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我的应用程序的用户在使用DesktopDuplication API.

开始捕获后,应用程序崩溃,因为应用程序无法释放OutputDuplication.

用户电脑详情:

Windows 10.0.18362.0, 64 bits
Nvidia GeForce GTX 960, driver version 441.66

错误日志:

▬ Message - 
HRESULT: [0x887A0001], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_INVALID_CALL/InvalidCall], 
Message: The application made a call that is invalid. Either the parameters of the call or the state of some object was incorrect.
Enable the D3D debug layer in order to see details via debug messages.

○ Type - 
    SharpDX.SharpDXException
▲ Source - 
    SharpDX
▼ TargetSite - 
    Void CheckError()
♠ StackTrace - 
   at SharpDX.Result.CheckError()
   at SharpDX.DXGI.OutputDuplication.ReleaseFrame()
   at MyApp.Capture.DirectImageCapture.CaptureWithCursor(FrameInfo frame)

----------------------------------

▬ Message - 
    Object reference not set to an instance of an object.
○ Type - 
    System.NullReferenceException
▲ Source - 
    SharpDX.Direct3D11
▼ TargetSite - 
    Void GetDescription(SharpDX.Direct3D11.Texture2DDescription ByRef)
♠ StackTrace - 
   at SharpDX.Direct3D11.Texture2D.GetDescription(Texture2DDescription& descRef)
   at MyApp.Capture.DirectImageCapture.GetCursor(Texture2D screenTexture, OutputDuplicateFrameInformation info, FrameInfo frame)
   at MyApp.Capture.DirectImageCapture.CaptureWithCursor(FrameInfo frame)

用户可以在没有捕获鼠标光标的情况下捕获屏幕,因此捕获光标的捕获方法一定有问题。

    var res = Result.Ok;

    try
    {
        //Try to get the duplicated output frame within given time.
        res = DuplicatedOutput.TryAcquireNextFrame(0, out var info, out var resource);

        //Checks how to proceed with the capture. It could have failed, or the screen, cursor or both could have been captured.
        if (res.Failure || resource == null || (info.AccumulatedFrames == 0 && info.LastMouseUpdateTime <= LastProcessTime))
        {
            //Somehow, it was not possible to retrieve the resource, frame or metadata.
            //frame.WasDropped = true;
            //BlockingCollection.Add(frame);

            resource?.Dispose();
            return FrameCount;
        }
        else if (info.AccumulatedFrames == 0 && info.LastMouseUpdateTime > LastProcessTime)
        {
            //Gets the cursor shape if the screen hasn't changed in between, so the cursor will be available for the next frame.
            GetCursor(null, info, frame);
            return FrameCount;
        }

        //Saves the most recent capture time.
        LastProcessTime = Math.Max(info.LastPresentTime, info.LastMouseUpdateTime);

        //Copy resource into memory that can be accessed by the CPU.
        using (var screenTexture = resource.QueryInterface<Texture2D>())
        {
            //Copies from the screen texture only the area which the user wants to capture.
            Device.ImmediateContext.CopySubresourceRegion(screenTexture, 0, new ResourceRegion(TrueLeft, TrueTop, 0, TrueRight, TrueBottom, 1), BackingTexture, 0);

            //Copy the captured desktop texture into a staging texture, in order to show the mouse cursor and not make the captured texture dirty with it.
            Device.ImmediateContext.CopyResource(BackingTexture, StagingTexture);

            //Gets the cursor image and merges with the staging texture.
            GetCursor(StagingTexture, info, frame);
        }

        //Get the desktop capture texture.
        var data = Device.ImmediateContext.MapSubresource(StagingTexture, 0, MapMode.Read, MapFlags.None);

        if (data.IsEmpty)
        {
            //frame.WasDropped = true;
            //BlockingCollection.Add(frame);

            Device.ImmediateContext.UnmapSubresource(StagingTexture, 0);
            resource.Dispose();
            return FrameCount;
        }

        #region Get image data

        var bitmap = new System.Drawing.Bitmap(Width, Height, PixelFormat.Format32bppArgb);
        var boundsRect = new System.Drawing.Rectangle(0, 0, Width, Height);

        //Copy pixels from screen capture Texture to the GDI bitmap.
        var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
        var sourcePtr = data.DataPointer;
        var destPtr = mapDest.Scan0;

        for (var y = 0; y < Height; y++)
        {
            //Copy a single line.
            Utilities.CopyMemory(destPtr, sourcePtr, Width * 4);

            //Advance pointers.
            sourcePtr = IntPtr.Add(sourcePtr, data.RowPitch);
            destPtr = IntPtr.Add(destPtr, mapDest.Stride);
        }

        //Release source and dest locks.
        bitmap.UnlockBits(mapDest);

        //Set frame details.
        FrameCount++;
        frame.Path = $"{Project.FullPath}{FrameCount}.png";
        frame.Delay = FrameRate.GetMilliseconds(SnapDelay);
        frame.Image = bitmap;
        BlockingCollection.Add(frame);

        #endregion

        Device.ImmediateContext.UnmapSubresource(StagingTexture, 0);

        resource.Dispose();
        return FrameCount;
    }
    catch (SharpDXException se) when (se.ResultCode.Code == SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
    {
        return FrameCount;
    }
    catch (SharpDXException se) when (se.ResultCode.Code == SharpDX.DXGI.ResultCode.DeviceRemoved.Result.Code || se.ResultCode.Code == SharpDX.DXGI.ResultCode.DeviceReset.Result.Code)
    {
        //When the device gets lost or reset, the resources should be instantiated again.
        DisposeInternal();
        Initialize();

        return FrameCount;
    }
    catch (Exception ex)
    {
        LogWriter.Log(ex, "It was not possible to finish capturing the frame with DirectX.");

