Qt和DXGI进行屏幕截图并保存
时间: 2023-06-12 20:02:07 浏览: 141
答:针对 Qt,可以通过 QWidget::grab()函数截取指定 widget 内容,也可以通过 QScreen::grabWindow()函数截取整个屏幕。截取后可以用 QImage::save() 函数将截图保存为图片文件。
针对 DXGI,可以使用 Direct3D 11 的 API 来实现屏幕截图。具体步骤包括:先创建一个 ID3D11Texture2D 对象,然后将该对象绑定到当前的后台缓冲区上,接着使用 ID3D11DeviceContext::CopySubresourceRegion() 函数,将后台缓冲区的内容复制到刚刚创建的纹理对象中。最后可以使用 D3DX11SaveTextureToFile() 函数将纹理对象保存为图片文件。
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Qt和DXGI进行屏幕截图并保存示例代码
很抱歉,作为AI语言模型,我无法为您提供编写代码的实际指导。但是,我可以为您提供参考资源和示例代码,供您参考学习和应用。
以下是用Qt和DXGI进行屏幕截图并保存的示例代码:
```c++
// Qt 5.x and later with DirectX 11
QPixmap grab()
{
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
IDXGIOutputDuplication* duplication = nullptr;
IDXGIResource* resource = nullptr;
QPixmap pixmap;
QPixmap screenshot;
RECT rect = { 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN) };
if (SUCCEEDED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context)))
{
duplication = GetDuplication(device, context);
if (duplication == nullptr)
{
return pixmap;
}
DXGI_OUTDUPL_FRAME_INFO frame_info;
ID3D11Texture2D* texture = nullptr;
D3D11_TEXTURE2D_DESC texture_desc;
ZeroMemory(&texture_desc, sizeof(texture_desc));
texture_desc.Width = rect.right - rect.left;
texture_desc.Height = rect.bottom - rect.top;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
if (FAILED(device->CreateTexture2D(&texture_desc, nullptr, &texture)))
{
duplication->Release();
device->Release();
context->Release();
return pixmap;
}
POINT offset = { rect.left, rect.top };
duplication->GetFramePointer(&frame_info, &texture, &offset);
if (FAILED(texture->QueryInterface(IID_PPV_ARGS(&resource))))
{
duplication->ReleaseFrame();
duplication->Release();
device->Release();
context->Release();
texture->Release();
return pixmap;
}
D3D11_MAPPED_SUBRESOURCE map_info;
ZeroMemory(&map_info, sizeof(map_info));
if (FAILED(context->Map(texture, 0, D3D11_MAP_READ, 0, &map_info)))
{
duplication->ReleaseFrame();
duplication->Release();
device->Release();
context->Release();
texture->Release();
resource->Release();
return pixmap;
}
screenshot = QPixmap::fromImage(QImage(static_cast<uchar*>(map_info.pData), texture_desc.Width, texture_desc.Height, QImage::Format_ARGB32));
pixmap = screenshot.copy(rect);
context->Unmap(texture, 0);
duplication->ReleaseFrame();
duplication->Release();
device->Release();
context->Release();
texture->Release();
resource->Release();
}
return pixmap;
}
IDXGIOutputDuplication* GetDuplication(ID3D11Device* device, ID3D11DeviceContext* context)
{
IDXGIOutputDuplication* duplication = nullptr;
IDXGIAdapter* adapter = nullptr;
IDXGIOutput* output = nullptr;
DXGI_OUTPUT_DESC output_desc;
ZeroMemory(&output_desc, sizeof(output_desc));
output_desc.Flags = DXGI_ENUMERATION_FLAG_PRIMARY;
if (FAILED(CreateDXGIFactory(IID_PPV_ARGS(&factory)))) return nullptr;
if (FAILED(factory->EnumAdapters(0, &adapter))) return nullptr;
if (FAILED(adapter->EnumOutputs(0, &output))) return nullptr;
if (FAILED(output->GetDesc(&output_desc))) return nullptr;
D3D11_RENDER_TARGET_VIEW_DESC target_desc;
ZeroMemory(&target_desc, sizeof(target_desc));
target_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
target_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11Texture2D* texture = nullptr;
if (FAILED(device->CreateTexture2D(&GetTargetDesc(output_desc.DesktopCoordinates), nullptr, &texture))) return nullptr;
ID3D11RenderTargetView* target = nullptr;
ID3D11Texture2D* backbuffer = nullptr;
D3D11_TEXTURE2D_DESC desc;
backbuffer->GetDesc(&desc);
target_desc.Texture2D.MipSlice = 0;
if (FAILED(device->CreateRenderTargetView(backbuffer, &target_desc, &target))) return nullptr;
ID3D11Texture2D* stage_texture = nullptr;
if (FAILED(device->CreateTexture2D(&desc, nullptr, &stage_texture))) return nullptr;
ID3D11Device* device2 = nullptr;
if (FAILED(device->QueryInterface(IID_PPV_ARGS(&device2)))) return nullptr;
ID3D11DeviceContext* context2 = nullptr;
if (FAILED(device2->CreateDeferredContext(0, &context2))) return nullptr;
context2->CopyResource(stage_texture, backbuffer);
context2->Flush();
DXGI_OUTPUT_DESC output_desc2;
ZeroMemory(&output_desc2, sizeof(output_desc2));
output_desc2.Flags = DXGI_ENUMERATION_FLAG_PRIMARY;
IDXGIOutput5* output2 = nullptr;
adapter->EnumOutputs(0, (IDXGIOutput**)&output2);
output2->DuplicateOutput(context, &duplication);
return duplication;
}
```
此代码是用 C++ 和 Qt 框架实现的。如果您非常熟悉Qt和DXGI,那么您可能会发现此代码可能有些错误或漏洞,但这个示例应该可以为您提供一个很好的起点。请确保在尝试使用这段代码之前认真阅读并理解它,并仔细检查以确保它适合您的具体用例。
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。