gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11screencapture.cpp

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/*
* GStreamer
* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
/*
* The MIT License (MIT)
*
* Copyright (c) Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d11screencapture.h"
#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <string.h>
#include <wrl.h>
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_screen_capture_debug);
#define GST_CAT_DEFAULT gst_d3d11_screen_capture_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* List of GstD3D11ScreenCapture weakref */
G_LOCK_DEFINE_STATIC (dupl_list_lock);
static GList *dupl_list = nullptr;
/* Below implemenation were taken from Microsoft sample
* https://github.com/microsoft/Windows-classic-samples/tree/master/Samples/DXGIDesktopDuplication
*/
#define NUMVERTICES 6
#define BPP 4
/* Define our own MyFLOAT3 and MyFLOAT2 struct, since MinGW doesn't support
* DirectXMath.h
*/
struct MyFLOAT3
{
float x;
float y;
float z;
MyFLOAT3() = default;
MyFLOAT3(const MyFLOAT3&) = default;
MyFLOAT3& operator=(const MyFLOAT3&) = default;
MyFLOAT3(MyFLOAT3&&) = default;
MyFLOAT3& operator=(MyFLOAT3&&) = default;
constexpr MyFLOAT3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
explicit MyFLOAT3(const float *pArray) : x(pArray[0]), y(pArray[1]), z(pArray[2]) {}
};
struct MyFLOAT2
{
float x;
float y;
MyFLOAT2() = default;
MyFLOAT2(const MyFLOAT2&) = default;
MyFLOAT2& operator=(const MyFLOAT2&) = default;
MyFLOAT2(MyFLOAT2&&) = default;
MyFLOAT2& operator=(MyFLOAT2&&) = default;
constexpr MyFLOAT2(float _x, float _y) : x(_x), y(_y) {}
explicit MyFLOAT2(const float *pArray) : x(pArray[0]), y(pArray[1]) {}
};
typedef struct
{
MyFLOAT3 Pos;
MyFLOAT2 TexCoord;
} VERTEX;
/* List of expected error cases */
/* These are the errors we expect from general Dxgi API due to a transition */
HRESULT SystemTransitionsExpectedErrors[] = {
DXGI_ERROR_DEVICE_REMOVED,
DXGI_ERROR_ACCESS_LOST,
static_cast<HRESULT>(WAIT_ABANDONED),
S_OK
};
/* These are the errors we expect from IDXGIOutput1::DuplicateOutput
* due to a transition */
HRESULT CreateDuplicationExpectedErrors[] = {
DXGI_ERROR_DEVICE_REMOVED,
static_cast<HRESULT>(E_ACCESSDENIED),
DXGI_ERROR_SESSION_DISCONNECTED,
S_OK
};
/* These are the errors we expect from IDXGIOutputDuplication methods
* due to a transition */
HRESULT FrameInfoExpectedErrors[] = {
DXGI_ERROR_DEVICE_REMOVED,
DXGI_ERROR_ACCESS_LOST,
S_OK
};
/* These are the errors we expect from IDXGIAdapter::EnumOutputs methods
* due to outputs becoming stale during a transition */
HRESULT EnumOutputsExpectedErrors[] = {
DXGI_ERROR_NOT_FOUND,
S_OK
};
static GstFlowReturn
gst_d3d11_screen_capture_return_from_hr (ID3D11Device * device,
HRESULT hr, HRESULT * expected_errors = nullptr)
{
HRESULT translated_hr = hr;
/* On an error check if the DX device is lost */
if (device) {
HRESULT remove_reason = device->GetDeviceRemovedReason ();
switch (remove_reason) {
case DXGI_ERROR_DEVICE_REMOVED:
case DXGI_ERROR_DEVICE_RESET:
case static_cast<HRESULT>(E_OUTOFMEMORY):
/* Our device has been stopped due to an external event on the GPU so
* map them all to device removed and continue processing the condition
*/
translated_hr = DXGI_ERROR_DEVICE_REMOVED;
break;
case S_OK:
/* Device is not removed so use original error */
break;
default:
/* Device is removed but not a error we want to remap */
translated_hr = remove_reason;
break;
}
}
/* Check if this error was expected or not */
if (expected_errors) {
HRESULT* rst = expected_errors;
while (*rst != S_OK) {
if (*rst == translated_hr)
return GST_D3D11_SCREEN_CAPTURE_FLOW_EXPECTED_ERROR;
rst++;
}
}
return GST_FLOW_ERROR;
}
class PTR_INFO
{
public:
PTR_INFO ()
: PtrShapeBuffer (nullptr)
, BufferSize (0)
{
LastTimeStamp.QuadPart = 0;
}
~PTR_INFO ()
{
if (PtrShapeBuffer)
delete[] PtrShapeBuffer;
}
void
MaybeReallocBuffer (UINT buffer_size)
{
if (buffer_size <= BufferSize)
return;
if (PtrShapeBuffer)
delete[] PtrShapeBuffer;
PtrShapeBuffer = new BYTE[buffer_size];
BufferSize = buffer_size;
}
BYTE* PtrShapeBuffer;
UINT BufferSize;
DXGI_OUTDUPL_POINTER_SHAPE_INFO shape_info;
POINT Position;
bool Visible;
LARGE_INTEGER LastTimeStamp;
};
class D3D11DesktopDupObject
{
public:
D3D11DesktopDupObject ()
: device_(nullptr)
, metadata_buffer_(nullptr)
, metadata_buffer_size_(0)
, vertex_buffer_(nullptr)
, vertex_buffer_size_(0)
{
}
~D3D11DesktopDupObject ()
{
if (metadata_buffer_)
delete[] metadata_buffer_;
if (vertex_buffer_)
delete[] vertex_buffer_;
gst_clear_object (&device_);
}
GstFlowReturn
Init (GstD3D11Device * device, HMONITOR monitor)
{
GstFlowReturn ret;
ID3D11Device *device_handle;
HRESULT hr;
D3D11_TEXTURE2D_DESC texture_desc = { 0, };
if (!InitShader (device))
return GST_FLOW_ERROR;
ret = InitDupl (device, monitor);
if (ret != GST_FLOW_OK)
return ret;
GST_INFO ("Init done");
device_handle = gst_d3d11_device_get_device_handle (device);
texture_desc.Width = output_desc_.ModeDesc.Width;
texture_desc.Height = output_desc_.ModeDesc.Height;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
/* FIXME: we can support DXGI_FORMAT_R10G10B10A2_UNORM */
texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags =
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
/* source element may hold different d3d11 device object */
texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
hr = device_handle->CreateTexture2D (&texture_desc,
nullptr, &shared_texture_);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create texture, hr 0x%x", (guint) hr);
return GST_FLOW_ERROR;
}
device_ = (GstD3D11Device *) gst_object_ref (device);
return GST_FLOW_OK;
}
GstFlowReturn
Capture (gboolean draw_mouse)
{
GstFlowReturn ret;
bool timeout = false;
ComPtr<ID3D11Texture2D> texture;
UINT move_count, dirty_count;
DXGI_OUTDUPL_FRAME_INFO frame_info;
GST_TRACE ("Capturing");
ret = GetFrame (&texture, &move_count, &dirty_count, &frame_info, &timeout);
if (ret != GST_FLOW_OK)
return ret;
/* Nothing updated */
if (timeout) {
GST_TRACE ("timeout");
return GST_FLOW_OK;
}
if (draw_mouse) {
GST_TRACE ("Getting mouse pointer info");
ret = GetMouse (&ptr_info_, &frame_info);
if (ret != GST_FLOW_OK) {
GST_WARNING ("Couldn't get mouse pointer info");
dupl_->ReleaseFrame ();
return ret;
}
}
ret = ProcessFrame (texture.Get(), shared_texture_.Get(),
&output_desc_, move_count, dirty_count, &frame_info);
if (ret != GST_FLOW_OK) {
dupl_->ReleaseFrame ();
GST_WARNING ("Couldn't process frame");
return ret;
}
HRESULT hr = dupl_->ReleaseFrame ();
if (!gst_d3d11_result (hr, device_)) {
GST_WARNING ("Couldn't release frame");
return gst_d3d11_screen_capture_return_from_hr (nullptr, hr, FrameInfoExpectedErrors);
}
GST_TRACE ("Capture done");
return GST_FLOW_OK;
}
bool
DrawMouse (GstD3D11Device * device, ID3D11RenderTargetView * rtv,
ID3D11VertexShader * vs, ID3D11PixelShader * ps,
ID3D11InputLayout * layout, ID3D11SamplerState * sampler,
ID3D11BlendState * blend)
{
GST_TRACE ("Drawing mouse");
if (!ptr_info_.Visible) {
GST_TRACE ("Mouse is invisiable");
return true;
}
ComPtr<ID3D11Texture2D> MouseTex;
ComPtr<ID3D11ShaderResourceView> ShaderRes;
ComPtr<ID3D11Buffer> VertexBufferMouse;
D3D11_SUBRESOURCE_DATA InitData;
D3D11_TEXTURE2D_DESC Desc;
D3D11_SHADER_RESOURCE_VIEW_DESC SDesc;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device);
VERTEX Vertices[NUMVERTICES] =
{
{MyFLOAT3(-1.0f, -1.0f, 0), MyFLOAT2(0.0f, 1.0f)},
{MyFLOAT3(-1.0f, 1.0f, 0), MyFLOAT2(0.0f, 0.0f)},
{MyFLOAT3(1.0f, -1.0f, 0), MyFLOAT2(1.0f, 1.0f)},
{MyFLOAT3(1.0f, -1.0f, 0), MyFLOAT2(1.0f, 1.0f)},
{MyFLOAT3(-1.0f, 1.0f, 0), MyFLOAT2(0.0f, 0.0f)},
{MyFLOAT3(1.0f, 1.0f, 0), MyFLOAT2(1.0f, 0.0f)},
};
D3D11_TEXTURE2D_DESC FullDesc;
shared_texture_->GetDesc(&FullDesc);
INT DesktopWidth = FullDesc.Width;
INT DesktopHeight = FullDesc.Height;
INT CenterX = (DesktopWidth / 2);
INT CenterY = (DesktopHeight / 2);
INT PtrWidth = 0;
INT PtrHeight = 0;
INT PtrLeft = 0;
INT PtrTop = 0;
BYTE* InitBuffer = nullptr;
D3D11_BOX Box;
Box.front = 0;
Box.back = 1;
Desc.MipLevels = 1;
Desc.ArraySize = 1;
Desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
Desc.SampleDesc.Count = 1;
Desc.SampleDesc.Quality = 0;
Desc.Usage = D3D11_USAGE_DEFAULT;
Desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
Desc.CPUAccessFlags = 0;
Desc.MiscFlags = 0;
// Set shader resource properties
SDesc.Format = Desc.Format;
SDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SDesc.Texture2D.MostDetailedMip = Desc.MipLevels - 1;
SDesc.Texture2D.MipLevels = Desc.MipLevels;
switch (ptr_info_.shape_info.Type) {
case DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR:
PtrLeft = ptr_info_.Position.x;
PtrTop = ptr_info_.Position.y;
PtrWidth = static_cast<INT>(ptr_info_.shape_info.Width);
PtrHeight = static_cast<INT>(ptr_info_.shape_info.Height);
break;
case DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MONOCHROME:
ProcessMonoMask(true, &ptr_info_, &PtrWidth, &PtrHeight, &PtrLeft,
&PtrTop, &InitBuffer, &Box);
break;
case DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR:
ProcessMonoMask(false, &ptr_info_, &PtrWidth, &PtrHeight, &PtrLeft,
&PtrTop, &InitBuffer, &Box);
break;
default:
break;
}
/* Nothing draw */
if (PtrWidth == 0 || PtrHeight == 0) {
if (InitBuffer)
delete[] InitBuffer;
return true;
}
Vertices[0].Pos.x = (PtrLeft - CenterX) / (FLOAT)CenterX;
Vertices[0].Pos.y = -1 * ((PtrTop + PtrHeight) - CenterY) / (FLOAT)CenterY;
Vertices[1].Pos.x = (PtrLeft - CenterX) / (FLOAT)CenterX;
Vertices[1].Pos.y = -1 * (PtrTop - CenterY) / (FLOAT)CenterY;
Vertices[2].Pos.x = ((PtrLeft + PtrWidth) - CenterX) / (FLOAT)CenterX;
Vertices[2].Pos.y = -1 * ((PtrTop + PtrHeight) - CenterY) / (FLOAT)CenterY;
Vertices[3].Pos.x = Vertices[2].Pos.x;
Vertices[3].Pos.y = Vertices[2].Pos.y;
Vertices[4].Pos.x = Vertices[1].Pos.x;
Vertices[4].Pos.y = Vertices[1].Pos.y;
Vertices[5].Pos.x = ((PtrLeft + PtrWidth) - CenterX) / (FLOAT)CenterX;
Vertices[5].Pos.y = -1 * (PtrTop - CenterY) / (FLOAT)CenterY;
Desc.Width = PtrWidth;
Desc.Height = PtrHeight;
InitData.pSysMem =
(ptr_info_.shape_info.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR) ?
ptr_info_.PtrShapeBuffer : InitBuffer;
InitData.SysMemPitch =
(ptr_info_.shape_info.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR) ?
