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c ++ Directx11捕獲屏幕並保存到文件

[英]c++ Directx11 capture screen and save to file

我在將 texture2d 保存到文件時遇到問題,它總是給我黑色圖像。 這是代碼:

HRESULT hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast< void** >( &g_pSurface ) );
if( g_pSurface )
{
    ID3D11Texture2D* pNewTexture = NULL;

    D3D11_TEXTURE2D_DESC description;
    g_pSurface->GetDesc( &description );
    description.BindFlags = 0;
    description.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
    description.Usage = D3D11_USAGE_STAGING;

    HRESULT hr = d3d11Device->CreateTexture2D( &description, NULL, &pNewTexture );
    if( pNewTexture )
    {
        d3d11DevCon->CopyResource( pNewTexture, g_pSurface );

        hr=D3DX11SaveTextureToFileA(d3d11DevCon, pNewTexture, D3DX11_IFF_BMP, "screen.bmp");
        return;
    }
}

我究竟做錯了什么?

首先,您需要明確檢查所有返回 HRESULT 的函數的返回代碼

HRESULT hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ),
    reinterpret_cast< void** >( &g_pSurface ) );
if( SUCCEEDED(hr) )
{
...
    HRESULT hr = d3d11Device->CreateTexture2D( &description, NULL, &pNewTexture );
    if( SUCCEEDED(hr) )

一種可能的故障點是CopyResource ,它返回 void,因此您無法檢測到代碼中的問題。 相反,您需要啟用 Direct3D DEBUG設備並查找任何 ERROR 或 WARNING 消息。

特別是,如果您的交換鏈緩沖區是 MSAA 資源,則將無法獲取任何數據。 在進行復制之前,您必須明確使用ResolveSubresource 反過來,由於ResolveSubresource返回空值,因此您需要在使用之前檢查格式是否支持D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE 下面是DirectX Tool KitScreenGrab模塊中執行此處理的代碼:

static HRESULT CaptureTexture( _In_ ID3D11DeviceContext* pContext,
                               _In_ ID3D11Resource* pSource,
                               _Inout_ D3D11_TEXTURE2D_DESC& desc,
                               _Inout_ ComPtr<ID3D11Texture2D>& pStaging )
{
    if ( !pContext || !pSource )
        return E_INVALIDARG;

    D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN;
    pSource->GetType( &resType );

    if ( resType != D3D11_RESOURCE_DIMENSION_TEXTURE2D )
        return HRESULT_FROM_WIN32( ERROR_NOT_SUPPORTED );

    ComPtr<ID3D11Texture2D> pTexture;
    HRESULT hr = pSource->QueryInterface( __uuidof(ID3D11Texture2D), reinterpret_cast<void**>( pTexture.GetAddressOf() ) );
    if ( FAILED(hr) )
        return hr;

    assert( pTexture );

    pTexture->GetDesc( &desc );

    ComPtr<ID3D11Device> d3dDevice;
    pContext->GetDevice( d3dDevice.GetAddressOf() );

    if ( desc.SampleDesc.Count > 1 )
    {
        // MSAA content must be resolved before being copied to a staging texture
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;

        ComPtr<ID3D11Texture2D> pTemp;
        hr = d3dDevice->CreateTexture2D( &desc, 0, pTemp.GetAddressOf() );
        if ( FAILED(hr) )
            return hr;

        assert( pTemp );

        DXGI_FORMAT fmt = EnsureNotTypeless( desc.Format );

        UINT support = 0;
        hr = d3dDevice->CheckFormatSupport( fmt, &support );
        if ( FAILED(hr) )
            return hr;

        if ( !(support & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE) )
            return E_FAIL;

        for( UINT item = 0; item < desc.ArraySize; ++item )
        {
            for( UINT level = 0; level < desc.MipLevels; ++level )
            {
                UINT index = D3D11CalcSubresource( level, item, desc.MipLevels );
                pContext->ResolveSubresource( pTemp.Get(), index, pSource, index, fmt );
            }
        }

        desc.BindFlags = 0;
        desc.MiscFlags &= D3D11_RESOURCE_MISC_TEXTURECUBE;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
        desc.Usage = D3D11_USAGE_STAGING;

        hr = d3dDevice->CreateTexture2D( &desc, 0, pStaging.GetAddressOf() );
        if ( FAILED(hr) )
            return hr;

        assert( pStaging );

        pContext->CopyResource( pStaging.Get(), pTemp.Get() );
    }
    else if ( (desc.Usage == D3D11_USAGE_STAGING) && (desc.CPUAccessFlags & D3D11_CPU_ACCESS_READ) )
    {
        // Handle case where the source is already a staging texture we can use directly
        pStaging = pTexture;
    }
    else
    {
        // Otherwise, create a staging texture from the non-MSAA source
        desc.BindFlags = 0;
        desc.MiscFlags &= D3D11_RESOURCE_MISC_TEXTURECUBE;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
        desc.Usage = D3D11_USAGE_STAGING;

        hr = d3dDevice->CreateTexture2D( &desc, 0, pStaging.GetAddressOf() );
        if ( FAILED(hr) )
            return hr;

        assert( pStaging );

        pContext->CopyResource( pStaging.Get(), pSource );
    }

事實上,您應該使用DirectX Tool Kit而不是舊的D3DX11庫。 所有版本的 D3DX 都已棄用,舊版 DirectX SDK 本身也是如此(請參閱MSDN )。 有許多容易獲得的替代品

