Improve screen spy efficiency with DXGI

This commit is contained in:
yuanyuanxiang
2025-03-13 23:34:33 +08:00
parent 0d6d171909
commit 7bcf11ce0a
44 changed files with 752 additions and 232 deletions

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