        OnError.Invoke(ex);
        return FrameCount;
    }
    finally
    {
        try
        {
            //Only release the frame if there was a success in capturing it.
            if (res.Success)
                DuplicatedOutput.ReleaseFrame();
        }
        catch (Exception e)
        {
            LogWriter.Log(e, "It was not possible to release the frame.");

            //HERE
            //What should I do after the frame is not released properly?
            //Should I reset the whole capture?
            //DisposeInternal();
            //Initialize();
        }
    }

当每个帧的捕获完成时,DuplicatedOutput必须释放该帧。

但是当发布失败时InvalidCall,我该怎么办?
另外,如何在用户 PC 上调试这种错误(而不是在开发人员的机器上)?


编辑:

这就是我想要做的:

Graphics Tools启用 on后Windows Settings,我将此代码添加到捕获初始化中:

#if DEBUG
    Device = new Device(DriverType.Hardware, DeviceCreationFlags.VideoSupport | DeviceCreationFlags.Debug);

    var debug = InfoQueue.TryCreate();
    debug.SetBreakOnSeverity(DebugId.All, InformationQueueMessageSeverity.Corruption, true);
    debug.SetBreakOnSeverity(DebugId.All, InformationQueueMessageSeverity.Error, true);
    debug.SetBreakOnSeverity(DebugId.All, InformationQueueMessageSeverity.Warning, true);

    var debug2 = DXGIDebug.TryCreate();
    debug2.ReportLiveObjects(DebugId.Dx, DebugRloFlags.Summary | DebugRloFlags.Detail);

#else

然后我将应用程序设置为在笔记本电脑的专用 GPU 上运行,因为我确信它会导致InvalidException.

我运行了该应用程序并尝试了output1.DuplicateOutput(Device);它,但它按预期失败了。

之后,我尝试在 DebugView 也在运行时运行该应用程序,它只在关闭应用程序时给我一些消息,而不是在出现错误时给我一些消息。

00000001    0.00000000  [14488] OnFocusWindowChanged to Lizard Mode 
00000002    0.39583239  [14488] Lizard Mode: Unprivileged process   
00000003    0.39594769  [14488] Lizard Mode: Restoring app mapping  
00000004    9.81729603  [21620] D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN] 
00000005    9.81732273  [21620] D3D11: **BREAK** enabled for the previous message, which was: [ WARNING STATE_CREATION #0: UNKNOWN ]    
00000006    9.81803799  [21620] DXGI WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: ] 
00000007    9.81806469  [21620] DXGI: **BREAK** enabled for the previous message, which was: [ WARNING STATE_CREATION #0:  ]    
00000008    10.78524113 [14488] Lizard Mode: Privileged process 
00000009    10.78589630 [14488] Lizard Mode: Reverting to default M/KB Configuration    
00000010    10.78692913 [14488] OnFocusWindowChanged to Lizard Mode 

因此,我尝试dxcap使用以下命令捕获错误:

dxcap -debug -toXML '[path]\debug.xml' -file '[path]\debug.vsglog' -c '[path]\bin\Debug\MyApp.exe'

不幸的是,CreateDevice()失败了:

HRESULT:[0x887A0004],模块:[SharpDX.DXGI],ApiCode:[DXGI_ERROR_UNSUPPORTED/Unsupported],消息:此系统不支持指定的设备接口或功能级别。

然后我又试了一次,但这次只用了DeviceCreationFlags.Debug它,它起作用了。我还在分析文件。

调试

4

1 回答 1

0

看起来我们为 C# 桌面复制分叉了相同的代码,我在发布框架时也遇到了一些问题。我对其进行了一些修改,目前我的(仍然不完整的)流光溢彩应用程序没有任何问题。您可以在此处查看代码:https ://github.com/leocb/Ambilight 随意复制您喜欢的任何部分代码。与您相关的部分在 DesktopDuplication 项目中,同时检查我在ConfigForm.cs

我忽略ReleaseFrame()了将其放在空白的 try/catch 中可能引发的任何错误。IMO,您应该检查的唯一重要的是DXGI_ERROR_ACCESS_LOST,因为在这种情况下,您将需要一个新IDXGIOutputDuplication实例(我还没有在我的代码上这样做)。我无法通过这样做来衡量任何性能损失。

确保正确初始化 SharpDX(设备、工厂等)并为表面纹理设置正确的标志

我建议对 GDI 图像使用双缓冲区,这样可以避免竞争条件错误并提高性能

此外,出于性能原因,我在另一个线程上执行捕获代码,并且我只ReleaseFrame()在执行另一个捕获之前调用,如microsoft 所推荐的

[...] 我们建议您在调用 IDXGIOutputDuplication::AcquireNextFrame 方法获取下一帧之前释放帧。当客户端不拥有框架时,操作系统会将所有桌面更新复制到表面。

如果这一切都失败了,“更简单”的解决方案是使用标准 c# 代码捕获鼠标位置并将其绘制在屏幕截图的顶部

于 2020-03-04T14:00:28.483 回答