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libs/hwcodec/externals/nvEncDXGIOutputDuplicationSample/DDAImpl.h
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libs/hwcodec/externals/nvEncDXGIOutputDuplicationSample/DDAImpl.h
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/*
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* Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <iostream>
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#include <vector>
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#include <fstream>
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using namespace std;
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#include <dxgi1_2.h>
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#include <d3d11_2.h>
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class DDAImpl
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{
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/// Thin wrapper around IDXGIOutputDuplication interface
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/// Manages IDXGIOutputDuplication object lifecycle
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/// Interacts with IDXGIOuputDuplication to acquire new frames
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private:
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/// The DDA object
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IDXGIOutputDuplication* pDup = nullptr;
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/// The D3D11 device used by the DDA session
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ID3D11Device* pD3DDev = nullptr;
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/// The D3D11 Device Context used by the DDA session
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ID3D11DeviceContext* pCtx = nullptr;
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/// The resource used to acquire a new captured frame from DDA
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IDXGIResource *pResource = nullptr;
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/// Output width obtained from DXGI_OUTDUPL_DESC
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DWORD width = 0;
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/// Output height obtained from DXGI_OUTDUPL_DESC
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DWORD height = 0;
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/// Running count of no. of accumulated desktop updates
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int frameno = 0;
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/// DXGI_OUTDUPL_FRAME_INFO::latPresentTime from the last Acquired frame
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LARGE_INTEGER lastPTS = { 0 };
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/// Clock frequency from QueryPerformaceFrequency()
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LARGE_INTEGER qpcFreq = { 0 };
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/// Default constructor
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DDAImpl() {}
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public:
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/// Initialize DDA
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HRESULT Init();
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/// Acquire a new frame from DDA, and return it as a Texture2D object.
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/// 'wait' specifies the time in milliseconds that DDA shoulo wait for a new screen update.
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HRESULT GetCapturedFrame(ID3D11Texture2D **pTex2D, int wait, bool fail_if_equal = false);
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/// Release all resources
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int Cleanup();
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/// Return output height to caller
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inline DWORD getWidth() { return width; }
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/// Return output width to caller
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inline DWORD getHeight() { return height; }
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public:
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/// Constructor
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DDAImpl(ID3D11Device *pDev, ID3D11DeviceContext* pDevCtx)
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: pD3DDev(pDev)
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, pCtx(pDevCtx)
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{
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pD3DDev->AddRef();
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pCtx->AddRef();
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QueryPerformanceFrequency(&qpcFreq);
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}
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/// Destructor. Release all resources before destroying the object
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~DDAImpl() { Cleanup(); }
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};
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