private static void Overlay() { if (OverlayEngine != null) { OverlayEngine.Dispose(); } OverlayEngine = new DX11.DXOverlayEngine(); OverlayEngine.Overlays.Add(new Capture.Hook.Common.Overlay { Elements = { new Capture.Hook.Common.FramesPerSecond(new System.Drawing.Font("Arial", 20)) { Location = new System.Drawing.Point(5, 5), Color = benchmarking.benchColour, AntiAliased = true }, new Capture.Hook.Common.TextElement(new System.Drawing.Font("Times New Roman", 22)) { Text = "Testing", Location = new System.Drawing.Point(5,200), Color = System.Drawing.Color.Yellow, AntiAliased = false }, } }); OverlayEngine.Initialise(benchChain); foreach (var overlay in OverlayEngine.Overlays) { overlay.Frame(); } OverlayEngine.Draw(); }
/// <summary> /// Implementation of capturing from the render target of the Direct3D9 Device (or DeviceEx) /// </summary> /// <param name="device"></param> void DoCaptureRenderTarget(Device device, string hook) { this.Frame(); try { #region Screenshot Request // If we have issued the command to copy data to our render target, check if it is complete bool qryResult; if (_queryIssued && _requestCopy != null && _query.GetData(out qryResult, false)) { // The GPU has finished copying data to _renderTargetCopy, we can now lock // the data and access it on another thread. _queryIssued = false; // Lock the render target global::SharpDX.Rectangle rect; global::SharpDX.DataRectangle lockedRect = LockRenderTarget(_renderTargetCopy, out rect); _renderTargetCopyLocked = true; // Copy the data from the render target System.Threading.Tasks.Task.Factory.StartNew(() => { lock (_lockRenderTarget) { ProcessCapture(rect.Width, rect.Height, lockedRect.Pitch, _renderTargetCopy.Description.Format.ToPixelFormat(), lockedRect.DataPointer, _requestCopy); } }); } // Single frame capture request if (this.Request != null) { DateTime start = DateTime.Now; try { using (Surface renderTarget = device.GetRenderTarget(0)) { int width, height; // If resizing of the captured image, determine correct dimensions if (Request.Resize != null && (renderTarget.Description.Width > Request.Resize.Value.Width || renderTarget.Description.Height > Request.Resize.Value.Height)) { if (renderTarget.Description.Width > Request.Resize.Value.Width) { width = Request.Resize.Value.Width; height = (int)Math.Round((renderTarget.Description.Height * ((double)Request.Resize.Value.Width / (double)renderTarget.Description.Width))); } else { height = Request.Resize.Value.Height; width = (int)Math.Round((renderTarget.Description.Width * ((double)Request.Resize.Value.Height / (double)renderTarget.Description.Height))); } } else { width = renderTarget.Description.Width; height = renderTarget.Description.Height; } // If existing _renderTargetCopy, ensure that it is the correct size and format if (_renderTargetCopy != null && (_renderTargetCopy.Description.Width != width || _renderTargetCopy.Description.Height != height || _renderTargetCopy.Description.Format != renderTarget.Description.Format)) { // Cleanup resources Cleanup(); } // Ensure that we have something to put the render target data into if (!_resourcesInitialised || _renderTargetCopy == null) { CreateResources(device, width, height, renderTarget.Description.Format); } // Resize from render target Surface to resolvedSurface (also deals with resolving multi-sampling) device.StretchRectangle(renderTarget, _resolvedTarget, TextureFilter.None); } // If the render target is locked from a previous request unlock it if (_renderTargetCopyLocked) { // Wait for the the ProcessCapture thread to finish with it lock (_lockRenderTarget) { if (_renderTargetCopyLocked) { _renderTargetCopy.UnlockRectangle(); _renderTargetCopyLocked = false; } } } // Copy data from resolved target to our render target copy device.GetRenderTargetData(_resolvedTarget, _renderTargetCopy); _requestCopy = Request.Clone(); _query.Issue(Issue.End); _queryIssued = true; } finally { // We have completed the request - mark it as null so we do not continue to