我正在开发一种软件,可以捕获屏幕上发生的事情以进行一些处理。其中一个要求是软件必须运行至少30FPS。
我已经尝试了几种选择而且我会给你两个购物,但它们都不能满足我的需求:
(1)使用Direct X - 这种方法的问题是我不能以30 FPS运行它(我得到15到20之间):
DirectXScreenCapturer.h:
#include "IScreenCapturer.h"
#include <Wincodec.h> // we use WIC for saving images
#include <d3d9.h> // DirectX 9 header
#pragma comment(lib, "d3d9.lib") // link to DirectX 9 library
class DirectXScreenCapturer : public IScreenCapturer
{
public:
DirectXScreenCapturer();
~DirectXScreenCapturer();
virtual bool CaptureScreen(cv::Mat&) override;
private:
IDirect3D9* _d3d;
IDirect3DDevice9* _device;
IDirect3DSurface9* _surface;
cv::Mat _screen;
};
DirectXScreenCapturer.cpp:
#include "DirectXScreenCapturer.h"
DirectXScreenCapturer::DirectXScreenCapturer() : _d3d(NULL), _device(NULL), _surface(NULL)
{
HRESULT hr = S_OK;
D3DPRESENT_PARAMETERS parameters = { 0 };
D3DDISPLAYMODE mode;
D3DLOCKED_RECT rc;
LPBYTE *shots = nullptr;
// init D3D and get screen size
_d3d = Direct3DCreate9(D3D_SDK_VERSION);
_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &mode);
parameters.Windowed = TRUE;
parameters.BackBufferCount = 1;
parameters.BackBufferHeight = mode.Height;
parameters.BackBufferWidth = mode.Width;
parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
parameters.hDeviceWindow = NULL;
// create device & capture surface
hr = _d3d->CreateDevice(D3DADAPTER_DEFAULT, _D3DDEVTYPE::D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_DISABLE_PSGP_THREADING | D3DCREATE_PUREDEVICE, ¶meters, &_device);
hr = _device->CreateOffscreenPlainSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &_surface, nullptr);
// compute the required buffer size
hr = _surface->LockRect(&rc, NULL, 0);
hr = _surface->UnlockRect();
// allocate screenshots buffers
_screen = cv::Mat(mode.Height, mode.Width, CV_8UC4, rc.pBits);
}
DirectXScreenCapturer::~DirectXScreenCapturer()
{
}
bool DirectXScreenCapturer::CaptureScreen(cv::Mat& result)
{
_device->GetFrontBufferData(0, _surface);
result = _screen;
return true;
}
(2)我尝试使用Direct X进行DXGI。此解决方案在实时中运行良好,但在另一个应用程序全屏运行时无法捕获屏幕,因此如果我是软件则无法运行看电影,玩游戏等:
DXGIScreenCapturer.h
#include "IScreenCapturer.h"
#include <DXGI1_2.h>
#pragma comment(lib, "Dxgi.lib")
#include <D3D11.h>
#pragma comment(lib, "D3D11.lib")
class DXGIScreenCapturer : public IScreenCapturer
{
public:
DXGIScreenCapturer();
~DXGIScreenCapturer();
bool Init();
virtual bool CaptureScreen(cv::Mat&) override;
private:
ID3D11Device* _lDevice;
ID3D11DeviceContext* _lImmediateContext;
IDXGIOutputDuplication* _lDeskDupl;
ID3D11Texture2D* _lAcquiredDesktopImage;
DXGI_OUTPUT_DESC _lOutputDesc;
DXGI_OUTDUPL_DESC _lOutputDuplDesc;
D3D11_MAPPED_SUBRESOURCE _resource;
ID3D11Texture2D* currTexture;
cv::Mat _result;
};
DXGIScreenCapturer.cpp
#include "DXGIScreenCapturer.h"
DXGIScreenCapturer::DXGIScreenCapturer()
{
Init();
}
DXGIScreenCapturer::~DXGIScreenCapturer()
{
}
bool DXGIScreenCapturer::Init() {
// Feature levels supported
D3D_FEATURE_LEVEL gFeatureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT gNumFeatureLevels = ARRAYSIZE(gFeatureLevels);
D3D_FEATURE_LEVEL lFeatureLevel;
HRESULT hr(E_FAIL);
hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_FLAG::D3D11_CREATE_DEVICE_SINGLETHREADED, gFeatureLevels, gNumFeatureLevels, D3D11_SDK_VERSION, &_lDevice, &lFeatureLevel, &_lImmediateContext);
if (FAILED(hr))
return false;
if (!_lDevice)
return false;
// Get DXGI device
IDXGIDevice* lDxgiDevice;
hr = _lDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&lDxgiDevice));
if (FAILED(hr))
return false;
// Get DXGI adapter
IDXGIAdapter* lDxgiAdapter;
hr = lDxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&lDxgiAdapter));
lDxgiDevice->Release();
lDxgiDevice = nullptr;
if (FAILED(hr))
return false;
UINT Output = 0;
// Get output
IDXGIOutput* lDxgiOutput;
hr = lDxgiAdapter->EnumOutputs(Output, &lDxgiOutput);
if (FAILED(hr))
return false;
lDxgiAdapter->Release();
lDxgiAdapter = nullptr;
hr = lDxgiOutput->GetDesc(&_lOutputDesc);
if (FAILED(hr))
return false;
// QI for Output 1
IDXGIOutput1* lDxgiOutput1;
hr = lDxgiOutput->QueryInterface(__uuidof(lDxgiOutput1), reinterpret_cast<void**>(&lDxgiOutput1));
lDxgiOutput->Release();
lDxgiOutput = nullptr;
if (FAILED(hr))
return false;
// Create desktop duplication
hr = lDxgiOutput1->DuplicateOutput(_lDevice, &_lDeskDupl);
if (FAILED(hr))
return false;
lDxgiOutput1->Release();
lDxgiOutput1 = nullptr;
// Create GUI drawing texture
_lDeskDupl->GetDesc(&_lOutputDuplDesc);
// Create CPU access texture
D3D11_TEXTURE2D_DESC desc;
desc.Width = _lOutputDuplDesc.ModeDesc.Width;
desc.Height = _lOutputDuplDesc.ModeDesc.Height;
desc.Format = _lOutputDuplDesc.ModeDesc.Format;
desc.ArraySize = 1;
desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MipLevels = 1;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_FLAG::D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE::D3D11_USAGE_STAGING;
hr = _lDevice->CreateTexture2D(&desc, NULL, &currTexture);
if (!currTexture)
{
hr = _lDeskDupl->ReleaseFrame();
return false;
}
while (!CaptureScreen(_result));
_result = cv::Mat(desc.Height, desc.Width, CV_8UC4, _resource.pData);
return true;
}
bool DXGIScreenCapturer::CaptureScreen(cv::Mat& output)
{
HRESULT hr(E_FAIL);
IDXGIResource* lDesktopResource = nullptr;
DXGI_OUTDUPL_FRAME_INFO lFrameInfo;
hr = _lDeskDupl->AcquireNextFrame(999, &lFrameInfo, &lDesktopResource);
if (FAILED(hr))
return false;
if (lFrameInfo.LastPresentTime.HighPart == 0) // not interested in just mouse updates, which can happen much faster than 60fps if you really shake the mouse
{
hr = _lDeskDupl->ReleaseFrame();
return false;
}
// QI for ID3D11Texture2D
hr = lDesktopResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void **>(&_lAcquiredDesktopImage));
lDesktopResource->Release();
lDesktopResource = nullptr;
if (FAILED(hr))
{
hr = _lDeskDupl->ReleaseFrame();
return false;
}
_lImmediateContext->CopyResource(currTexture, _lAcquiredDesktopImage);
UINT subresource = D3D11CalcSubresource(0, 0, 0);
_lImmediateContext->Map(currTexture, subresource, D3D11_MAP_READ, 0, &_resource);
_lImmediateContext->Unmap(currTexture, 0);
hr = _lDeskDupl->ReleaseFrame();
output = _result;
return true;
}
请注意,IScreenCapturer只是快速交换实现的接口,并且还注意到返回结果是一个cv :: Mat对象(OpenCV用于执行其余的处理)。
有关此问题的任何帮助?我仍然试图找出一个可以捕获屏幕至少30 FPS的解决方案,即使应用程序全屏运行也可以捕获整个屏幕。