/* * Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "Defs.h" #include "DDAImpl.h" #include /// Initialize DDA HRESULT DDAImpl::Init() { IDXGIOutput * pOutput = nullptr; IDXGIDevice2* pDevice = nullptr; IDXGIFactory1* pFactory = nullptr; IDXGIAdapter *pAdapter = nullptr; IDXGIOutput1* pOut1 = nullptr; /// Release all temporary refs before exit #define CLEAN_RETURN(x) \ SAFE_RELEASE(pDevice);\ SAFE_RELEASE(pFactory);\ SAFE_RELEASE(pOutput);\ SAFE_RELEASE(pOut1);\ SAFE_RELEASE(pAdapter);\ return x; HRESULT hr = S_OK; /// To create a DDA object given a D3D11 device, we must first get to the DXGI Adapter associated with that device if (FAILED(hr = pD3DDev->QueryInterface(__uuidof(IDXGIDevice2), (void**)&pDevice))) { CLEAN_RETURN(hr); } if (FAILED(hr = pDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&pAdapter))) { CLEAN_RETURN(hr); } /// Once we have the DXGI Adapter, we enumerate the attached display outputs, and select which one we want to capture /// This sample application always captures the primary display output, enumerated at index 0. if (FAILED(hr = pAdapter->EnumOutputs(0, &pOutput))) { CLEAN_RETURN(hr); } if (FAILED(hr = pOutput->QueryInterface(__uuidof(IDXGIOutput1), (void**)&pOut1))) { CLEAN_RETURN(hr); } /// Ask DXGI to create an instance of IDXGIOutputDuplication for the selected output. We can now capture this display output if (FAILED(hr = pOut1->DuplicateOutput(pDevice, &pDup))) { CLEAN_RETURN(hr); } DXGI_OUTDUPL_DESC outDesc; ZeroMemory(&outDesc, sizeof(outDesc)); pDup->GetDesc(&outDesc); height = outDesc.ModeDesc.Height; width = outDesc.ModeDesc.Width; CLEAN_RETURN(hr); } /// Acquire a new frame from DDA, and return it as a Texture2D object. /// 'wait' specifies the time in milliseconds that DDA shoulo wait for a new screen update. HRESULT DDAImpl::GetCapturedFrame(ID3D11Texture2D **ppTex2D, int wait, bool fail_if_equal) { HRESULT hr = S_OK; DXGI_OUTDUPL_FRAME_INFO frameInfo; ZeroMemory(&frameInfo, sizeof(frameInfo)); int acquired = 0; #define RETURN_ERR(x) {printf(__FUNCTION__": %d : Line %d return 0x%x\n", frameno, __LINE__, x);return x;} if (pResource) { pDup->ReleaseFrame(); pResource->Release(); pResource = nullptr; } hr = pDup->AcquireNextFrame(wait, &frameInfo, &pResource); if (FAILED(hr)) { if (hr == DXGI_ERROR_WAIT_TIMEOUT) { // printf(__FUNCTION__": %d : Wait for %d ms timed out\n", frameno, wait); } if (hr == DXGI_ERROR_INVALID_CALL) { printf(__FUNCTION__": %d : Invalid Call, previous frame not released?\n", frameno); } if (hr == DXGI_ERROR_ACCESS_LOST) { printf(__FUNCTION__": %d : Access lost, frame needs to be released?\n", frameno); } // RETURN_ERR(hr); return hr; } if (fail_if_equal) { if (frameInfo.AccumulatedFrames == 0 || frameInfo.LastPresentTime.QuadPart == 0) { // No image update, only cursor moved. RETURN_ERR(DXGI_ERROR_WAIT_TIMEOUT); } } if (!pResource) { printf(__FUNCTION__": %d : Null output resource. Return error.\n", frameno); return E_UNEXPECTED; } if (FAILED(hr = pResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)ppTex2D))) { return hr; } LARGE_INTEGER pts = frameInfo.LastPresentTime; MICROSEC_TIME(pts, qpcFreq); LONGLONG interval = pts.QuadPart - lastPTS.QuadPart; // printf(__FUNCTION__": %d : Accumulated Frames %u PTS Interval %lld PTS %lld\n", frameno, frameInfo.AccumulatedFrames, interval * 1000, frameInfo.LastPresentTime.QuadPart); lastPTS = pts; // store microsec value frameno += frameInfo.AccumulatedFrames; return hr; } /// Release all resources int DDAImpl::Cleanup() { if (pResource) { pDup->ReleaseFrame(); SAFE_RELEASE(pResource); } width = height = frameno = 0; SAFE_RELEASE(pDup); SAFE_RELEASE(pCtx); SAFE_RELEASE(pD3DDev); return 0; }