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main.cpp
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main.cpp
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/*
* 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.
*/
#define INITGUID
#include <d3d11.h>
#include <wincodec.h>
#include "Defs.h"
#include "DDAImpl.h"
#include "ScreenGrab11.h"
class Application
{
/// Application Core class
#define returnIfError(x)\
if (FAILED(x))\
{\
printf(__FUNCTION__": Line %d, File %s Returning error 0x%08x\n", __LINE__, __FILE__, x);\
return x;\
}
private:
/// DDA wrapper object, defined in DDAImpl.h
DDAImpl *pDDAWrapper = nullptr;
/// D3D11 device context used for the operations demonstrated in this application
ID3D11Device *pD3DDev = nullptr;
/// D3D11 device context
ID3D11DeviceContext *pCtx = nullptr;
/// D3D11 RGB Texture2D object that recieves the captured image from DDA
ID3D11Texture2D *pDupTex2D = nullptr;
private:
/// Initialize DXGI pipeline
HRESULT InitDXGI()
{
HRESULT hr = S_OK;
/// Driver types supported
D3D_DRIVER_TYPE DriverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT NumDriverTypes = ARRAYSIZE(DriverTypes);
/// Feature levels supported
D3D_FEATURE_LEVEL FeatureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_1
};
UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);
D3D_FEATURE_LEVEL FeatureLevel = D3D_FEATURE_LEVEL_11_0;
/// Create device
for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex)
{
hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, /*D3D11_CREATE_DEVICE_DEBUG*/0, FeatureLevels, NumFeatureLevels,
D3D11_SDK_VERSION, &pD3DDev, &FeatureLevel, &pCtx);
if (SUCCEEDED(hr))
{
// Device creation succeeded, no need to loop anymore
break;
}
}
return hr;
}
/// Initialize DDA handler
HRESULT InitDup()
{
MEASURE_PERFORMANCE
HRESULT hr = S_OK;
if (!pDDAWrapper)
{
pDDAWrapper = new DDAImpl(pD3DDev, pCtx);
hr = pDDAWrapper->Init();
returnIfError(hr);
}
return hr;
}
public:
/// Initialize demo application
HRESULT Init()
{
MEASURE_PERFORMANCE
HRESULT hr = S_OK;
hr = InitDXGI();
returnIfError(hr);
hr = InitDup();
returnIfError(hr);
return hr;
}
/// Capture a frame using DDA
HRESULT Capture(wchar_t* name, int wait)
{
HRESULT hr = pDDAWrapper->GetCapturedFrame(&pDupTex2D, wait); // Release after preproc
if (FAILED(hr))
{
return hr;
}
MEASURE_PERFORMANCE
// this takes forever when red dead is running
return DirectX::SaveWICTextureToFile(pCtx, pDupTex2D, GUID_ContainerFormatBmp, name);
}
/// Release all resources
void Cleanup(bool bDelete = true)
{
MEASURE_PERFORMANCE
if (pDDAWrapper)
{
pDDAWrapper->Cleanup();
delete pDDAWrapper;
pDDAWrapper = nullptr;
}
SAFE_RELEASE(pDupTex2D);
}
Application() {}
~Application()
{
Cleanup(true);
}
};
int main(int argc, char** argv)
{
if (argc < 2) return 1;
char* filename_ascii = argv[1];
size_t filename_length = strlen(filename_ascii);
wchar_t* filename_unicode = (wchar_t*) malloc(sizeof(wchar_t) * (filename_length + 1));
mbstowcs(filename_unicode, filename_ascii, filename_length + 1);
MEASURE_PERFORMANCE
Application* application = new Application();
application->Init();
HRESULT hr;
do {
hr = application->Capture(filename_unicode, 1000 / 60);
} while (hr == DXGI_ERROR_WAIT_TIMEOUT);
delete application;
free(filename_unicode);
}