ptr_info_.shape_info.Pitch : PtrWidth * BPP;
InitData.SysMemSlicePitch = 0;
// Create mouseshape as texture
HRESULT hr = device_handle->CreateTexture2D(&Desc, &InitData, &MouseTex);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Failed to create texture for rendering mouse");
return false;
}
// Create shader resource from texture
hr = device_handle->CreateShaderResourceView(MouseTex.Get(), &SDesc,
&ShaderRes);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Failed to create shader resource view for rendering mouse");
return false;
}
D3D11_BUFFER_DESC BDesc;
memset (&BDesc, 0, sizeof(D3D11_BUFFER_DESC));
BDesc.Usage = D3D11_USAGE_DEFAULT;
BDesc.ByteWidth = sizeof(VERTEX) * NUMVERTICES;
BDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BDesc.CPUAccessFlags = 0;
memset (&InitData, 0, sizeof(D3D11_SUBRESOURCE_DATA));
InitData.pSysMem = Vertices;
// Create vertex buffer
hr = device_handle->CreateBuffer(&BDesc, &InitData, &VertexBufferMouse);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Failed to create vertex buffer for rendering mouse");
return false;
}
FLOAT BlendFactor[4] = {0.f, 0.f, 0.f, 0.f};
UINT Stride = sizeof(VERTEX);
UINT Offset = 0;
ID3D11ShaderResourceView *srv = ShaderRes.Get();
ID3D11Buffer *vert_buf = VertexBufferMouse.Get();
context_handle->IASetVertexBuffers(0, 1, &vert_buf, &Stride, &Offset);
context_handle->OMSetBlendState(blend, BlendFactor, 0xFFFFFFFF);
context_handle->OMSetRenderTargets(1, &rtv, nullptr);
context_handle->VSSetShader(vs, nullptr, 0);
context_handle->PSSetShader(ps, nullptr, 0);
context_handle->PSSetShaderResources(0, 1, &srv);
context_handle->PSSetSamplers(0, 1, &sampler);
context_handle->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context_handle->IASetInputLayout(layout);
D3D11_VIEWPORT VP;
VP.Width = static_cast<FLOAT>(FullDesc.Width);
VP.Height = static_cast<FLOAT>(FullDesc.Height);
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
VP.TopLeftX = 0.0f;
VP.TopLeftY = 0.0f;
context_handle->RSSetViewports(1, &VP);
context_handle->Draw(NUMVERTICES, 0);
/* Unbind srv and rtv from context */
srv = nullptr;
context_handle->PSSetShaderResources (0, 1, &srv);
context_handle->OMSetRenderTargets (0, nullptr, nullptr);
if (InitBuffer)
delete[] InitBuffer;
return true;
}
GstFlowReturn
CopyToTexture (GstD3D11Device * device, ID3D11Texture2D * texture)
{
ID3D11DeviceContext *context_handle = nullptr;
ComPtr <ID3D11Texture2D> tex;
ComPtr < ID3D11Query > query;
HRESULT hr;
context_handle = gst_d3d11_device_get_device_context_handle (device);
if (device == device_) {
tex = shared_texture_;
} else {
ID3D11Device *device_handle = nullptr;
ComPtr < IDXGIResource > dxgi_resource;
D3D11_QUERY_DESC query_desc;
HANDLE shared_handle;
device_handle = gst_d3d11_device_get_device_handle (device);
hr = shared_texture_.As (&dxgi_resource);
if (!gst_d3d11_result (hr, device_))
return GST_FLOW_ERROR;
hr = dxgi_resource->GetSharedHandle (&shared_handle);
if (!gst_d3d11_result (hr, device_))
return GST_FLOW_ERROR;
hr = device_handle->OpenSharedResource (shared_handle,
IID_PPV_ARGS (&tex));
if (!gst_d3d11_result (hr, device))
return GST_FLOW_ERROR;
query_desc.Query = D3D11_QUERY_EVENT;
query_desc.MiscFlags = 0;
hr = device_handle->CreateQuery (&query_desc, &query);
if (!gst_d3d11_result (hr, device))
return GST_FLOW_ERROR;
}
context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0,
tex.Get(), 0, nullptr);
if (query) {
BOOL sync_done = FALSE;
do {
hr = context_handle->GetData (query.Get (),
&sync_done, sizeof (BOOL), 0);
} while (!sync_done && (hr == S_OK || hr == S_FALSE));
}
return GST_FLOW_OK;
}
void
GetSize (guint * width, guint * height)
{
*width = output_desc_.ModeDesc.Width;
*height = output_desc_.ModeDesc.Height;
}
private:
/* This method is not expected to be failed unless un-recoverable error case */
bool
InitShader (GstD3D11Device * device)
{
static const gchar vs_str[] =
"struct VS_INPUT {\n"
" float4 Position: POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"\n"
"struct VS_OUTPUT {\n"
" float4 Position: SV_POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"\n"
"VS_OUTPUT main (VS_INPUT input)\n"
"{\n"
" return input;\n"
"}";
static const gchar ps_str[] =
"Texture2D shaderTexture;\n"
"SamplerState samplerState;\n"
"\n"
"struct PS_INPUT {\n"
" float4 Position: SV_POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"\n"
"struct PS_OUTPUT {\n"
" float4 Plane: SV_Target;\n"
"};\n"
"\n"
"PS_OUTPUT main(PS_INPUT input)\n"
"{\n"
" PS_OUTPUT output;\n"
" output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n"
" return output;\n"
"}";
D3D11_INPUT_ELEMENT_DESC input_desc[] = {
{"POSITION",
0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD",
0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> layout;
if (!gst_d3d11_create_vertex_shader (device,
vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
GST_ERROR ("Failed to create vertex shader");
return false;
}
ComPtr<ID3D11PixelShader> ps;
if (!gst_d3d11_create_pixel_shader (device, ps_str, &ps)) {
GST_ERROR ("Failed to create pixel shader");
return false;
}
D3D11_SAMPLER_DESC sampler_desc;
memset (&sampler_desc, 0, sizeof (D3D11_SAMPLER_DESC));
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
ComPtr<ID3D11SamplerState> sampler;
HRESULT hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Failed to create sampler state, hr 0x%x", (guint) hr);
return false;
}
/* Everything is prepared now */
vs_ = vs;
ps_ = ps;
layout_ = layout;
sampler_ = sampler;
return true;
}
/* Maybe returning expected error code depending on desktop status */
GstFlowReturn
InitDupl (GstD3D11Device * device, HMONITOR monitor)
{
ComPtr<ID3D11Device> d3d11_device;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<IDXGIOutput> output;
ComPtr<IDXGIOutput1> output1;
d3d11_device = gst_d3d11_device_get_device_handle (device);
HRESULT hr = gst_d3d11_screen_capture_find_output_for_monitor (monitor,
&adapter, &output);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't get adapter and output for monitor");
return GST_FLOW_ERROR;
}
hr = output.As (&output1);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't get IDXGIOutput1 interface, hr 0x%x", (guint) hr);
return GST_FLOW_ERROR;
}
HDESK hdesk = OpenInputDesktop (0, FALSE, GENERIC_ALL);
if (hdesk) {
if (!SetThreadDesktop (hdesk)) {
