Пример #1
0
        /// <summary>
        /// 帧到达事件
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="args"></param>
        private void OnFrameArrived(Direct3D11CaptureFramePool sender, object args)
        {
            var newSize = false;

            using Direct3D11CaptureFrame frame = sender.TryGetNextFrame();

            if (frame == null)
            {
                return;
            }

            if (frame.ContentSize.Width != lastSize.Width || frame.ContentSize.Height != lastSize.Height)
            {
                // 我们捕捉到的东西变大了。
                // 我们需要先调整交换链的大小,然后blit像素。
                // 完成此操作后,请注销帧,然后重新创建帧池。
                newSize  = true;
                lastSize = frame.ContentSize;
                swapChain.ResizeBuffers(
                    2,
                    lastSize.Width,
                    lastSize.Height,
                    SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                    SharpDX.DXGI.SwapChainFlags.None);
            }

            using Texture2D backBuffer = swapChain.GetBackBuffer <Texture2D>(0);
            using Texture2D tex        = Direct3D11Helper.CreateSharpDXTexture2D(frame.Surface);
            d3dDevice.ImmediateContext.CopyResource(tex, backBuffer);
            // 保存当前帧到位图
            if (GetOneFrameFromBitmapEvent != null)
            {
                TryGetOneFrameToBitmap(tex);
            }
            // GetOneFrameToBitmap(tex);

            swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);

            if (newSize)
            {
                framePool.Recreate(device, Windows.Graphics.DirectX.DirectXPixelFormat.B8G8R8A8UIntNormalized, 2, lastSize);
            }
        }
Пример #2
0
        private void OnFrameArrived(Direct3D11CaptureFramePool sender, object args)
        {
            var newSize = false;

            using (var frame = sender.TryGetNextFrame())
            {
                if (frame.ContentSize.Width != lastSize.Width ||
                    frame.ContentSize.Height != lastSize.Height)
                {
                    // The thing we have been capturing has changed size.
                    // We need to resize the swap chain first, then blit the pixels.
                    // After we do that, retire the frame and then recreate the frame pool.
                    newSize  = true;
                    lastSize = frame.ContentSize;
                    swapChain.ResizeBuffers(
                        2,
                        lastSize.Width,
                        lastSize.Height,
                        SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                        SharpDX.DXGI.SwapChainFlags.None);
                }


                using (var backBuffer = swapChain.GetBackBuffer <SharpDX.Direct3D11.Texture2D>(0))
                    using (var bitmap = Direct3D11Helper.CreateSharpDXTexture2D(frame.Surface))
                    {
                        d3dDevice.ImmediateContext.CopyResource(bitmap, backBuffer);
                    }
            } // Retire the frame.

            swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);

            if (newSize)
            {
                framePool.Recreate(
                    device,
                    DirectXPixelFormat.B8G8R8A8UIntNormalized,
                    2,
                    lastSize);
            }
        }
Пример #3
0
        private void OnFrameArrived(Direct3D11CaptureFramePool sender, object args)
        {
            var newSize = false;

            using (var frame = sender.TryGetNextFrame())
            {
                if (frame.ContentSize.Width != _lastSize.Width ||
                    frame.ContentSize.Height != _lastSize.Height)
                {
                    // 源已改变,故需要变换抓取大小,首先改变swap chain,之后是Texture
                    newSize   = true;
                    _lastSize = frame.ContentSize;
                    _swapChain.ResizeBuffers(
                        2,
                        _lastSize.Width,
                        _lastSize.Height,
                        SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                        SharpDX.DXGI.SwapChainFlags.None);
                }

                using (var sourceTexture = Direct3D11Helpers.CreateSharpDXTexture2D(frame.Surface))
                    using (var backBuffer = _swapChain.GetBackBuffer <SharpDX.Direct3D11.Texture2D>(0))
                        using (var renderTargetView = new SharpDX.Direct3D11.RenderTargetView(_d3dDevice, backBuffer))
                        {
                            _d3dDevice.ImmediateContext.ClearRenderTargetView(renderTargetView, new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 1));
                            _d3dDevice.ImmediateContext.CopyResource(sourceTexture, backBuffer);
                        }
            }

