我知道已经有一些问题问这个或类似的问题,我深入研究了其中的一些,但没有任何成功。
我尝试使用桌面复制 API 捕获我的显示器的“屏幕截图”并处理它的像素数据。后来我想每秒至少做 30 次,但那是另一种情况。目前,我尝试了microsoft的示例:https ://github.com/microsoftarchive/msdn-code-gallery-microsoft/tree/master/Official%20Windows%20Platform%20Sample/DXGI%20desktop%20duplication%20sample 我成功保存了屏幕图片并使用该代码访问像素数据。
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
现在我想将示例代码分解为我需要的基本内容。由于我不熟悉 DirectX,我很难做到这一点。我想出了以下代码,它运行时没有错误,但会产生一张空白图片。我在调试模式下检查 hr,我知道这是不好的做法和肮脏的!
int main()
{
HRESULT hr = S_OK;
ID3D11Device* m_Device;
ID3D11DeviceContext* m_DeviceContext;
// Driver types supported
D3D_DRIVER_TYPE DriverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT NumDriverTypes = ARRAYSIZE(DriverTypes);
// Feature levels supported
D3D_FEATURE_LEVEL FeatureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);
D3D_FEATURE_LEVEL FeatureLevel;
// Create device
for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex)
{
hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, 0, FeatureLevels, NumFeatureLevels,
D3D11_SDK_VERSION, &m_Device, &FeatureLevel, &m_DeviceContext);
if (SUCCEEDED(hr))
{
// Device creation success, no need to loop anymore
break;
}
}
IDXGIOutputDuplication* m_DeskDupl;
IDXGIOutput1* DxgiOutput1 = nullptr;
IDXGIOutput* DxgiOutput = nullptr;
IDXGIAdapter* DxgiAdapter = nullptr;
IDXGIDevice* DxgiDevice = nullptr;
UINT Output = 0;
hr = m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&DxgiDevice));
hr = DxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&DxgiAdapter));
DxgiDevice->Release();
DxgiDevice = nullptr;
hr = DxgiAdapter->EnumOutputs(Output, &DxgiOutput);
DxgiAdapter->Release();
DxgiAdapter = nullptr;
hr = DxgiOutput->QueryInterface(__uuidof(DxgiOutput1), reinterpret_cast<void**>(&DxgiOutput1));
DxgiOutput->Release();
DxgiOutput = nullptr;
hr = DxgiOutput1->DuplicateOutput(m_Device, &m_DeskDupl);
IDXGIResource* DesktopResource = nullptr;
DXGI_OUTDUPL_FRAME_INFO FrameInfo;
hr = m_DeskDupl->AcquireNextFrame(500, &FrameInfo, &DesktopResource);
ID3D11Texture2D* m_AcquiredDesktopImage;
hr = DesktopResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_AcquiredDesktopImage));
DesktopResource->Release();
DesktopResource = nullptr;
DirectX::ScratchImage image;
hr = DirectX::CaptureTexture(m_Device, m_DeviceContext, m_AcquiredDesktopImage, image);
hr = DirectX::SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, L"test.dds");
uint8_t* pixels;
pixels = image.GetPixels();
hr = m_DeskDupl->ReleaseFrame();
}
谁能给我一个提示,这段代码有什么问题?
编辑:刚刚找到下面的代码片段并将其集成到我的代码中。现在它起作用了!经验教训:-) 实际输出/处理小时!-) AcquireNextFrame 可能在第一次尝试时不起作用(?)
我可能会用更好的代码和功能循环再次更新这篇文章。
int lTryCount = 4;
do
{
Sleep(100);
hr = m_DeskDupl->AcquireNextFrame(250, &FrameInfo, &DesktopResource);
if (SUCCEEDED(hr))
break;
if (hr == DXGI_ERROR_WAIT_TIMEOUT)
{
continue;
}
else if (FAILED(hr))
break;
} while (--lTryCount > 0);