Resizing a DXGI Resource or Texture2D in SharpDX

前端 未结 3 1131
盖世英雄少女心
盖世英雄少女心 2021-01-05 04:05

I want to resize a screen captured using the Desktop Duplication API in SharpDX. I am using the Screen Capture sample code from the SharpDX Samples repository, relevant port

相关标签:
3条回答
  • 2021-01-05 04:15

    You need to take your original source surface in GPU memory and Draw() it on to a smaller surface. This involves simple vector/pixel shaders, which some folks with simple needs would rather bypass.

    I would look to see if someone made a sprite lib for sharpdx. It should be a common "thing"...or using Direct2D (which is much more fun). Since D2D is just a user-mode library over D3D, it interops with D3D very easily.

    I've never used SharpDx, but fFrom memory you would do something like this:

    1.) Create an ID2D1Device, wrapping your existing DXGI Device (make sure your dxgi device creation flag has D3D11_CREATE_DEVICE_BGRA_SUPPORT)

    2.) Get the ID2D1DeviceContext from your ID2D1Device

    3.) Wrap your source and destination DXGI surfaces into D2D bitmaps with ID2D1DeviceContext::CreateBitmapFromDxgiSurface

    4.) ID2D1DeviceContext::SetTarget of your destination surface

    5.) BeginDraw, ID2D1DeviceContext::DrawBitmap, passing your source D2D bitmap. EndDraw

    6.) Save your destination

    0 讨论(0)
  • 2021-01-05 04:18

    If you are fine resizing to a power of two from the screen, you can do it by:

    • Create a smaller texture with RenderTarget/ShaderResource usage, and options GenerateMipMaps, same size of screen, mipcount > 1 (2 for having size /2, 3 for having /4...etc.).
    • Copy the first mipmap of the screen texture to the smaller texture
    • DeviceContext.GenerateMipMaps on the smaller texture
    • Copy the selected mimap of the smaller texture (1: /2, 2: /4...etc.) to the staging texture (that should also be declared smaller, i.e. same size as the mipmap that is going to be used)

    A quick hack on the original code to generate a /2 texture would be like this:

        [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
        }
    
    0 讨论(0)
  • 2021-01-05 04:19

    Here is a pixelate example...

    d2d_device_context_h()->BeginDraw();
    d2d_device_context_h()->SetTarget(mp_ppBitmap1.Get());
    D2D1_SIZE_F rtSize = mp_ppBitmap1->GetSize();
    rtSize.height *= (1.0f / cbpx.iPixelsize.y);
    rtSize.width *= (1.0f / cbpx.iPixelsize.x);
    D2D1_RECT_F rtRect = { 0.0f, 0.0f, rtSize.width, rtSize.height };
    D2D1_SIZE_F rsSize = mp_ppBitmap0->GetSize();
    D2D1_RECT_F rsRect = { 0.0f, 0.0f, rsSize.width, rsSize.height };
    d2d_device_context_h()->DrawBitmap(mp_ppBitmap0.Get(), &rtRect, 1.0f, 
    D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, &rsRect);
    d2d_device_context_h()->SetTarget(mp_ppBitmap0.Get());
    d2d_device_context_h()->DrawBitmap(mp_ppBitmap1.Get(), &rsRect, 1.0f, 
    D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, &rtRect);
    d2d_device_context_h()->EndDraw();
    

    Where iPixelsize.xy is the size of the "pixelated pixel", note that i just use linear interpolation when shrinking the bmp and NOT when i reenlarge. This will generate a pixelation effect.

    0 讨论(0)
提交回复
热议问题