在SharpDX中调整DXGI资源或Texture2D的大小

 手机用户2502907057 发布于 2023-01-11 14:27

我想调整使用SharpDX中的桌面复制API捕获的屏幕.我正在使用SharpDX Samples存储库中的Screen Capture示例代码,相关部分如下:

SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;

// Try to get duplicated frame within given time
duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);

if (i > 0)
{
    // copy resource into memory that can be accessed by the CPU
    using (var screenTexture2D = screenResource.QueryInterface()) 
    device.ImmediateContext.CopyResource(screenTexture2D, screenTexture);

    // Get the desktop capture texture
    var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, MapFlags.None);

    System.Diagnostics.Debug.WriteLine(watch.Elapsed);

    // Create Drawing.Bitmap
    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 GDI bitmap
    var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
    var sourcePtr = mapSource.DataPointer;
    var destPtr = mapDest.Scan0;
    for (int y = 0; y < height; y++)
    {
        // Iterate and write to bitmap...

在将其作为字节数组处理之前,我想调整比实际屏幕尺寸小得多的图像.我不需要保存图像,只需获取字节.我想相对快速有效地做到这一点(例如,如果可能的话,利用GPU).

我无法缩放CopyResource,因为输出尺寸需要与输入尺寸相同.我可以从我screenTexture2D的规模执行另一个副本吗?我究竟如何缩放资源 - 我使用交换链,矩阵变换还是其他什么?

2 个回答
  • 您需要将原始源表面放在GPU内存中并将其绘制()到较小的表面上.这涉及简单的矢量/像素着色器,一些有简单需求的人宁愿绕过.

    我会看看是否有人为sharpdx制作了一个sprite lib.它应该是一个常见的"东西"...或使用Direct2D(这更有趣).由于D2D只是D3D上的用户模式库,因此它非常容易与D3D交互.

    我从来没有使用过SharpDx,但是fFrom内存你会做这样的事情:

    1.)创建一个ID2D1Device,包装您现有的DXGI设备(确保您的dxgi设备创建标志有D3D11_CREATE_DEVICE_BGRA_SUPPORT)

    2.)从ID2D1Device获取ID2D1DeviceContext

    3.)使用ID2D1DeviceContext :: CreateBitmapFromDxgiSurface将源和目标DXGI表面包装到D2D位图中

    4.)ID2D1DeviceContext ::目标曲面的SetTarget

    5.)BeginDraw,ID2D1DeviceContext :: DrawBitmap,传递源D2D位图.EndDraw

    6.)保存目的地

    2023-01-11 14:30 回答
  • 如果您可以从屏幕调整为2的幂,您可以通过以下方式完成:

    RenderTarget/ShaderResource使用和选项GenerateMipMaps,相同大小的屏幕创建一个较小的纹理,mipcount> 1(2表示大小/ 2,3表示/4...etc.).

    将屏幕纹理的第一个mipmap复制到较小的纹理

    DeviceContext.GenerateMipMaps 在较小的纹理上

    将较小纹理的选定mimap(1:/ 2,2:/ 4...etc.)复制到分段纹理(也应该声明为较小,即与将要使用的mipmap大小相同)

    快速破解生成/ 2纹理的原始代码将是这样的:

        [STAThread]
        private static void Main()
        {
            // # of graphics card adapter
            const int numAdapter = 0;
    
            // # of output device (i.e. monitor)
            const int numOutput = 0;
    
            const string outputFileName = "ScreenCapture.bmp";
    
            // Create DXGI Factory1
            var factory = new Factory1();
            var adapter = factory.GetAdapter1(numAdapter);
    
            // Create device from Adapter
            var device = new Device(adapter);
    
            // Get DXGI.Output
            var output = adapter.GetOutput(numOutput);
            var output1 = output.QueryInterface<Output1>();
    
            // Width/Height of desktop to capture
            int width = output.Description.DesktopBounds.Width;
            int height = output.Description.DesktopBounds.Height;
    
            // Create Staging texture CPU-accessible
            var textureDesc = new Texture2DDescription
                                  {
                                      CpuAccessFlags = CpuAccessFlags.Read,
                                      BindFlags = BindFlags.None,
                                      Format = Format.B8G8R8A8_UNorm,
                                      Width = width/2,
                                      Height = height/2,
                                      OptionFlags = ResourceOptionFlags.None,
                                      MipLevels = 1,
                                      ArraySize = 1,
                                      SampleDescription = { Count = 1, Quality = 0 },
                                      Usage = ResourceUsage.Staging
                                  };
            var stagingTexture = new Texture2D(device, textureDesc);
    
            // Create Staging texture CPU-accessible
            var smallerTextureDesc = new Texture2DDescription
            {
                CpuAccessFlags = CpuAccessFlags.None,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format = Format.B8G8R8A8_UNorm,
                Width = width,
                Height = height,
                OptionFlags = ResourceOptionFlags.GenerateMipMaps,
                MipLevels = 4,
                ArraySize = 1,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage = ResourceUsage.Default
            };
            var smallerTexture = new Texture2D(device, smallerTextureDesc);
            var smallerTextureView = new ShaderResourceView(device, smallerTexture);
    
            // Duplicate the output
            var duplicatedOutput = output1.DuplicateOutput(device);
    
            bool captureDone = false;
            for (int i = 0; !captureDone; i++)
            {
                try
                {
                    SharpDX.DXGI.Resource screenResource;
                    OutputDuplicateFrameInformation duplicateFrameInformation;
    
                    // Try to get duplicated frame within given time
                    duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);
    
                    if (i > 0)
                    {
                        // copy resource into memory that can be accessed by the CPU
                        using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
                            device.ImmediateContext.CopySubresourceRegion(screenTexture2D, 0, null, smallerTexture, 0);
    
                        // Generates the mipmap of the screen
                        device.ImmediateContext.GenerateMips(smallerTextureView);
    
                        // Copy the mipmap 1 of smallerTexture (size/2) to the staging texture
                        device.ImmediateContext.CopySubresourceRegion(smallerTexture, 1, null, stagingTexture, 0);
    
                        // Get the desktop capture texture
                        var mapSource = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.Read, MapFlags.None);
    
                        // Create Drawing.Bitmap
                        var bitmap = new System.Drawing.Bitmap(width/2, height/2, PixelFormat.Format32bppArgb);
                        var boundsRect = new System.Drawing.Rectangle(0, 0, width/2, height/2);
    
                        // Copy pixels from screen capture Texture to GDI bitmap
                        var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
                        var sourcePtr = mapSource.DataPointer;
                        var destPtr = mapDest.Scan0;
                        for (int y = 0; y < height/2; y++)
                        {
                            // Copy a single line 
                            Utilities.CopyMemory(destPtr, sourcePtr, width/2 * 4);
    
                            // Advance pointers
                            sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
                            destPtr = IntPtr.Add(destPtr, mapDest.Stride);
                        }
    
                        // Release source and dest locks
                        bitmap.UnlockBits(mapDest);
                        device.ImmediateContext.UnmapSubresource(stagingTexture, 0);
    
                        // Save the output
                        bitmap.Save(outputFileName);
    
                        // Capture done
                        captureDone = true;
                    }
    
                    screenResource.Dispose();
                    duplicatedOutput.ReleaseFrame();
    
                }
                catch (SharpDXException e)
                {
                    if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
                    {
                        throw e;
                    }
                }
            }
    
            // Display the texture using system associated viewer
            System.Diagnostics.Process.Start(Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, outputFileName)));
    
            // TODO: We should cleanp up all allocated COM objects here
        }
    

    2023-01-11 14:30 回答
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