GST_WARNING ("SetThreadDesktop() failed, error %lu", GetLastError());
}
CloseDesktop (hdesk);
} else {
GST_WARNING ("OpenInputDesktop() failed, error %lu", GetLastError());
}
/* FIXME: Use DuplicateOutput1 to avoid potentail color conversion */
hr = output1->DuplicateOutput(d3d11_device.Get(), &dupl_);
if (!gst_d3d11_result (hr, device)) {
if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
GST_ERROR ("Hit the max allowed number of Desktop Duplication session");
return GST_FLOW_ERROR;
}
/* Seems to be one limitation of Desktop Duplication API design
* See
* https://docs.microsoft.com/en-US/troubleshoot/windows-client/shell-experience/error-when-dda-capable-app-is-against-gpu
*/
if (hr == DXGI_ERROR_UNSUPPORTED) {
GST_WARNING ("IDXGIOutput1::DuplicateOutput returned "
"DXGI_ERROR_UNSUPPORTED, possiblely application is run against a "
"discrete GPU");
return GST_D3D11_SCREEN_CAPTURE_FLOW_UNSUPPORTED;
}
return gst_d3d11_screen_capture_return_from_hr (d3d11_device.Get(), hr,
CreateDuplicationExpectedErrors);
}
dupl_->GetDesc (&output_desc_);
return GST_FLOW_OK;
}
GstFlowReturn
GetMouse (PTR_INFO * ptr_info, DXGI_OUTDUPL_FRAME_INFO * frame_info)
{
/* A non-zero mouse update timestamp indicates that there is a mouse
* position update and optionally a shape change */
if (frame_info->LastMouseUpdateTime.QuadPart == 0)
return GST_FLOW_OK;
ptr_info->Position.x = frame_info->PointerPosition.Position.x;
ptr_info->Position.y = frame_info->PointerPosition.Position.y;
ptr_info->LastTimeStamp = frame_info->LastMouseUpdateTime;
ptr_info->Visible = frame_info->PointerPosition.Visible != 0;
/* Mouse is invisible */
if (!ptr_info->Visible)
return GST_FLOW_OK;
/* No new shape */
if (frame_info->PointerShapeBufferSize == 0)
return GST_FLOW_OK;
/* Realloc buffer if needed */
ptr_info->MaybeReallocBuffer (frame_info->PointerShapeBufferSize);
/* Get shape */
UINT dummy;
HRESULT hr = dupl_->GetFramePointerShape(frame_info->PointerShapeBufferSize,
(void *) ptr_info->PtrShapeBuffer, &dummy, &ptr_info->shape_info);
if (!gst_d3d11_result (hr, device_)) {
ID3D11Device *device_handle =
gst_d3d11_device_get_device_handle (device_);
return gst_d3d11_screen_capture_return_from_hr(device_handle, hr,
FrameInfoExpectedErrors);
}
return GST_FLOW_OK;
}
void
MaybeReallocMetadataBuffer (UINT buffer_size)
{
if (buffer_size <= metadata_buffer_size_)
return;
if (metadata_buffer_)
delete[] metadata_buffer_;
metadata_buffer_ = new BYTE[buffer_size];
metadata_buffer_size_ = buffer_size;
}
GstFlowReturn
GetFrame (ID3D11Texture2D ** texture, UINT * move_count, UINT * dirty_count,
DXGI_OUTDUPL_FRAME_INFO * frame_info, bool* timeout)
{
ComPtr<IDXGIResource> resource;
ComPtr<ID3D11Texture2D> acquired_texture;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device_);
/* Get new frame */
HRESULT hr = dupl_->AcquireNextFrame(0, frame_info, &resource);
if (hr == DXGI_ERROR_WAIT_TIMEOUT) {
GST_TRACE ("Timeout");
*timeout = true;
return GST_FLOW_OK;
}
*timeout = false;
*move_count = 0;
*dirty_count = 0;
if (!gst_d3d11_result (hr, device_)) {
return gst_d3d11_screen_capture_return_from_hr(device_handle, hr,
FrameInfoExpectedErrors);
}
GST_TRACE (
"LastPresentTime: %" G_GINT64_FORMAT
", LastMouseUpdateTime: %" G_GINT64_FORMAT
", AccumulatedFrames: %d"
", RectsCoalesced: %d"
", ProtectedContentMaskedOut: %d"
", PointerPosition: (%ldx%ld, visible %d)"
", TotalMetadataBufferSize: %d"
", PointerShapeBufferSize: %d",
frame_info->LastPresentTime.QuadPart,
frame_info->LastMouseUpdateTime.QuadPart,
frame_info->AccumulatedFrames,
frame_info->RectsCoalesced,
frame_info->ProtectedContentMaskedOut,
frame_info->PointerPosition.Position.x,
frame_info->PointerPosition.Position.y,
frame_info->PointerPosition.Visible,
frame_info->TotalMetadataBufferSize,
frame_info->PointerShapeBufferSize);
hr = resource.As (&acquired_texture);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Failed to get ID3D11Texture2D interface from IDXGIResource "
"hr 0x%x", (guint) hr);
return GST_FLOW_ERROR;
}
/* Get metadata */
if (frame_info->TotalMetadataBufferSize) {
UINT buf_size = frame_info->TotalMetadataBufferSize;
MaybeReallocMetadataBuffer (buf_size);
/* Get move rectangles */
hr = dupl_->GetFrameMoveRects(buf_size,
(DXGI_OUTDUPL_MOVE_RECT *) metadata_buffer_, &buf_size);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't get move rect, hr 0x%x", (guint) hr);
return gst_d3d11_screen_capture_return_from_hr(nullptr, hr,
FrameInfoExpectedErrors);
}
*move_count = buf_size / sizeof(DXGI_OUTDUPL_MOVE_RECT);
GST_TRACE ("MoveRects count %d", *move_count);
#ifndef GST_DISABLE_GST_DEBUG
{
DXGI_OUTDUPL_MOVE_RECT *rects =
(DXGI_OUTDUPL_MOVE_RECT *) metadata_buffer_;
for (guint i = 0; i < *move_count; i++) {
GST_TRACE ("MoveRect[%d] SourcePoint: %ldx%ld, "
"DestinationRect (left:top:right:bottom): %ldx%ldx%ldx%ld",
i, rects->SourcePoint.x, rects->SourcePoint.y,
rects->DestinationRect.left, rects->DestinationRect.top,
rects->DestinationRect.right, rects->DestinationRect.bottom);
}
}
#endif
BYTE* dirty_rects = metadata_buffer_ + buf_size;
buf_size = frame_info->TotalMetadataBufferSize - buf_size;
/* Get dirty rectangles */
hr = dupl_->GetFrameDirtyRects(buf_size, (RECT *) dirty_rects, &buf_size);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't get dirty rect, hr 0x%x", (guint) hr);
*move_count = 0;
*dirty_count = 0;
return gst_d3d11_screen_capture_return_from_hr(nullptr,
hr, FrameInfoExpectedErrors);
}
*dirty_count = buf_size / sizeof(RECT);
GST_TRACE ("DirtyRects count %d", *dirty_count);
#ifndef GST_DISABLE_GST_DEBUG
{
RECT *rects = (RECT *) dirty_rects;
for (guint i = 0; i < *dirty_count; i++) {
GST_TRACE ("DirtyRect[%d] left:top:right:bottom: %ldx%ldx%ldx%ld",
i, rects->left, rects->top, rects->right, rects->bottom);
}
}
#endif
}
*texture = acquired_texture.Detach();
return GST_FLOW_OK;
}
void
SetMoveRect (RECT* SrcRect, RECT* DestRect, DXGI_OUTDUPL_DESC* DeskDesc,
DXGI_OUTDUPL_MOVE_RECT* MoveRect, INT TexWidth, INT TexHeight)
{
switch (DeskDesc->Rotation)
{
case DXGI_MODE_ROTATION_UNSPECIFIED:
case DXGI_MODE_ROTATION_IDENTITY:
SrcRect->left = MoveRect->SourcePoint.x;
SrcRect->top = MoveRect->SourcePoint.y;
SrcRect->right = MoveRect->SourcePoint.x +
MoveRect->DestinationRect.right - MoveRect->DestinationRect.left;
SrcRect->bottom = MoveRect->SourcePoint.y +
MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top;
*DestRect = MoveRect->DestinationRect;
break;
case DXGI_MODE_ROTATION_ROTATE90:
SrcRect->left = TexHeight - (MoveRect->SourcePoint.y +
MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top);
SrcRect->top = MoveRect->SourcePoint.x;
SrcRect->right = TexHeight - MoveRect->SourcePoint.y;
SrcRect->bottom = MoveRect->SourcePoint.x +
MoveRect->DestinationRect.right - MoveRect->DestinationRect.left;
DestRect->left = TexHeight - MoveRect->DestinationRect.bottom;
DestRect->top = MoveRect->DestinationRect.left;
DestRect->right = TexHeight - MoveRect->DestinationRect.top;
DestRect->bottom = MoveRect->DestinationRect.right;
break;
case DXGI_MODE_ROTATION_ROTATE180:
SrcRect->left = TexWidth - (MoveRect->SourcePoint.x +
MoveRect->DestinationRect.right - MoveRect->DestinationRect.left);
SrcRect->top = TexHeight - (MoveRect->SourcePoint.y +
MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top);
SrcRect->right = TexWidth - MoveRect->SourcePoint.x;
SrcRect->bottom = TexHeight - MoveRect->SourcePoint.y;
DestRect->left = TexWidth - MoveRect->DestinationRect.right;
DestRect->top = TexHeight - MoveRect->DestinationRect.bottom;
DestRect->right = TexWidth - MoveRect->DestinationRect.left;
DestRect->bottom = TexHeight - MoveRect->DestinationRect.top;
break;
case DXGI_MODE_ROTATION_ROTATE270:
SrcRect->left = MoveRect->SourcePoint.x;
SrcRect->top = TexWidth - (MoveRect->SourcePoint.x +
MoveRect->DestinationRect.right - MoveRect->DestinationRect.left);
SrcRect->right = MoveRect->SourcePoint.y +
MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top;
SrcRect->bottom = TexWidth - MoveRect->SourcePoint.x;
DestRect->left = MoveRect->DestinationRect.top;
DestRect->top = TexWidth - MoveRect->DestinationRect.right;
DestRect->right = MoveRect->DestinationRect.bottom;
DestRect->bottom = TexWidth - MoveRect->DestinationRect.left;
break;
default:
memset (DestRect, 0, sizeof (RECT));
memset (SrcRect, 0, sizeof (RECT));
break;
}
}
GstFlowReturn
CopyMove (ID3D11Texture2D* SharedSurf, DXGI_OUTDUPL_MOVE_RECT* MoveBuffer,
UINT MoveCount, DXGI_OUTDUPL_DESC* DeskDesc)
{
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device_);
ID3D11DeviceContext *device_context =
gst_d3d11_device_get_device_context_handle (device_);
D3D11_TEXTURE2D_DESC FullDesc;
SharedSurf->GetDesc(&FullDesc);
GST_TRACE ("Copying MoveRects (count %d)", MoveCount);
/* Make new intermediate surface to copy into for moving */
if (!move_texture_) {
D3D11_TEXTURE2D_DESC MoveDesc;
MoveDesc = FullDesc;
MoveDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
MoveDesc.MiscFlags = 0;
HRESULT hr = device_handle->CreateTexture2D(&MoveDesc,
nullptr, &move_texture_);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't create intermediate texture, hr 0x%x", (guint) hr);
return GST_FLOW_ERROR;
}
}
for (UINT i = 0; i < MoveCount; i++) {
RECT SrcRect;
RECT DestRect;
SetMoveRect(&SrcRect, &DestRect, DeskDesc, &MoveBuffer[i],
FullDesc.Width, FullDesc.Height);
/* Copy rect out of shared surface */
D3D11_BOX Box;
Box.left = SrcRect.left;
Box.top = SrcRect.top;
Box.front = 0;
Box.right = SrcRect.right;
Box.bottom = SrcRect.bottom;
Box.back = 1;
device_context->CopySubresourceRegion(move_texture_.Get(),
0, SrcRect.left, SrcRect.top, 0, SharedSurf, 0, &Box);
/* Copy back to shared surface */
device_context->CopySubresourceRegion(SharedSurf,
0, DestRect.left, DestRect.top, 0, move_texture_.Get(), 0, &Box);
}
return GST_FLOW_OK;
}
void
SetDirtyVert (VERTEX* Vertices, RECT* Dirty,
DXGI_OUTDUPL_DESC* DeskDesc, D3D11_TEXTURE2D_DESC* FullDesc,
D3D11_TEXTURE2D_DESC* ThisDesc)
{
INT CenterX = FullDesc->Width / 2;
INT CenterY = FullDesc->Height / 2;
INT Width = FullDesc->Width;
INT Height = FullDesc->Height;
/* Rotation compensated destination rect */
RECT DestDirty = *Dirty;
/* Set appropriate coordinates compensated for rotation */
switch (DeskDesc->Rotation)
{
case DXGI_MODE_ROTATION_ROTATE90:
DestDirty.left = Width - Dirty->bottom;
DestDirty.top = Dirty->left;
DestDirty.right = Width - Dirty->top;
DestDirty.bottom = Dirty->right;
Vertices[0].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
break;
case DXGI_MODE_ROTATION_ROTATE180:
DestDirty.left = Width - Dirty->right;
DestDirty.top = Height - Dirty->bottom;
DestDirty.right = Width - Dirty->left;
DestDirty.bottom = Height - Dirty->top;
Vertices[0].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
break;
case DXGI_MODE_ROTATION_ROTATE270:
DestDirty.left = Dirty->top;
DestDirty.top = Height - Dirty->right;
DestDirty.right = Dirty->bottom;
DestDirty.bottom = Height - Dirty->left;
Vertices[0].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
break;
case DXGI_MODE_ROTATION_UNSPECIFIED:
case DXGI_MODE_ROTATION_IDENTITY:
default:
Vertices[0].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord =
MyFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord =
MyFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width),
Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
break;
}
/* Set positions */
Vertices[0].Pos =
MyFLOAT3(
(DestDirty.left - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.bottom - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[1].Pos =
MyFLOAT3(
(DestDirty.left - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.top - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[2].Pos =
MyFLOAT3(
(DestDirty.right - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.bottom - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[3].Pos = Vertices[2].Pos;
Vertices[4].Pos = Vertices[1].Pos;
Vertices[5].Pos =
MyFLOAT3(
(DestDirty.right - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.top - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[3].TexCoord = Vertices[2].TexCoord;
Vertices[4].TexCoord = Vertices[1].TexCoord;
}
void
MaybeReallocVertexBuffer (UINT buffer_size)
{
if (buffer_size <= vertex_buffer_size_)
return;
if (vertex_buffer_)
delete[] vertex_buffer_;
vertex_buffer_ = new BYTE[buffer_size];
vertex_buffer_size_ = buffer_size;
}
GstFlowReturn
CopyDirty (ID3D11Texture2D* SrcSurface, ID3D11Texture2D* SharedSurf,
RECT* DirtyBuffer, UINT DirtyCount, DXGI_OUTDUPL_DESC* DeskDesc)
{
D3D11_TEXTURE2D_DESC FullDesc;
D3D11_TEXTURE2D_DESC ThisDesc;
ComPtr<ID3D11ShaderResourceView> ShaderResource;
