C++ Dxgi快速截屏
时间: 2023-11-14 11:06:59 浏览: 474
要实现 Dxgi 快速截屏,可以使用 Direct3D 11 的 ID3D11DeviceContext::CopyResource 函数。具体步骤如下:
1. 创建一个 ID3D11Texture2D 对象作为截屏的目标纹理,可以使用 DXGI_FORMAT_B8G8R8A8_UNORM 格式。
2. 使用 CreateDesktopDuplication 来捕捉桌面。
3. 当桌面有变化时,获取其中的一个帧,并将它存储到 ID3D11Texture2D 纹理中。
4. 使用 ID3D11DeviceContext::CopyResource 函数将纹理复制到目标纹理中。
5. 释放桌面捕捉资源。
相关问题
C++使用DXGI截图代码
以下是使用DXGI截图的示例代码:
```cpp
#include <d3d11.h>
#include <dxgi1_2.h>
#include <iostream>
int main()
{
HRESULT hr = S_OK;
// 创建DXGI设备
IDXGIFactory2* pFactory = nullptr;
hr = CreateDXGIFactory2(0, IID_PPV_ARGS(&pFactory));
if (FAILED(hr))
{
std::cout << "Failed to create DXGI factory." << std::endl;
return 1;
}
// 枚举第一个适配器
IDXGIAdapter1* pAdapter = nullptr;
hr = pFactory->EnumAdapters1(0, &pAdapter);
if (FAILED(hr))
{
std::cout << "Failed to enumerate adapters." << std::endl;
return 1;
}
// 创建D3D11设备和设备上下文
ID3D11Device* pDevice = nullptr;
ID3D11DeviceContext* pContext = nullptr;
hr = D3D11CreateDevice(pAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, nullptr, 0,
D3D11_SDK_VERSION, &pDevice, nullptr, &pContext);
if (FAILED(hr))
{
std::cout << "Failed to create D3D11 device and context." << std::endl;
return 1;
}
// 获取DXGI设备
IDXGIDevice1* pDXGIDevice = nullptr;
hr = pDevice->QueryInterface(__uuidof(IDXGIDevice1), (void**)&pDXGIDevice);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI device." << std::endl;
return 1;
}
// 获取DXGI适配器
IDXGIAdapter* pDXGIAdapter = nullptr;
hr = pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&pDXGIAdapter);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI adapter." << std::endl;
return 1;
}
// 获取DXGI工厂
IDXGIFactory* pDXGIFactory = nullptr;
hr = pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pDXGIFactory);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI factory." << std::endl;
return 1;
}
// 获取前缓冲表面
IDXGISurface* pBackBufferSurface = nullptr;
hr = pDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &pSwapChain);
if (FAILED(hr))
{
std::cout << "Failed to create swap chain." << std::endl;
return 1;
}
hr = pSwapChain->GetBuffer(0, __uuidof(IDXGISurface), (void**)&pBackBufferSurface);
if (FAILED(hr))
{
std::cout << "Failed to get back buffer surface." << std::endl;
return 1;
}
// 保存图像到文件
hr = SaveSurfaceToFile(pBackBufferSurface, L"Screenshot.png");
if (FAILED(hr))
{
std::cout << "Failed to save screenshot to file." << std::endl;
return 1;
}
// 释放资源
pBackBufferSurface->Release();
pSwapChain->Release();
pDXGIFactory->Release();
pDXGIAdapter->Release();
pDXGIDevice->Release();
pContext->Release();
pDevice->Release();
pAdapter->Release();
pFactory->Release();
return 0;
}
```
在此示例中,我们首先使用`CreateDXGIFactory2`函数创建了一个DXGI工厂对象。然后,我们使用`EnumAdapters1`函数枚举第一个适配器,并使用`D3D11CreateDevice`函数创建了一个D3D11设备和设备上下文对象。接下来,我们使用`QueryInterface`函数获取了设备对象的`IDXGIDevice1`接口,然后使用`GetParent`函数获取了适配器对象的`IDXGIAdapter`接口,最后使用`GetParent`函数获取了工厂对象的`IDXGIFactory`接口。
然后,我们使用`CreateSwapChain`函数创建了一个交换链对象,并使用`GetBuffer`函数获取了前缓冲表面对象。最后,我们使用`SaveSurfaceToFile`函数将表面对象保存为PNG图像文件。
请注意,此示例中省略了一些错误检查和释放资源的代码。在实际应用中,应该对所有函数调用返回值进行错误检查,并在程序结束时释放所有资源。
