dxgiAdapter);
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// 4. <20><>ȡ DXGI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB>
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IDXGIOutput* dxgiOutput = nullptr;
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dxgiAdapter->EnumOutputs(0, &dxgiOutput);
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// 5. <20><>ȡ DXGI <20><><EFBFBD><EFBFBD> 1
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IDXGIOutput1* dxgiOutput1 = nullptr;
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dxgiOutput->QueryInterface(__uuidof(IDXGIOutput1), (void**)&dxgiOutput1);
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// 6. <20><><EFBFBD><EFBFBD> Desktop Duplication
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dxgiOutput1->DuplicateOutput(d3dDevice, &deskDupl);
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// 7. <20><>ȡ<EFBFBD><C8A1>Ļ<EFBFBD><C4BB>С
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DXGI_OUTDUPL_DESC duplDesc;
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deskDupl->GetDesc(&duplDesc);
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m_ulFullWidth = duplDesc.ModeDesc.Width;
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m_ulFullHeight = duplDesc.ModeDesc.Height;
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// 8. <20><><EFBFBD><EFBFBD> CPU <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = m_ulFullWidth;
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desc.Height = m_ulFullHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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d3dDevice->CreateTexture2D(&desc, NULL, &cpuTexture);
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// 9. <20><>ʼ<EFBFBD><CABC> BITMAPINFO
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m_BitmapInfor_Full = (BITMAPINFO*)new char[sizeof(BITMAPINFO)];
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memset(m_BitmapInfor_Full, 0, sizeof(BITMAPINFO));
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m_BitmapInfor_Full->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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m_BitmapInfor_Full->bmiHeader.biWidth = m_ulFullWidth;
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m_BitmapInfor_Full->bmiHeader.biHeight = m_ulFullHeight;
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m_BitmapInfor_Full->bmiHeader.biPlanes = 1;
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m_BitmapInfor_Full->bmiHeader.biBitCount = 32;
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m_BitmapInfor_Full->bmiHeader.biCompression = BI_RGB;
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m_BitmapInfor_Full->bmiHeader.biSizeImage = m_ulFullWidth * m_ulFullHeight * 4;
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// 10. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_FirstBuffer = new BYTE[m_BitmapInfor_Full->bmiHeader.biSizeImage + 1];
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m_NextBuffer = new BYTE[m_BitmapInfor_Full->bmiHeader.biSizeImage + 1];
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m_RectBuffer = new BYTE[m_BitmapInfor_Full->bmiHeader.biSizeImage * 2 + 12];
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// <20>ͷ<EFBFBD> DXGI <20><>Դ
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dxgiOutput1->Release();
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dxgiOutput->Release();
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dxgiAdapter->Release();
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dxgiDevice->Release();
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}
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void CleanupDXGI() {
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if (cpuTexture) cpuTexture->Release();
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if (deskDupl) deskDupl->Release();
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if (d3dContext) d3dContext->Release();
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if (d3dDevice) d3dDevice->Release();
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}
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LPBYTE GetFirstScreenData(ULONG* ulFirstScreenLength) override {
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int ret = CaptureFrame(m_FirstBuffer, ulFirstScreenLength, 1);
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if (ret)
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return nullptr;
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m_FirstBuffer[0] = TOKEN_FIRSTSCREEN;
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return m_FirstBuffer;
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}
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LPBYTE ScanNextScreen() override {
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ULONG ulNextScreenLength = 0;
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int ret = CaptureFrame(m_NextBuffer, &ulNextScreenLength, 0);
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if (ret)
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return nullptr;
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return m_NextBuffer;
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}
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virtual LPBYTE GetFirstBuffer() const {
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return m_FirstBuffer + 1;
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}
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private:
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int CaptureFrame(LPBYTE buffer, ULONG* frameSize, int reservedBytes) {
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// 1. <20><>ȡ<EFBFBD><C8A1>һ֡
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IDXGIResource* desktopResource = nullptr;
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DXGI_OUTDUPL_FRAME_INFO frameInfo;
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HRESULT hr = deskDupl->AcquireNextFrame(100, &frameInfo, &desktopResource);
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if (FAILED(hr)) {
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return -1;
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}
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// 2. <20><>ȡ ID3D11Texture2D
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ID3D11Texture2D* texture = nullptr;
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hr = desktopResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&texture);
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if (FAILED(hr)) {
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deskDupl->ReleaseFrame();
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return -2;
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}
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// 3. <20><><EFBFBD>Ƶ<EFBFBD> CPU <20><><EFBFBD><EFBFBD>
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d3dContext->CopyResource(cpuTexture, texture);
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// 4. <20>ͷ<EFBFBD> DXGI <20><>Դ
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deskDupl->ReleaseFrame();
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texture->Release();
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desktopResource->Release();
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// 5. <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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D3D11_MAPPED_SUBRESOURCE mapped;
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hr = d3dContext->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mapped);
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if (FAILED(hr)) {
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return -3;
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}
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// 6. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݵ<EFBFBD><DDB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD><D6B1>ת<EFBFBD><D7AA>
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BYTE* pData = (BYTE*)mapped.pData;
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int rowSize = m_ulFullWidth * 4; // ÿ<>е<EFBFBD><D0B5>ֽ<EFBFBD><D6BD><EFBFBD><EFBFBD><EFBFBD>RGBA<42><41>
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for (int y = 0; y < m_ulFullHeight; y++) {
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// <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD>껺<EFBFBD><EABBBA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ã<EFBFBD><C3A3>ӵײ<D3B5><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int destIndex = reservedBytes + (m_ulFullHeight - 1 - y) * rowSize;
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int srcIndex = y * mapped.RowPitch; // Direct3D <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB>
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memcpy(buffer + destIndex, pData + srcIndex, rowSize);
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}
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// 7. <20><><EFBFBD><EFBFBD>
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d3dContext->Unmap(cpuTexture, 0);
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*frameSize = m_ulFullWidth * m_ulFullHeight * 4;
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return 0;
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}
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};
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