197 lines
5.7 KiB
C++
197 lines
5.7 KiB
C++
#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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// 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。
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// 仅在 Windows 8 及更新版本上受支持
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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(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。
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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(BYTE algo, int gop = DEFAULT_GOP) : ScreenCapture(32, algo) {
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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. 创建 D3D11 设备
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D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, &d3dContext);
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IDXGIDevice * dxgiDevice = nullptr;
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IDXGIAdapter* dxgiAdapter = nullptr;
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IDXGIOutput* dxgiOutput = nullptr;
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IDXGIOutput1* dxgiOutput1 = nullptr;
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do {
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// 2. 获取 DXGI 设备
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d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
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if(!dxgiDevice)break;
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// 3. 获取 DXGI 适配器
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dxgiDevice->GetAdapter(&dxgiAdapter);
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if (!dxgiAdapter)break;
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// 4. 获取 DXGI 输出(屏幕)
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dxgiAdapter->EnumOutputs(0, &dxgiOutput);
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if (!dxgiOutput)break;
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// 5. 获取 DXGI 输出 1
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dxgiOutput->QueryInterface(__uuidof(IDXGIOutput1), (void**)&dxgiOutput1);
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if (!dxgiOutput1)break;
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// 6. 创建 Desktop Duplication
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dxgiOutput1->DuplicateOutput(d3dDevice, &deskDupl);
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if (!deskDupl)break;
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// 7. 获取屏幕大小
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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. 创建 CPU 访问纹理
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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. 初始化 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. 分配屏幕缓冲区
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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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} while (false);
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// 释放 DXGI 资源
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if (dxgiOutput1) dxgiOutput1->Release();
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if (dxgiOutput) dxgiOutput->Release();
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if (dxgiAdapter) dxgiAdapter->Release();
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if (dxgiDevice) dxgiDevice->Release();
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}
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bool IsInitSucceed() const {
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return cpuTexture;
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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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if (m_bAlgorithm == ALGORITHM_GRAY) {
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ToGray(1 + m_RectBuffer, 1 + m_RectBuffer, m_BitmapInfor_Full->bmiHeader.biSizeImage);
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}
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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. 获取下一帧
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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. 获取 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. 复制到 CPU 纹理
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d3dContext->CopyResource(cpuTexture, texture);
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// 4. 释放 DXGI 资源
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deskDupl->ReleaseFrame();
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texture->Release();
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desktopResource->Release();
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// 5. 读取纹理数据
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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. 复制数据到缓冲区(垂直翻转)
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BYTE* pData = (BYTE*)mapped.pData;
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int rowSize = m_ulFullWidth * 4; // 每行的字节数(RGBA)
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for (int y = 0; y < m_ulFullHeight; y++) {
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// 计算目标缓冲区的位置,从底部往上填充
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int destIndex = reservedBytes + (m_ulFullHeight - 1 - y) * rowSize;
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int srcIndex = y * mapped.RowPitch; // Direct3D 纹理数据行偏移
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memcpy(buffer + destIndex, pData + srcIndex, rowSize);
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}
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// 7. 清理
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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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