在SharpDX中调整DXGI资源或Texture2D的大小

Jon*_*way 7 directx-11 sharpdx

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<Texture2D>()) 
    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...
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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?

Jer*_*ill 5

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


xoo*_*ofx 5

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
    }
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