public override void Cleanup() { try { if (_overlayEngine != null) { _overlayEngine.Dispose(); _overlayEngine = null; } } catch { } }
/// <summary> /// Implementation of capturing from the render target of the Direct3D9 Device (or DeviceEx) /// </summary> /// <param name="device"></param> private void DoCaptureRenderTarget(Device device, string hook) { 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 Rectangle rect; var lockedRect = LockRenderTarget(_renderTargetCopy, out rect); _renderTargetCopyLocked = true; // Copy the data from the render target Task.Factory.StartNew(() => { lock (_lockRenderTarget) { ProcessCapture(rect.Width, rect.Height, lockedRect.Pitch, _renderTargetCopy.Description.Format.ToPixelFormat(), lockedRect.DataPointer, _requestCopy); } }); } // Single frame capture request if (Request != null) { var start = DateTime.Now; try { using (var 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 * (Request.Resize.Value.Width / (double)renderTarget.Description.Width))); } else { height = Request.Resize.Value.Height; width = (int) Math.Round((renderTarget.Description.Width * (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; } var end = DateTime.Now; DebugMessage(hook + ": Capture time: " + (end - start)); } #endregion if (Config.ShowOverlay) { #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) { _overlayEngine.Dispose(); } _overlayEngine = ToDispose(new DXOverlayEngine()); // Create Overlay _overlayEngine.Overlays.Add(new Overlay { Elements = OverlayElements }); _overlayEngine.Initialise(device); IsOverlayUpdatePending = false; } // Draw Overlay(s) else if (_overlayEngine != null) { foreach (var overlay in _overlayEngine.Overlays) { overlay.Frame(); } _overlayEngine.Draw(); } #endregion } } catch (Exception e) { DebugMessage(e.ToString()); } }