            _swapChain.Present(1, SharpDX.DXGI.PresentFlags.None);

            if (newSize)//帧池重构
            {
                _framePool.Recreate(
                    _device,
                    DirectXPixelFormat.B8G8R8A8UIntNormalized,
                    2,
                    _lastSize);
            }
        }
Пример #4
0
        protected virtual void CreateSizeDependentResources(TargetBase renderBase)
        {
            var d3dDevice  = DeviceManager.DeviceDirect3D;
            var d3dContext = DeviceManager.ContextDirect3D;
            var d2dContext = DeviceManager.ContextDirect2D;

            d2dContext.Target = null;
            SafeDispose(ref renderTargetView);
            SafeDispose(ref depthStencilView);
            SafeDispose(ref bitmapTarget);

            // If the swap chain already exists, resize it.
            if (swapChain != null)
            {
                swapChain.ResizeBuffers(2, Width, Height, SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.DXGI.SwapChainFlags.None);
            }
            // Otherwise, create a new one.
            else
            {
                // SwapChain description
                var desc = CreateSwapChainDescription();

                // Once the desired swap chain description is configured, it must be created on the same adapter as our D3D Device

                // First, retrieve the underlying DXGI Device from the D3D Device.
                // Creates the swap chain
                using (var dxgiDevice2 = d3dDevice.QueryInterface <SharpDX.DXGI.Device2>())
                    using (var dxgiAdapter = dxgiDevice2.Adapter)
                        using (var dxgiFactory2 = dxgiAdapter.GetParent <SharpDX.DXGI.Factory2>())
                        {
                            swapChain = ToDispose(CreateSwapChain(dxgiFactory2, d3dDevice, desc));

                            // Ensure that DXGI does not queue more than one frame at a time. This both reduces
                            // latency and ensures that the application will only render after each VSync, minimizing
                            // power consumption.
                            dxgiDevice2.MaximumFrameLatency = 1;
                        }
            }

            // Obtain the backbuffer for this window which will be the final 3D rendertarget.
            using (var backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain <SharpDX.Direct3D11.Texture2D>(swapChain, 0))
            {
                // Create a view interface on the rendertarget to use on bind.
                renderTargetView = ToDispose(new SharpDX.Direct3D11.RenderTargetView(d3dDevice, backBuffer));

                // Cache the rendertarget dimensions in our helper class for convenient use.
                var backBufferDesc = backBuffer.Description;
                RenderTargetBounds = new Windows.Foundation.Rect(0, 0, backBufferDesc.Width, backBufferDesc.Height);
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(d3dDevice, new SharpDX.Direct3D11.Texture2DDescription()
            {
                Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = (int)RenderTargetSize.Width,
                Height = (int)RenderTargetSize.Height,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil,
            }))
                depthStencilView = ToDispose(new SharpDX.Direct3D11.DepthStencilView(d3dDevice, depthBuffer, new SharpDX.Direct3D11.DepthStencilViewDescription()
                {
                    Dimension = SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D
                }));

            // Create a viewport descriptor of the full window size.
            var viewport = new SharpDX.Direct3D11.Viewport((float)RenderTargetBounds.X, (float)RenderTargetBounds.Y, (float)RenderTargetBounds.Width, (float)RenderTargetBounds.Height, 0.0f, 1.0f);

            // Set the current viewport using the descriptor.
            d3dContext.Rasterizer.SetViewports(viewport);

            // Now we set up the Direct2D render target bitmap linked to the swapchain.
            // Whenever we render to this bitmap, it will be directly rendered to the
            // swapchain associated with the window.
            var bitmapProperties = new SharpDX.Direct2D1.BitmapProperties1(
                new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied),
                DeviceManager.Dpi,
                DeviceManager.Dpi,
                SharpDX.Direct2D1.BitmapOptions.Target | SharpDX.Direct2D1.BitmapOptions.CannotDraw);

