/* * 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. */ #pragma once #include #include #include using namespace std; #include #include class DDAImpl { /// Thin wrapper around IDXGIOutputDuplication interface /// Manages IDXGIOutputDuplication object lifecycle /// Interacts with IDXGIOuputDuplication to acquire new frames private: /// The DDA object IDXGIOutputDuplication* pDup = nullptr; /// The D3D11 device used by the DDA session ID3D11Device* pD3DDev = nullptr; /// The D3D11 Device Context used by the DDA session ID3D11DeviceContext* pCtx = nullptr; /// The resource used to acquire a new captured frame from DDA IDXGIResource *pResource = nullptr; /// Output width obtained from DXGI_OUTDUPL_DESC DWORD width = 0; /// Output height obtained from DXGI_OUTDUPL_DESC DWORD height = 0; /// Running count of no. of accumulated desktop updates int frameno = 0; /// DXGI_OUTDUPL_FRAME_INFO::latPresentTime from the last Acquired frame LARGE_INTEGER lastPTS = { 0 }; /// Clock frequency from QueryPerformaceFrequency() LARGE_INTEGER qpcFreq = { 0 }; /// Default constructor DDAImpl() {} public: /// Initialize DDA HRESULT Init(); /// 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 GetCapturedFrame(ID3D11Texture2D **pTex2D, int wait, bool fail_if_equal = false); /// Release all resources int Cleanup(); /// Return output height to caller inline DWORD getWidth() { return width; } /// Return output width to caller inline DWORD getHeight() { return height; } public: /// Constructor DDAImpl(ID3D11Device *pDev, ID3D11DeviceContext* pDevCtx) : pD3DDev(pDev) , pCtx(pDevCtx) { pD3DDev->AddRef(); pCtx->AddRef(); QueryPerformanceFrequency(&qpcFreq); } /// Destructor. Release all resources before destroying the object ~DDAImpl() { Cleanup(); } };