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DDAImpl.h
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DDAImpl.h
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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.
*/
#pragma once
#include <iostream>
#include <vector>
#include <fstream>
using namespace std;
#include <dxgi1_2.h>
#include <d3d11_2.h>
class DDAImpl
{
/// Thin wrapper around IDXGIOutputDuplication interface
/// Manages IDXGIOutputDuplication object lifecycle
/// Interacts with IDXGIOuputDuplication to acquire new frames
private:
/// The DDA object
IDXGIOutputDuplication* pDup = nullptr;
/// The D3D11 device used by the DDA session
ID3D11Device* pD3DDev = nullptr;
/// The D3D11 Device Context used by the DDA session
ID3D11DeviceContext* pCtx = nullptr;
/// The resource used to acquire a new captured frame from DDA
IDXGIResource *pResource = nullptr;
/// Output width obtained from DXGI_OUTDUPL_DESC
DWORD width = 0;
/// Output height obtained from DXGI_OUTDUPL_DESC
DWORD height = 0;
/// Running count of no. of accumulated desktop updates
int frameno = 0;
/// output file stream to dump timestamps
ofstream ofs;
/// DXGI_OUTDUPL_FRAME_INFO::latPresentTime from the last Acquired frame
LARGE_INTEGER lastPTS = { 0 };
/// Clock frequency from QueryPerformaceFrequency()
LARGE_INTEGER qpcFreq = { 0 };
/// Default constructor
DDAImpl() {}
public:
/// Initialize DDA
HRESULT Init();
/// Acquire a new frame from DDA, and return it as a Texture2D object.
/// 'wait' specifies the time in milliseconds that DDA shoulo wait for a new screen update.
HRESULT GetCapturedFrame(ID3D11Texture2D **pTex2D, int wait);
/// Release all resources
int Cleanup();
/// Return output height to caller
inline DWORD getWidth() { return width; }
/// Return output width to caller
inline DWORD getHeight() { return height; }
public:
/// Constructor
DDAImpl(ID3D11Device *pDev, ID3D11DeviceContext* pDevCtx)
: pD3DDev(pDev)
, pCtx(pDevCtx)
{
pD3DDev->AddRef();
pCtx->AddRef();
ofs = ofstream("PresentTSLog.txt");
QueryPerformanceFrequency(&qpcFreq);
}
/// Destructor. Release all resources before destroying the object
~DDAImpl() { Cleanup(); }
};