C#哪种屏幕拍摄速度最快?

AKF*_*ish 9 .net c# graphics

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.

Pom*_*rre 7

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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  • 我在3840x2160得到了17-18fps,在1920x1080得到了60fps,得到了Fury X和i7-3770. (2认同)

Tre*_*ors 6

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.