我正在实现一个功能,它将重复进行屏幕截图并在两个不同镜头之间输出脏矩形,然后在窗口中重新绘制屏幕.
我目前可以在20~30FPS之间运行.它已经可以接受了.但后来我做了一个基准并测量了它的性能.发现这Graphics.CopyFromScreen()需要占用处理时间的50%.(是的.即使在最坏的情况下,它仍然需要比找到所有脏矩形更长的时间)然后我使用本机API实现BitBlt()并没有得到任何改进.
我知道在这种情况下可能没有任何实际的理由让它比30FPS更快.我只是想知道,有没有更快的方式拍摄屏幕截图?
谢谢.
对于那些来到这个主题的人,我来到了这个解决方案:
using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Threading.Tasks;
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您将需要SharpDX和SharpDX.Direct3D11软件包
public class ScreenStateLogger
{
private byte[] _previousScreen;
private bool _run, _init;
public int Size { get; private set; }
public ScreenStateLogger()
{
}
public void Start()
{
_run = true;
var factory = new Factory1();
//Get first adapter
var adapter = factory.GetAdapter1(0);
//Get device from adapter
var device = new SharpDX.Direct3D11.Device(adapter);
//Get front buffer of the adapter
var output = adapter.GetOutput(0);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = output.Description.DesktopBounds.Right;
int height = output.Description.DesktopBounds.Bottom;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var screenTexture = new Texture2D(device, textureDesc);
Task.Factory.StartNew(() =>
{
// Duplicate the output
using (var duplicatedOutput = output1.DuplicateOutput(device))
{
while (_run)
{
try
{
SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time is ms
duplicatedOutput.AcquireNextFrame(5, out duplicateFrameInformation, out screenResource);
// 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, SharpDX.Direct3D11.MapFlags.None);
// Create Drawing.Bitmap
using (var bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb))
{
var boundsRect = new 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++)
{
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, width * 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(screenTexture, 0);
using (var ms = new MemoryStream())
{
bitmap.Save(ms, ImageFormat.Bmp);
ScreenRefreshed?.Invoke(this, ms.ToArray());
_init = true;
}
}
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
catch (SharpDXException e)
{
if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
Trace.TraceError(e.Message);
Trace.TraceError(e.StackTrace);
}
}
}
}
});
while (!_init) ;
}
public void Stop()
{
_run = false;
}
public EventHandler<byte[]> ScreenRefreshed;
}
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此代码将尽可能快地从图形设备的前缓冲区获取帧,并从它创建的位图中检索byte [].代码似乎在内存和处理器使用方面(GPU和CPU)都很稳定.
用法:
var screenStateLogger = new ScreenStateLogger();
screenStateLogger.ScreenRefreshed += (sender, data) =>
{
//New frame in data
};
screenStateLogger.Start();
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这与几年前提出的问题非常相似:这里.那个问题是directx的捕获能力是否可以用来获得更好的性能.
共识是它可能不会提供任何性能提升,TightVNC通过作弊很快就能做到.它使用的驱动程序不必使用(可能).NET正在使用的API.
在某些时候,我记得看看Camstudio的源代码,我相信他们使用directx的捕获功能.我认为你不能超过30 fps,而且大部分时间都没有.我不确定这是一个问题,camstudio用来找出什么时候发生了变化或实际的捕获机制.