You may know that trying to capture DirectX fullscreen applications the GDI way (using BitBlt()
) gives a black screenshot.
My question is r
The reason is simple: performance.
The idea is to render a scene as much as possible on the GPU out of lock-step with the CPU. You use the CPU to send the rendering buffers to the GPU (vertex, indices, shaders etc), which is overall really cheap because they're small, then you do whatever you want, physics, multiplayer sync etc. The GPU can just crunch the data and render it on its own.
If you require the scene to be drawn on the window, you have to interrupt the GPU, ask for the rendering buffer bytes (LockRect
), ask for the graphics object for the window (more interference with the GPU), render it and free every lock. You just lost any sort of gain you had by rendering on the GPU out of sync with the CPU. Even worse when you think of all the different CPU cores just sitting idle because you're busy "rendering" (more like waiting on buffer transfers).
So what graphics drivers do is they paint the rendering area with a magic color and tell the GPU the position of the scene, and the GPU takes care of overlaying the scene over the displayed screen based on the magic color pixels (sort of a multi-pass pixel shader that takes from the 2nd texture when the 1st texture has a certain color for x
,y
, but not that slow). You get completely out of sync rendering, but when you ask the OS for its video memory, you get the magic color where the scene is because that's what it actually uses.
Reference: http://en.wikipedia.org/wiki/Hardware_overlay
I believe it is actually due to double buffering. I'm not 100% sure but that was actually the case when I tested screenshots in OpenGL. I would notice that the DC on my window was not the same. It was using two different DC's for this one game.. For other games I wasn't sure what it was doing. The DC was the same but swapbuffers was called so many times that I don't think GDI was even fast enough to screenshot it.. Sometimes I would get half a screenshot and half black..
However, when I hooked into the client, I was able to just ask for the pixels like normal. No GDI or anything. I think there is a reason why we don't use GDI when drawing in games that use DirectX or OpenGL..
You can always look at ways to capture the screen here:http://www.codeproject.com/Articles/5051/Various-methods-for-capturing-the-screen
Anyway, I use the following for grabbing data from DirectX:
HRESULT DXI_Capture(IDirect3DDevice9* Device, const char* FilePath)
{
IDirect3DSurface9* RenderTarget = nullptr;
HRESULT result = Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &RenderTarget);
result = D3DXSaveSurfaceToFile(FilePath, D3DXIFF_PNG, RenderTarget, nullptr, nullptr);
SafeRelease(RenderTarget);
return result;
}
Then in my hooked Endscene I call it like so:
HRESULT Direct3DDevice9Proxy::EndScene()
{
DXI_Capture(ptr_Direct3DDevice9, "C:/Ssers/School/Desktop/Screenshot.png");
return ptr_Direct3DDevice9->EndScene();
}
You can either use microsoft detours for hooking EndScene of some external application or you can use a wrapper .dll.