除了 MSAA 問題之外,您可能還會遇到D3DX11選擇 WIC 格式的問題。 根據您的渲染目標格式和渲染,它可能會用全 0 alpha 通道寫出圖像,這可能會導致“空白”輸出圖像。 DirectX Tool Kit ScreenGrab 模塊使您能夠明確指定輸出格式,並因此默認嘗試使用非 alpha 輸出文件格式。

不使用舊版D3DX11另一個原因:它從未針對 DXGI 1.1 格式更新,因此即使底層 WIC 容器文件格式支持,它也不支持寫出 BGRA 格式資源,如DXGI_FORMAT_B8G8R8A8_UNORMDXGI_FORMAT_B8G8R8A8_UNORM 如果上面代碼中的渲染目標是DXGI_FORMAT_B8G8R8A8_UNORM而不是DXGI_FORMAT_R8G8B8A8_UNORM那么D3DX11將失敗,而 ScreenGrab 將正常工作。

我有沒有提到D3DX11舊了,並且自 2009 年以來沒有對其進行任何修復?

以下是ScreenGrab的一些示例用法:

ComPtr<ID3D11Texture2D> backBufferTex;
hr = swapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&backBufferTex);
if ( SUCCEEDED(hr) )
{
    // Write out the render target as a PNG
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatPng, L"SCREENSHOT.PNG");

    // Write out the render target as JPG
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatJpeg, L"SCREENSHOT.JPG" );

    // Write out the render target as BMP
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatBmp, L"SCREENSHOT.BMP" );

    // Write out the render target as BMP and explicitly use a 16-bit format
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatBmp, L"SCREENSHOT.BMP", &GUID_WICPixelFormat16bppBGR565 );

    // Write out the render target as a TIF
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatTiff, L"SCREENSHOT.TIF" );

    // Write out the render target as a TIF with explicit WIC codec properties
    hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatTiff, L"SCREENSHOT.TIF", nullptr,
                                [&](IPropertyBag2* props)
                                {
                                    PROPBAG2 options[2] = { 0, 0 };
                                    options[0].pstrName = L"CompressionQuality";
                                    options[1].pstrName = L"TiffCompressionMethod";

                                    VARIANT varValues[2];
                                    varValues[0].vt = VT_R4;
                                    varValues[0].fltVal = 0.75f;

                                    varValues[1].vt = VT_UI1;
                                    varValues[1].bVal = WICTiffCompressionNone;

                                    (void)props->Write( 2, options, varValues ); 
                                });

    // Write out the render target as a DDS
    hr = SaveDDSTextureToFile( context.Get(), backBufferTex.Get(), L"SCREENSHOT.DDS" );
}

在設置所有值之前,您的描述已聲明但未初始化為任何內容。 它的MiscFlags成員中可能有垃圾,會MiscFlags您的創作。 嘗試設置description.MiscFlags = 0; 或首先將整個描述歸零。 如果這不起作用,這里是我當前可用的庫之一中的精簡代碼示例:

嘗試這個:

HRESULT hr;

ID3D11Resource* pSurface = nullptr;
m_pRenderTargetView->GetResource(&pSurface);

if (pSurface)
{
    D3D11_TEXTURE2D_DESC desc;
    ZeroMemory(&desc, sizeof(desc));
    desc.ArraySize = 1;
    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    desc.Width = clientWidth;
    desc.Height = clientHeight;
    desc.MipLevels = 1;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;
    desc.BindFlags = 0;
    desc.CPUAccessFlags = 0;
    desc.Usage = D3D11_USAGE_DEFAULT;

    ID3D11Texture2D* pTexture = nullptr;
    hr = m_pDevice->CreateTexture2D(&desc, nullptr, &pTexture);
    if (pTexture)
    {
        m_pContext->CopyResource(pTexture, pSurface);
        hr = D3DX11SaveTextureToFileA(m_pContext, pTexture, D3DX11_IFF_PNG, "ss.png");
        pTexture->Release();
    }
    pSurface->Release();
}

要寫入 MSAA 緩沖區(交換鏈中的后台緩沖區),需要使用“ResolveSubresource”而不是“CopyResource”。

這是一個簡單的代碼段:

          D3D11_TEXTURE2D_DESC desc;
          HRESULT hr = S_OK;
          ID3D11Resource* pSurface = nullptr;

          // get pointer to back-texture from the swap chain referred from the pointer IDXGISwapChain* g_pswapChain
          hr=g_pswapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pSurface));
          if (FAILED(hr) || pSurface==nullptr)
          {
             // Throw Error  
      
          }
        
          D3D11_TEXTURE2D_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.ArraySize = 1;
          desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          desc.Width = 640; // i specified hard-coded the window size 640x480 in CreateWindowA
           desc.Height = 480;
           desc.MipLevels = 1;
           desc.SampleDesc.Count = 1;
           desc.SampleDesc.Quality = 0;
           desc.BindFlags = 0;
           desc.CPUAccessFlags = 0;  // data directly will be copied from GPU to a file
          desc.Usage = D3D11_USAGE_DEFAULT;

          ID3D11Texture2D* pTexture = nullptr;

          // g_pdevice is pointer to device ID3D11Device
          hr = g_pdevice->CreateTexture2D(&desc, nullptr, &pTexture);
          if (pTexture)
          {
                  // instead of CopyResource(pTexture, pSurface), g_pd3dContext pointer to context ID3D11DeviceContext
                  g_pd3dContext->ResolveSubresource(pTexture, 0, pSurface, 0, DXGI_FORMAT_R8G8B8A8_UNORM);

                  // save rendered image as bmp-file
                  hr = D3DX11SaveTextureToFileA(g_pd3dContext, pTexture, D3DX11_IFF_BMP, "test.bmp");
                  pTexture->Release();
              }
              pSurface->Release();
          
         

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