qt使用dxgi截屏保存
以下是使用Qt和DXGI进行屏幕截图并保存的示例代码:
```c++
#include <QCoreApplication>
#include <QImage>
#include <QFile>
#include <QDebug>
#include <d3d11.h>
#include <dxgi1_2.h>
// Helper function to check HRESULTs
#define CHECK_HR(hr, msg) \
if (FAILED(hr)) { \
qDebug() << msg << "failed with HRESULT" << hr; \
return false; \
}
bool saveScreenshot(const QString& filePath)
{
HRESULT hr = S_OK;
// Create DXGI factory
IDXGIFactory1* pFactory = nullptr;
hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory);
CHECK_HR(hr, "Failed to create DXGI factory");
// Get primary adapter
IDXGIAdapter1* pAdapter = nullptr;
hr = pFactory->EnumAdapters1(0, &pAdapter);
CHECK_HR(hr, "Failed to get primary adapter");
// Create D3D device and swap chain
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
D3D_FEATURE_LEVEL featureLevels[] = { featureLevel };
DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = GetDesktopWindow();
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = TRUE;
ID3D11Device* pDevice = nullptr;
ID3D11DeviceContext* pContext = nullptr;
IDXGISwapChain* pSwapChain = nullptr;
hr = D3D11CreateDeviceAndSwapChain(pAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, 0, featureLevels, 1,
D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &pDevice, &featureLevel, &pContext);
CHECK_HR(hr, "Failed to create D3D device and swap chain");
// Get back buffer texture
ID3D11Texture2D* pBackBuffer = nullptr;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
CHECK_HR(hr, "Failed to get back buffer texture");
// Create a CPU-readable texture
D3D11_TEXTURE2D_DESC textureDesc = { 0 };
textureDesc.Width = GetSystemMetrics(SM_CXSCREEN);
textureDesc.Height = GetSystemMetrics(SM_CYSCREEN);
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_STAGING;
textureDesc.BindFlags = 0;
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D* pTexture = nullptr;
hr = pDevice->CreateTexture2D(&textureDesc, NULL, &pTexture);
CHECK_HR(hr, "Failed to create CPU-readable texture");
// Copy back buffer to CPU-readable texture
pContext->CopyResource(pTexture, pBackBuffer);
// Read texture data
D3D11_MAPPED_SUBRESOURCE mappedResource;
hr = pContext->Map(pTexture, 0, D3D11_MAP_READ, 0, &mappedResource);
CHECK_HR(hr, "Failed to map texture");
QImage image(mappedResource.pData, textureDesc.Width, textureDesc.Height, QImage::Format_RGB32);
pContext->Unmap(pTexture, 0);
// Save image to file
if (!image.save(filePath)) {
qDebug() << "Failed to save screenshot to" << filePath;
return false;
}
// Cleanup
pContext->Release();
pDevice->Release();
pSwapChain->Release();
pAdapter->Release();
pFactory->Release();
pTexture->Release();
pBackBuffer->Release();
return true;
}
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
if (saveScreenshot("screenshot.png")) {
qDebug() << "Screenshot saved to screenshot.png";
}
return a.exec();
}
```
该代码使用DXGI和D3D11 API创建设备和交换链,然后获取主适配器和后缓冲器纹理。然后,它创建一个CPU可读的纹理,将后缓冲器纹理复制到该纹理中,然后将其映射到内存中以获取图像数据。最后,它使用Qt的QImage类将图像数据保存到文件中。请注意,此代码需要使用Windows SDK和DirectX SDK来构建。
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