try to capture the same request // Note: If you are after high frame rates, consider implementing buffers here to capture more frequently // and send back to the host application as needed. The IPC overhead significantly slows down // the whole process if sending frame by frame. Request = null; } DateTime end = DateTime.Now; this.DebugMessage(hook + ": Capture time: " + (end - start).ToString()); } #endregion var displayOverlays = Overlays; if (this.Config.ShowOverlay && displayOverlays != null) { #region Draw Overlay // Check if overlay needs to be initialised if (_overlayEngine == null || _overlayEngine.Device.NativePointer != device.NativePointer || IsOverlayUpdatePending) { // Cleanup if necessary if (_overlayEngine != null) { RemoveAndDispose(ref _overlayEngine); } _overlayEngine = ToDispose(new DXOverlayEngine()); _overlayEngine.Overlays.AddRange((IEnumerable <IOverlay>)displayOverlays); _overlayEngine.Initialise(device); IsOverlayUpdatePending = false; } // Draw Overlay(s) if (_overlayEngine != null) { foreach (var overlay in _overlayEngine.Overlays) { overlay.Frame(); } _overlayEngine.Draw(); } #endregion } } catch (Exception e) { DebugMessage(e.ToString()); } }
/// <summary> /// Our present hook that will grab a copy of the backbuffer when requested. Note: this supports multi-sampling /// (anti-aliasing) /// </summary> /// <param name="swapChainPtr"></param> /// <param name="syncInterval"></param> /// <param name="flags"></param> /// <returns>The HRESULT of the original method</returns> private int PresentHook(IntPtr swapChainPtr, int syncInterval, PresentFlags flags) { Frame(); var swapChain = (SwapChain)swapChainPtr; try { #region Screenshot Request if (Request != null) { DebugMessage("PresentHook: Request Start"); var startTime = DateTime.Now; using (var currentRT = SharpDX.Direct3D11.Resource.FromSwapChain <Texture2D>(swapChain, 0)) { #region Determine region to capture var captureRegion = new Rectangle(0, 0, currentRT.Description.Width, currentRT.Description.Height); if (Request.RegionToCapture.Width > 0) { captureRegion = new Rectangle(Request.RegionToCapture.Left, Request.RegionToCapture.Top, Request.RegionToCapture.Right, Request.RegionToCapture.Bottom); } else if (Request.Resize.HasValue) { captureRegion = new Rectangle(0, 0, Request.Resize.Value.Width, Request.Resize.Value.Height); } #endregion // Create / Recreate resources as necessary EnsureResources(currentRT.Device, currentRT.Description, captureRegion, Request); Texture2D sourceTexture = null; // If texture is multisampled, then we can use ResolveSubresource to copy it into a non-multisampled texture if (currentRT.Description.SampleDescription.Count > 1 || Request.Resize.HasValue) { if (Request.Resize.HasValue) { DebugMessage("PresentHook: resizing texture"); } else { DebugMessage("PresentHook: resolving multi-sampled texture"); } // Resolve into _resolvedRT if (_resolvedRTKeyedMutex != null) { _resolvedRTKeyedMutex.Acquire(0, int.MaxValue); } currentRT.Device.ImmediateContext.ResolveSubresource(currentRT, 0, _resolvedRT, 0, _resolvedRT.Description.Format); if (_resolvedRTKeyedMutex != null) { _resolvedRTKeyedMutex.Release(1); } if (Request.Resize.HasValue) { lock (_lock) { if (_resolvedRTKeyedMutex_Dev2 != null) { _resolvedRTKeyedMutex_Dev2.Acquire(1, int.MaxValue); } _saQuad.ShaderResource = _resolvedSharedSRV; _saQuad.RenderTargetView = _resizedRTV; _saQuad.RenderTarget = _resizedRT; _saQuad.Render(); if (_resolvedRTKeyedMutex_Dev2 != null) { _resolvedRTKeyedMutex_Dev2.Release(0); } } // set sourceTexture to the resized RT sourceTexture = _resizedRT; } else { // Make sourceTexture be the resolved texture sourceTexture = _resolvedRTShared; } } else { // Copy the resource into the shared texture if (_resolvedRTKeyedMutex != null) { _resolvedRTKeyedMutex.Acquire(0, int.MaxValue); } currentRT.Device.ImmediateContext.CopySubresourceRegion(currentRT, 0, null, _resolvedRT, 0); if (_resolvedRTKeyedMutex != null) { _resolvedRTKeyedMutex.Release(1); } sourceTexture = _resolvedRTShared; } // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline _requestCopy = Request.Clone(); // this.Request gets set to null, so copy the Request for use in the thread // Prevent the request from being processed a second time Request = null; var acquireLock = sourceTexture == _resolvedRTShared; ThreadPool.QueueUserWorkItem(o => { // Acquire lock on second device if (acquireLock && _resolvedRTKeyedMutex_Dev2 != null) { _resolvedRTKeyedMutex_Dev2.Acquire(1, int.MaxValue); } lock (_lock) { // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index sourceTexture.Device.ImmediateContext.CopySubresourceRegion(sourceTexture, 0, new ResourceRegion { Top = captureRegion.Top, Bottom = captureRegion.Bottom, Left = captureRegion.Left, Right = captureRegion.Right, Front = 0, Back = 1 // Must be 1 or only black will be copied }, _finalRT, 0, 0, 0, 0); // Release lock upon shared surface on second device if (acquireLock && _resolvedRTKeyedMutex_Dev2 != null) { _resolvedRTKeyedMutex_Dev2.Release(0); } _finalRT.Device.ImmediateContext.End(_query); _queryIssued = true; while (!_finalRT.Device.ImmediateContext.GetData(_query).ReadBoolean()) { // Spin (usually no spin takes place) } var startCopyToSystemMemory = DateTime.Now; try { var db = default(DataBox); if (_requestCopy.Format == ImageFormat.PixelData) { db = _finalRT.Device.ImmediateContext.MapSubresource(_finalRT, 0, MapMode.Read, MapFlags.DoNotWait); _finalRTMapped = true; } _queryIssued = false; try { using (var ms = new MemoryStream()) { switch (_requestCopy.Format) { case ImageFormat.Bitmap: SharpDX.Direct3D11.Resource.ToStream( _finalRT.Device.ImmediateContext, _finalRT, ImageFileFormat.Bmp, ms); break; case ImageFormat.Jpeg: SharpDX.Direct3D11.Resource.ToStream( _finalRT.Device.ImmediateContext, _finalRT, ImageFileFormat.Jpg, ms); break; case ImageFormat.Png: SharpDX.Direct3D11.Resource.ToStream( _finalRT.Device.ImmediateContext, _finalRT, ImageFileFormat.Png, ms); break; case ImageFormat.PixelData: if (db.DataPointer != IntPtr.Zero) { ProcessCapture(_finalRT.Description.Width, _finalRT.Description.Height, db.RowPitch, PixelFormat.Format32bppArgb, db.DataPointer, _requestCopy); } return; } ms.Position = 0; ProcessCapture(ms, _requestCopy); } } finally { DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString()); } if (_finalRTMapped) { lock (_lock) { _finalRT.Device.ImmediateContext.UnmapSubresource(_finalRT, 0); _finalRTMapped = false; } } } catch (SharpDXException exc) { // Catch DXGI_ERROR_WAS_STILL_DRAWING and ignore - the data isn't available yet } } }); // Note: it would be possible to capture multiple frames and process them in a background thread } DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime)); DebugMessage("PresentHook: Request End"); } #endregion #region Draw overlay (after screenshot so we don't capture overlay as well) if (Config.ShowOverlay) { // Initialise Overlay Engine if (_swapChainPointer != swapChain.NativePointer || _overlayEngine == null || IsOverlayUpdatePending) { if (_overlayEngine != null) { _overlayEngine.Dispose(); } _overlayEngine = new DXOverlayEngine(); _overlayEngine.Overlays.Add(new Overlay { Elements = OverlayElements }); _overlayEngine.Initialise(swapChain); _swapChainPointer = swapChain.NativePointer; } // Draw Overlay(s) else if (_overlayEngine != null) { foreach (var overlay in _overlayEngine.Overlays) { overlay.Frame(); } _overlayEngine.Draw(); } } #endregion } catch (Exception e) { // If there is an error we do not want to crash the hooked application, so swallow the exception DebugMessage("PresentHook: Exeception: " + e.GetType().FullName + ": " + e); //return unchecked((int)0x8000FFFF); //E_UNEXPECTED } // As always we need to call the original method, note that EasyHook will automatically skip the hook and call the original method // i.e. calling it here will not cause a stack overflow into this function return(DXGISwapChain_PresentHook.Original(swapChainPtr, syncInterval, flags)); }