ComPtr<ID3D11Buffer> VertBuf;
HRESULT hr;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device_);
ID3D11DeviceContext *device_context =
gst_d3d11_device_get_device_context_handle (device_);
GST_TRACE ("Copying DiretyRects (count %d)", DirtyCount);
SharedSurf->GetDesc(&FullDesc);
SrcSurface->GetDesc(&ThisDesc);
if (!rtv_) {
hr = device_handle->CreateRenderTargetView(SharedSurf, nullptr, &rtv_);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't create renter target view, hr 0x%x", (guint) hr);
return GST_FLOW_ERROR;
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC ShaderDesc;
ShaderDesc.Format = ThisDesc.Format;
ShaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
ShaderDesc.Texture2D.MostDetailedMip = ThisDesc.MipLevels - 1;
ShaderDesc.Texture2D.MipLevels = ThisDesc.MipLevels;
/* Create new shader resource view */
hr = device_handle->CreateShaderResourceView(SrcSurface,
&ShaderDesc, &ShaderResource);
if (!gst_d3d11_result (hr, device_)) {
return gst_d3d11_screen_capture_return_from_hr(device_handle, hr,
SystemTransitionsExpectedErrors);
}
ID3D11SamplerState *samplers = sampler_.Get();
ID3D11ShaderResourceView *srv = ShaderResource.Get();
ID3D11RenderTargetView *rtv = rtv_.Get();
device_context->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF);
device_context->OMSetRenderTargets(1, &rtv, nullptr);
device_context->VSSetShader(vs_.Get(), nullptr, 0);
device_context->PSSetShader(ps_.Get(), nullptr, 0);
device_context->PSSetShaderResources(0, 1, &srv);
device_context->PSSetSamplers(0, 1, &samplers);
device_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_context->IASetInputLayout(layout_.Get());
/* Create space for vertices for the dirty rects if the current space isn't
* large enough */
UINT byte_needed = sizeof(VERTEX) * NUMVERTICES * DirtyCount;
MaybeReallocVertexBuffer (byte_needed);
/* Fill them in */
VERTEX* DirtyVertex = (VERTEX *) vertex_buffer_;
for (UINT i = 0; i < DirtyCount; ++i, DirtyVertex += NUMVERTICES) {
SetDirtyVert(DirtyVertex, &DirtyBuffer[i], DeskDesc,
&FullDesc, &ThisDesc);
}
/* Create vertex buffer */
D3D11_BUFFER_DESC BufferDesc;
memset (&BufferDesc, 0, sizeof (D3D11_BUFFER_DESC));
BufferDesc.Usage = D3D11_USAGE_DEFAULT;
BufferDesc.ByteWidth = byte_needed;
BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
memset (&InitData, 0, sizeof (D3D11_SUBRESOURCE_DATA));
InitData.pSysMem = vertex_buffer_;
hr = device_handle->CreateBuffer(&BufferDesc, &InitData, &VertBuf);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Failed to create vertex buffer");
return GST_FLOW_ERROR;
}
UINT Stride = sizeof(VERTEX);
UINT Offset = 0;
ID3D11Buffer *vert_buf = VertBuf.Get();
device_context->IASetVertexBuffers(0, 1, &vert_buf, &Stride, &Offset);
D3D11_VIEWPORT VP;
VP.Width = static_cast<FLOAT>(FullDesc.Width);
VP.Height = static_cast<FLOAT>(FullDesc.Height);
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
VP.TopLeftX = 0.0f;
VP.TopLeftY = 0.0f;
device_context->RSSetViewports(1, &VP);
device_context->Draw(NUMVERTICES * DirtyCount, 0);
/* Unbind srv and rtv from context */
srv = nullptr;
device_context->PSSetShaderResources (0, 1, &srv);
device_context->OMSetRenderTargets (0, nullptr, nullptr);
return GST_FLOW_OK;
}
GstFlowReturn
ProcessFrame(ID3D11Texture2D * acquired_texture, ID3D11Texture2D* SharedSurf,
DXGI_OUTDUPL_DESC* DeskDesc, UINT move_count, UINT dirty_count,
DXGI_OUTDUPL_FRAME_INFO * frame_info)
{
GstFlowReturn ret = GST_FLOW_OK;
GST_TRACE ("Processing frame");
/* Process dirties and moves */
if (frame_info->TotalMetadataBufferSize) {
if (move_count) {
ret = CopyMove(SharedSurf, (DXGI_OUTDUPL_MOVE_RECT *) metadata_buffer_,
move_count, DeskDesc);
if (ret != GST_FLOW_OK)
return ret;
}
if (dirty_count) {
ret = CopyDirty(acquired_texture, SharedSurf,
(RECT *)(metadata_buffer_ +
(move_count * sizeof(DXGI_OUTDUPL_MOVE_RECT))),
dirty_count, DeskDesc);
}
} else {
GST_TRACE ("No metadata");
}
return ret;
}
/* To draw mouse */
bool
ProcessMonoMask (bool IsMono, PTR_INFO* PtrInfo, INT* PtrWidth,
INT* PtrHeight, INT* PtrLeft, INT* PtrTop, BYTE** InitBuffer,
D3D11_BOX* Box)
{
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device_);
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device_);
D3D11_TEXTURE2D_DESC FullDesc;
shared_texture_->GetDesc(&FullDesc);
INT DesktopWidth = FullDesc.Width;
INT DesktopHeight = FullDesc.Height;
// Pointer position
INT GivenLeft = PtrInfo->Position.x;
INT GivenTop = PtrInfo->Position.y;
// Figure out if any adjustment is needed for out of bound positions
if (GivenLeft < 0) {
*PtrWidth = GivenLeft + static_cast<INT>(PtrInfo->shape_info.Width);
} else if ((GivenLeft + static_cast<INT>(PtrInfo->shape_info.Width)) > DesktopWidth) {
*PtrWidth = DesktopWidth - GivenLeft;
} else {
*PtrWidth = static_cast<INT>(PtrInfo->shape_info.Width);
}
if (IsMono)
PtrInfo->shape_info.Height = PtrInfo->shape_info.Height / 2;
if (GivenTop < 0) {
*PtrHeight = GivenTop + static_cast<INT>(PtrInfo->shape_info.Height);
} else if ((GivenTop + static_cast<INT>(PtrInfo->shape_info.Height)) > DesktopHeight) {
*PtrHeight = DesktopHeight - GivenTop;
} else {
*PtrHeight = static_cast<INT>(PtrInfo->shape_info.Height);
}
if (IsMono)
PtrInfo->shape_info.Height = PtrInfo->shape_info.Height * 2;
*PtrLeft = (GivenLeft < 0) ? 0 : GivenLeft;
*PtrTop = (GivenTop < 0) ? 0 : GivenTop;
D3D11_TEXTURE2D_DESC CopyBufferDesc;
CopyBufferDesc.Width = *PtrWidth;
CopyBufferDesc.Height = *PtrHeight;
CopyBufferDesc.MipLevels = 1;
CopyBufferDesc.ArraySize = 1;
CopyBufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
CopyBufferDesc.SampleDesc.Count = 1;
CopyBufferDesc.SampleDesc.Quality = 0;
CopyBufferDesc.Usage = D3D11_USAGE_STAGING;
CopyBufferDesc.BindFlags = 0;
CopyBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
CopyBufferDesc.MiscFlags = 0;
ComPtr<ID3D11Texture2D> CopyBuffer;
HRESULT hr = device_handle->CreateTexture2D(&CopyBufferDesc,
nullptr, &CopyBuffer);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't create texture for mouse pointer");
return false;
}
Box->left = *PtrLeft;
Box->top = *PtrTop;
Box->right = *PtrLeft + *PtrWidth;
Box->bottom = *PtrTop + *PtrHeight;
context_handle->CopySubresourceRegion(CopyBuffer.Get(),
0, 0, 0, 0, shared_texture_.Get(), 0, Box);
ComPtr<IDXGISurface> CopySurface;
