Capture and draw a screenshot using directX
I am trying to get DirectX (DX9) to grab a screenshot of the desktop and immediately draw it back out (in smaller dimensions) to my form.
I have DirectX working to the capacity that the device is created along with a few surfaces and I can render them to screen. I am using one surface F3F3Surf9_SS
to get the desktop Screenshot.
Here is my declaration and initialization of varaibles
F3D3Surf9_SS : IDirect3DSurface9; //Surface SS
F3D3Surf9_A : IDirect3DSurface9; //Surface A
F3D3Surf9_B : IDirect3DSurface9; //Surface B
...
FDirect3D9.CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,Form1.Handle,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,@D3DPresentParams,
FDirect3DDevice9);
FDirect3DDevice9.CreateOffscreenPlainSurface(1360,768,D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,F3D3Surf9_A,nil);
D3DXLoadSurfaceFromFile(F3D3Surf9_A,nil,nil,'D:\Images\Pillar.bmp',nil,
D3DX_DEFAULT,0,nil);
FDirect3DDevice9.CreateOffscreenPlainSurface(1360,768,D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,F3D3Surf9_B,nil);
D3DXLoadSurfaceFromF开发者_如何转开发ile(F3D3Surf9_B,nil,nil,'D:\Images\Niagra.bmp',nil,
D3DX_DEFAULT,0,nil);
FDirect3DDevice9.CreateOffscreenPlainSurface(Screen.Width,Screen.Height,D3DFMT_A8R8G8B8,
D3DPOOL_SCRATCH,F3D3Surf9_SS,nil);
Here is the code I use to grab and then render the screenshot
FDIrect3DDevice9.BeginScene;
FDirect3DDevice9.Clear(0,0,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,255),0,0);
FDirect3DDevice9.GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, BackBuffer);
FDirect3DDevice9.GetFrontBufferData(0,F3D3Surf9_SS); //Get the screen shot
FDirect3DDevice9.StretchRect(F3D3Surf9_SS,nil,BackBuffer,nil,D3DTEXF_NONE); //Draw it
FDIrect3DDevice9.EndScene;
FDirect3DDevice9.Present(nil,nil,0,nil);
However this does not work.
The image does not get drawn to screen. If I draw surface A or B to screen, that works but it doesn't work for Surface SS. However I know Surface SS has the screenshot in it since if I call D3DXSaveSurfaceToFile
the resulting bitmap I put on the hard disk is a valid screen shot.
Any thoughts on the proper way to do this?
The reason this would not work is that the F3D3Surf9_SS
was declared in system memory by D3DPOOL_SCRATCH and cannot be drawn directly to the back buffer as I was trying to.
So my solution was to use the F3D3Surf9_A
surface and use UpdateSurface
to copy the screenshot in system memory into the surface A in video memory.
The only other change I had to make to get this to work was create Surface A in the same format as the screenshot surface: D3DFMT_A8R8G8B8
. Also had to make sure the the destination surface in UpdateSurface was larger than the source surface.
NOTE:
- This is slow since we are reading from video memory to system memory and then right back to video memory.
- I needed this for my application since I want to capture everything the OS and other application put on screen but if you are just worried about your own application then there are better alternatives.
- If you know of a way to GetFrontBufferData without putting it to system memory (which is the only way I could see it working) please let me know.
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