This boggles me. DirectX bypasses everything and talks directly to the device driver, thus GDI and other usual methods won\'t work - unless Aero is disabled (or unavailable
There is an open source program like fraps: taksi but looks outdated
Here is some discussion of how Fraps works. It is not simple.
http://www.woodmann.com/forum/archive/index.php/t-11023.html
Any trick that tries to read the front buffer from a different DirectX device, I suspect may only occasionally work due to luck of uninitialized memory.
Here is a C# example of hooking IDirect3DDevice9 objects via DLL injection and function hooking using EasyHook (like Microsoft Detours). This is similar to how FRAPS works.
This allows you to capture the screen in windowed / fullscreen mode and uses the back buffer which is much faster than trying to retrieve data from the front buffer.
A small C++ helper DLL is used to determine the methods of the IDirect3DDevice9 object to hook at runtime.
Update: for DirectX 10/11 see Screen capture and overlays for D3D 9, 10 and 11
Have a look at Detours.
Using Detours, you can instrument calls like Direct3DCreate9
, IDirect3D9::CreateDevice
and IDirect3D9::Present
in which you perform the operations necessary to setup and then do a frame capture.
Following J99's answer, I made the code work for both windowed and fullscreen modes. It is also done in D3D9.
IDirect3DSurface9* surface;
D3DDISPLAYMODE mode;
pDev->GetDisplayMode(0, &mode); // pDev is my *IDirect3DDevice
// we can capture only the entire screen,
// so width and height must match current display mode
pDev->CreateOffscreenPlainSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surface, NULL);
if(pDev->GetFrontBufferData(0, surface)==D3D_OK)
{
if(bWindowed) // a global config variable
{
// get client area in desktop coordinates
// this might need to be changed to support multiple screens
RECT r;
GetClientRect(hWnd, &r); // hWnd is our window handle
POINT p = {0, 0};
ClientToScreen(hWnd, &p);
SetRect(&r, p.x, p.y, p.x+r.right, p.y+r.bottom);
D3DXSaveSurfaceToFile(szFilename, D3DXIFF_JPG, surface, NULL, &r);
}
else
D3DXSaveSurfaceToFile(szFilename, D3DXIFF_JPG, surface, NULL, NULL);
}
surface->Release();
It looks like format and pool parameters of CreateOffscreenPlainSurface must be exactly the same.
This is a snippet of the code I used as test just now, it seems to work.
width and height are the size of the SCREEN in windowed mode not the windows. So for me they are set to 1280 x 1024 and not the window I'm rendering to's size.
You'd need to replace mEngine->getDevice() with some way of getting your IDirect3DDevice9 too. I just inserted this code into a random d3d app I had to make it easier to test. But I can confirm that it captures both the output from that app AND another d3d app running at the same time.
Oh I've assumed this is D3D9 as you didn't say, I'm not sure about d3d10 or 11
IDirect3DSurface9* surface;
mEngine->getDevice()->CreateOffscreenPlainSurface(width, height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surface, NULL);
mEngine->getDevice()->GetFrontBufferData(0, surface);
D3DXSaveSurfaceToFile("c:\\tmp\\output.jpg", D3DXIFF_JPG, surface, NULL, NULL);
surface->Release();