hr = CopyBuffer.As (&CopySurface);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't get DXGI resource from mouse texture");
return false;
}
DXGI_MAPPED_RECT MappedSurface;
hr = CopySurface->Map(&MappedSurface, DXGI_MAP_READ);
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Couldn't map DXGI surface");
return false;
}
*InitBuffer = new BYTE[*PtrWidth * *PtrHeight * BPP];
UINT* InitBuffer32 = reinterpret_cast<UINT*>(*InitBuffer);
UINT* Desktop32 = reinterpret_cast<UINT*>(MappedSurface.pBits);
UINT DesktopPitchInPixels = MappedSurface.Pitch / sizeof(UINT);
// What to skip (pixel offset)
UINT SkipX = (GivenLeft < 0) ? (-1 * GivenLeft) : (0);
UINT SkipY = (GivenTop < 0) ? (-1 * GivenTop) : (0);
if (IsMono) {
for (INT Row = 0; Row < *PtrHeight; Row++) {
BYTE Mask = 0x80;
Mask = Mask >> (SkipX % 8);
for (INT Col = 0; Col < *PtrWidth; Col++) {
BYTE AndMask = PtrInfo->PtrShapeBuffer[((Col + SkipX) / 8) +
((Row + SkipY) * (PtrInfo->shape_info.Pitch))] & Mask;
BYTE XorMask = PtrInfo->PtrShapeBuffer[((Col + SkipX) / 8) +
((Row + SkipY + (PtrInfo->shape_info.Height / 2)) *
(PtrInfo->shape_info.Pitch))] & Mask;
UINT AndMask32 = (AndMask) ? 0xFFFFFFFF : 0xFF000000;
UINT XorMask32 = (XorMask) ? 0x00FFFFFF : 0x00000000;
InitBuffer32[(Row * *PtrWidth) + Col] =
(Desktop32[(Row * DesktopPitchInPixels) + Col] & AndMask32) ^ XorMask32;
if (Mask == 0x01) {
Mask = 0x80;
} else {
Mask = Mask >> 1;
}
}
}
} else {
UINT* Buffer32 = reinterpret_cast<UINT*>(PtrInfo->PtrShapeBuffer);
for (INT Row = 0; Row < *PtrHeight; Row++) {
for (INT Col = 0; Col < *PtrWidth; ++Col) {
// Set up mask
UINT MaskVal = 0xFF000000 & Buffer32[(Col + SkipX) + ((Row + SkipY) *
(PtrInfo->shape_info.Pitch / sizeof(UINT)))];
if (MaskVal) {
// Mask was 0xFF
InitBuffer32[(Row * *PtrWidth) + Col] =
(Desktop32[(Row * DesktopPitchInPixels) + Col] ^
Buffer32[(Col + SkipX) + ((Row + SkipY) *
(PtrInfo->shape_info.Pitch / sizeof(UINT)))]) | 0xFF000000;
} else {
// Mask was 0x00
InitBuffer32[(Row * *PtrWidth) + Col] = Buffer32[(Col + SkipX) +
((Row + SkipY) * (PtrInfo->shape_info.Pitch / sizeof(UINT)))] | 0xFF000000;
}
}
}
}
// Done with resource
hr = CopySurface->Unmap();
if (!gst_d3d11_result (hr, device_)) {
GST_ERROR ("Failed to unmap DXGI surface");
return false;
}
return true;
}
private:
PTR_INFO ptr_info_;
DXGI_OUTDUPL_DESC output_desc_;
GstD3D11Device * device_;
ComPtr<ID3D11Texture2D> shared_texture_;
ComPtr<ID3D11RenderTargetView> rtv_;
ComPtr<ID3D11Texture2D> move_texture_;
ComPtr<ID3D11VertexShader> vs_;
ComPtr<ID3D11PixelShader> ps_;
ComPtr<ID3D11InputLayout> layout_;
ComPtr<ID3D11SamplerState> sampler_;
ComPtr<IDXGIOutputDuplication> dupl_;
/* frame metadata */
BYTE *metadata_buffer_;
UINT metadata_buffer_size_;
/* vertex buffers */
BYTE *vertex_buffer_;
UINT vertex_buffer_size_;
};
/* *INDENT-ON* */
enum
{
PROP_0,
PROP_D3D11_DEVICE,
PROP_MONITOR_HANDLE,
};
#define DEFAULT_MONITOR_INDEX -1
struct _GstD3D11ScreenCapture
{
GstObject parent;
GstD3D11Device *device;
guint cached_width;
guint cached_height;
D3D11DesktopDupObject *dupl_obj;
HMONITOR monitor_handle;
RECT desktop_coordinates;
gboolean prepared;
gint64 adapter_luid;
GRecMutex lock;
};
static void gst_d3d11_screen_capture_constructed (GObject * object);
static void gst_d3d11_screen_capture_dispose (GObject * object);
static void gst_d3d11_screen_capture_finalize (GObject * object);
static void gst_d3d11_screen_capture_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec);
#define gst_d3d11_screen_capture_parent_class parent_class
G_DEFINE_TYPE (GstD3D11ScreenCapture, gst_d3d11_screen_capture,
GST_TYPE_OBJECT);
static void
gst_d3d11_screen_capture_class_init (GstD3D11ScreenCaptureClass * klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->constructed = gst_d3d11_screen_capture_constructed;
gobject_class->dispose = gst_d3d11_screen_capture_dispose;
gobject_class->finalize = gst_d3d11_screen_capture_finalize;
gobject_class->set_property = gst_d3d11_screen_capture_set_property;
g_object_class_install_property (gobject_class, PROP_D3D11_DEVICE,
g_param_spec_object ("d3d11device", "D3D11 Device",
"GstD3D11Device object for operating",
GST_TYPE_D3D11_DEVICE, (GParamFlags)
(G_PARAM_WRITABLE | G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS)));
g_object_class_install_property (gobject_class, PROP_MONITOR_HANDLE,
g_param_spec_pointer ("monitor-handle", "Monitor Handle",
"A HMONITOR handle of monitor to capture", (GParamFlags)
(G_PARAM_WRITABLE | G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS)));
}
static void
gst_d3d11_screen_capture_init (GstD3D11ScreenCapture * self)
{
g_rec_mutex_init (&self->lock);
memset (&self->desktop_coordinates, 0, sizeof (RECT));
}
static void
gst_d3d11_screen_capture_constructed (GObject * object)
{
GstD3D11ScreenCapture *self = GST_D3D11_SCREEN_CAPTURE (object);
/* *INDENT-OFF* */
ComPtr<IDXGIDevice> dxgi_device;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<IDXGIOutput> output;
ComPtr<IDXGIOutput1> output1;
/* *INDENT-ON* */
HRESULT hr;
gboolean ret = FALSE;
DXGI_OUTPUT_DESC output_desc;
DXGI_ADAPTER_DESC adapter_desc;
gint64 luid, device_luid;
if (!self->device) {
GST_WARNING_OBJECT (self, "D3D11 device is unavailable");
goto out;
}
if (!self->monitor_handle) {
GST_WARNING_OBJECT (self, "Null monitor handle");
goto out;
}
hr = gst_d3d11_screen_capture_find_output_for_monitor (self->monitor_handle,
&adapter, &output);
if (!gst_d3d11_result (hr, self->device)) {
GST_WARNING_OBJECT (self,
"Failed to find associated adapter for monitor %p",
self->monitor_handle);
goto out;
}
hr = output.As (&output1);
if (!gst_d3d11_result (hr, self->device)) {
GST_WARNING_OBJECT (self, "IDXGIOutput1 interface is unavailble");
goto out;
}
hr = adapter->GetDesc (&adapter_desc);
if (!gst_d3d11_result (hr, self->device)) {
GST_WARNING_OBJECT (self, "Failed to get adapter desc");
goto out;
}
luid = gst_d3d11_luid_to_int64 (&adapter_desc.AdapterLuid);
g_object_get (self->device, "adapter-luid", &device_luid, nullptr);
if (luid != device_luid) {
GST_WARNING_OBJECT (self, "Incompatible d3d11 device");
goto out;
}
hr = output->GetDesc (&output_desc);
if (!gst_d3d11_result (hr, self->device)) {
GST_WARNING_OBJECT (self, "Failed to get output desc");
goto out;
}
/* DesktopCoordinates will not report actual texture size in case that
