#pragma once #include "stdafx.h" #include "ScreenCapture.h" #include "common/commands.h" // 只要你安装了 Windows 8 SDK 或更高版本的 Windows SDK,编译器就能找到 dxgi1_2.h 并成功编译。 // 仅在 Windows 8 及更新版本上受支持 #include #include #pragma comment(lib, "d3d11.lib") // author: ChatGPT // update: 962914132@qq.com // DXGI 1.2(IDXGIOutputDuplication)相比传统 GDI 截屏,性能提升通常在 3 倍到 10 倍之间,具体取决于硬件、分辨率和使用场景。 class ScreenCapturerDXGI : public ScreenCapture { private: ID3D11Device* d3dDevice = nullptr; ID3D11DeviceContext* d3dContext = nullptr; IDXGIOutputDuplication* deskDupl = nullptr; ID3D11Texture2D* cpuTexture = nullptr; BYTE* m_NextBuffer = nullptr; public: ScreenCapturerDXGI(BYTE algo, int gop = DEFAULT_GOP) : ScreenCapture(32, algo) { 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. 创建 D3D11 设备 D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, &d3dContext); IDXGIDevice * dxgiDevice = nullptr; IDXGIAdapter* dxgiAdapter = nullptr; IDXGIOutput* dxgiOutput = nullptr; IDXGIOutput1* dxgiOutput1 = nullptr; do { // 2. 获取 DXGI 设备 d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); if(!dxgiDevice)break; // 3. 获取 DXGI 适配器 dxgiDevice->GetAdapter(&dxgiAdapter); if (!dxgiAdapter)break; // 4. 获取 DXGI 输出(屏幕) dxgiAdapter->EnumOutputs(0, &dxgiOutput); if (!dxgiOutput)break; // 5. 获取 DXGI 输出 1 dxgiOutput->QueryInterface(__uuidof(IDXGIOutput1), (void**)&dxgiOutput1); if (!dxgiOutput1)break; // 6. 创建 Desktop Duplication dxgiOutput1->DuplicateOutput(d3dDevice, &deskDupl); if (!deskDupl)break; // 7. 获取屏幕大小 DXGI_OUTDUPL_DESC duplDesc; deskDupl->GetDesc(&duplDesc); m_ulFullWidth = duplDesc.ModeDesc.Width; m_ulFullHeight = duplDesc.ModeDesc.Height; // 8. 创建 CPU 访问纹理 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. 初始化 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. 分配屏幕缓冲区 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]; } while (false); // 释放 DXGI 资源 if (dxgiOutput1) dxgiOutput1->Release(); if (dxgiOutput) dxgiOutput->Release(); if (dxgiAdapter) dxgiAdapter->Release(); if (dxgiDevice) dxgiDevice->Release(); } bool IsInitSucceed() const { return cpuTexture; } 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; if (m_bAlgorithm == ALGORITHM_GRAY) { ToGray(1 + m_RectBuffer, 1 + m_RectBuffer, m_BitmapInfor_Full->bmiHeader.biSizeImage); } 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. 获取下一帧 IDXGIResource* desktopResource = nullptr; DXGI_OUTDUPL_FRAME_INFO frameInfo; HRESULT hr = deskDupl->AcquireNextFrame(100, &frameInfo, &desktopResource); if (FAILED(hr)) { return -1; } // 2. 获取 ID3D11Texture2D ID3D11Texture2D* texture = nullptr; hr = desktopResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&texture); if (FAILED(hr)) { deskDupl->ReleaseFrame(); return -2; } // 3. 复制到 CPU 纹理 d3dContext->CopyResource(cpuTexture, texture); // 4. 释放 DXGI 资源 deskDupl->ReleaseFrame(); texture->Release(); desktopResource->Release(); // 5. 读取纹理数据 D3D11_MAPPED_SUBRESOURCE mapped; hr = d3dContext->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mapped); if (FAILED(hr)) { return -3; } // 6. 复制数据到缓冲区(垂直翻转) BYTE* pData = (BYTE*)mapped.pData; int rowSize = m_ulFullWidth * 4; // 每行的字节数(RGBA) for (int y = 0; y < m_ulFullHeight; y++) { // 计算目标缓冲区的位置,从底部往上填充 int destIndex = reservedBytes + (m_ulFullHeight - 1 - y) * rowSize; int srcIndex = y * mapped.RowPitch; // Direct3D 纹理数据行偏移 memcpy(buffer + destIndex, pData + srcIndex, rowSize); } // 7. 清理 d3dContext->Unmap(cpuTexture, 0); *frameSize = m_ulFullWidth * m_ulFullHeight * 4; return 0; } };