            // Direct2D needs the dxgi version of the backbuffer surface pointer.
            // Get a D2D surface from the DXGI back buffer to use as the D2D render target.
            using (var dxgiBackBuffer = swapChain.GetBackBuffer <SharpDX.DXGI.Surface>(0))
                bitmapTarget = ToDispose(new SharpDX.Direct2D1.Bitmap1(d2dContext, dxgiBackBuffer, bitmapProperties));

            // So now we can set the Direct2D render target.
            d2dContext.Target = BitmapTarget2D;

            // Set D2D text anti-alias mode to Grayscale to ensure proper rendering of text on intermediate surfaces.
            d2dContext.TextAntialiasMode = SharpDX.Direct2D1.TextAntialiasMode.Grayscale;
        }
Пример #5
0
            // This method creates all application resources that depend on
            // the application window size.  It is called at app initialization,
            // and whenever the application window size changes.
            void CreateWindowSizeDependentResources()
            {
                if (m_swapChain != null)
                {
                    // If the swap chain already exists, resize it.
                    m_swapChain.ResizeBuffers(
                        2,
                        0,
                        0,
                        SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                        0
                        );
                }
                else
                {
                    // If the swap chain does not exist, create it.
                    var swapChainDesc = new SharpDX.DXGI.SwapChainDescription1
                    {
                        Stereo  = false,
                        Usage   = SharpDX.DXGI.Usage.RenderTargetOutput,
                        Scaling = SharpDX.DXGI.Scaling.None,
                        Flags   = 0,
                    };

                    // Use automatic sizing.
                    swapChainDesc.Width  = 0;
                    swapChainDesc.Height = 0;

                    // This is the most common swap chain format.
                    swapChainDesc.Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm;

                    // Don't use multi-sampling.
                    swapChainDesc.SampleDescription.Count   = 1;
                    swapChainDesc.SampleDescription.Quality = 0;

                    // Use two buffers to enable flip effect.
                    swapChainDesc.BufferCount = 2;

                    // We recommend using this swap effect for all applications.
                    swapChainDesc.SwapEffect = SharpDX.DXGI.SwapEffect.FlipSequential;

                    // Once the swap chain description is configured, it must be
                    // created on the same adapter as the existing D3D Device.

                    // First, retrieve the underlying DXGI Device from the D3D Device.
                    using (var dxgiDevice = m_d3dDevice.QueryInterface <SharpDX.DXGI.Device2>())
                    {
                        // Ensure that DXGI does not queue more than one frame at a time. This both reduces
                        // latency and ensures that the application will only render after each VSync, minimizing
                        // power consumption.
                        dxgiDevice.MaximumFrameLatency = 1;

                        // Next, get the parent factory from the DXGI Device.
                        using (var dxgiAdapter = dxgiDevice.Adapter)
                            using (var dxgiFactory = dxgiAdapter.GetParent <SharpDX.DXGI.Factory2>())
                                // Finally, create the swap chain.
                                using (var coreWindow = new SharpDX.ComObject(m_window))
                                {
                                    m_swapChain = new SharpDX.DXGI.SwapChain1(dxgiFactory
                                                                              , m_d3dDevice, coreWindow, ref swapChainDesc);
                                }
                    }
                }

                // Once the swap chain is created, create a render target view.  This will
                // allow Direct3D to render graphics to the window.
                using (var backBuffer = m_swapChain.GetBackBuffer <SharpDX.Direct3D11.Texture2D>(0))
                {
                    m_renderTargetView = new SharpDX.Direct3D11.RenderTargetView(m_d3dDevice, backBuffer);

                    // After the render target view is created, specify that the viewport,
                    // which describes what portion of the window to draw to, should cover
                    // the entire window.

                    var backBufferDesc = backBuffer.Description;

                    var viewport = new SharpDX.ViewportF
                    {
                        X        = 0.0f,
                        Y        = 0.0f,
                        Width    = backBufferDesc.Width,
                        Height   = backBufferDesc.Height,
                        MinDepth = 0,
                        MaxDepth = 1,
                    };

                    m_d3dDeviceContext.Rasterizer.SetViewport(viewport);
                }
            }