* application is running without dpi-awareness. To get actual monitor size,
* we need to use Win32 API... */
MONITORINFOEXW monitor_info;
DEVMODEW dev_mode;
monitor_info.cbSize = sizeof (MONITORINFOEXW);
if (!GetMonitorInfoW (output_desc.Monitor, (LPMONITORINFO) & monitor_info)) {
GST_WARNING_OBJECT (self, "Couldn't get monitor info");
goto out;
}
dev_mode.dmSize = sizeof (DEVMODEW);
dev_mode.dmDriverExtra = sizeof (POINTL);
dev_mode.dmFields = DM_POSITION;
if (!EnumDisplaySettingsW
(monitor_info.szDevice, ENUM_CURRENT_SETTINGS, &dev_mode)) {
GST_WARNING_OBJECT (self, "Couldn't enumerate display settings");
goto out;
}
self->desktop_coordinates.left = dev_mode.dmPosition.x;
self->desktop_coordinates.top = dev_mode.dmPosition.y;
self->desktop_coordinates.right =
dev_mode.dmPosition.x + dev_mode.dmPelsWidth;
self->desktop_coordinates.bottom =
dev_mode.dmPosition.y + dev_mode.dmPelsHeight;
self->cached_width =
self->desktop_coordinates.right - self->desktop_coordinates.left;
self->cached_height =
self->desktop_coordinates.bottom - self->desktop_coordinates.top;
GST_DEBUG_OBJECT (self,
"Desktop coordinates left:top:right:bottom = %ld:%ld:%ld:%ld (%dx%d)",
self->desktop_coordinates.left, self->desktop_coordinates.top,
self->desktop_coordinates.right, self->desktop_coordinates.bottom,
self->cached_width, self->cached_height);
g_object_get (self->device, "adapter-luid", &self->adapter_luid, nullptr);
ret = TRUE;
out:
if (!ret)
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->constructed (object);
}
static void
gst_d3d11_screen_capture_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstD3D11ScreenCapture *self = GST_D3D11_SCREEN_CAPTURE (object);
switch (prop_id) {
case PROP_D3D11_DEVICE:
self->device = (GstD3D11Device *) g_value_dup_object (value);
break;
case PROP_MONITOR_HANDLE:
self->monitor_handle = (HMONITOR) g_value_get_pointer (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_d3d11_screen_capture_dispose (GObject * object)
{
GstD3D11ScreenCapture *self = GST_D3D11_SCREEN_CAPTURE (object);
if (self->dupl_obj) {
delete self->dupl_obj;
self->dupl_obj = nullptr;
}
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->dispose (object);
}
static void
gst_d3d11_screen_capture_finalize (GObject * object)
{
GstD3D11ScreenCapture *self = GST_D3D11_SCREEN_CAPTURE (object);
g_rec_mutex_clear (&self->lock);
G_OBJECT_CLASS (parent_class)->finalize (object);
}
static void
gst_d3d11_screen_capture_weak_ref_notify (gpointer data,
GstD3D11ScreenCapture * dupl)
{
G_LOCK (dupl_list_lock);
dupl_list = g_list_remove (dupl_list, dupl);
G_UNLOCK (dupl_list_lock);
}
GstD3D11ScreenCapture *
gst_d3d11_screen_capture_new (GstD3D11Device * device, HMONITOR monitor_handle)
{
GstD3D11ScreenCapture *self = nullptr;
GList *iter;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr);
/* Check if we have dup object corresponding to monitor_handle,
* and if there is already configured capture object, reuse it.
* This is because of the limitation of desktop duplication API
* (i.e., in a process, only one duplication object can exist).
* See also
* https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutput1-duplicateoutput#remarks
*/
G_LOCK (dupl_list_lock);
for (iter = dupl_list; iter; iter = g_list_next (iter)) {
GstD3D11ScreenCapture *dupl = (GstD3D11ScreenCapture *) iter->data;
if (dupl->monitor_handle == monitor_handle) {
GST_DEBUG ("Found configured desktop dup object for monitor handle %p",
monitor_handle);
self = (GstD3D11ScreenCapture *) gst_object_ref (dupl);
break;
}
}
if (self) {
G_UNLOCK (dupl_list_lock);
return self;
}
self = (GstD3D11ScreenCapture *) g_object_new (GST_TYPE_D3D11_SCREEN_CAPTURE,
"d3d11device", device, "monitor-handle", monitor_handle, nullptr);
if (!self->device) {
GST_WARNING_OBJECT (self, "Couldn't configure desktop dup object");
gst_object_unref (self);
G_UNLOCK (dupl_list_lock);
return nullptr;
}
g_object_weak_ref (G_OBJECT (self),
(GWeakNotify) gst_d3d11_screen_capture_weak_ref_notify, nullptr);
dupl_list = g_list_append (dupl_list, self);
G_UNLOCK (dupl_list_lock);
return self;
}
GstFlowReturn
gst_d3d11_screen_capture_prepare (GstD3D11ScreenCapture * capture)
{
GstFlowReturn ret;
g_return_val_if_fail (GST_IS_D3D11_SCREEN_CAPTURE (capture), GST_FLOW_ERROR);
g_return_val_if_fail (capture->device != nullptr, GST_FLOW_ERROR);
g_rec_mutex_lock (&capture->lock);
if (capture->prepared) {
GST_DEBUG_OBJECT (capture, "Already prepared");
g_rec_mutex_unlock (&capture->lock);
return GST_FLOW_OK;
}
capture->dupl_obj = new D3D11DesktopDupObject ();
ret = capture->dupl_obj->Init (capture->device, capture->monitor_handle);
if (ret != GST_FLOW_OK) {
GST_WARNING_OBJECT (capture,
"Couldn't prepare capturing, %sexpected failure",
ret == GST_D3D11_SCREEN_CAPTURE_FLOW_EXPECTED_ERROR ? "" : "un");
delete capture->dupl_obj;
capture->dupl_obj = nullptr;
g_rec_mutex_unlock (&capture->lock);
return ret;
}
capture->prepared = TRUE;
g_rec_mutex_unlock (&capture->lock);
return GST_FLOW_OK;
}
gboolean
gst_d3d11_screen_capture_get_size (GstD3D11ScreenCapture * capture,
guint * width, guint * height)
{
g_return_val_if_fail (GST_IS_D3D11_SCREEN_CAPTURE (capture), FALSE);
g_return_val_if_fail (width != nullptr, FALSE);
g_return_val_if_fail (height != nullptr, FALSE);
g_rec_mutex_lock (&capture->lock);
*width = 0;
*height = 0;
if (capture->dupl_obj) {
capture->dupl_obj->GetSize (&capture->cached_width,
&capture->cached_height);
}
*width = capture->cached_width;
*height = capture->cached_height;
g_rec_mutex_unlock (&capture->lock);
return TRUE;
}
GstFlowReturn
gst_d3d11_screen_capture_do_capture (GstD3D11ScreenCapture * capture,
GstD3D11Device * device, ID3D11Texture2D * texture,
ID3D11RenderTargetView * rtv, ID3D11VertexShader * vs,
ID3D11PixelShader * ps, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11BlendState * blend, gboolean draw_mouse)
{
GstFlowReturn ret = GST_FLOW_OK;
D3D11_TEXTURE2D_DESC desc;
gboolean shared_device = FALSE;
guint width, height;
g_return_val_if_fail (GST_IS_D3D11_SCREEN_CAPTURE (capture), GST_FLOW_ERROR);
g_return_val_if_fail (texture != nullptr, GST_FLOW_ERROR);
if (device != capture->device) {
gint64 luid;
g_object_get (device, "adapter-luid", &luid, nullptr);
/* source element must hold d3d11 device for the same GPU already
* by DXGI duplication API design */
if (luid != capture->adapter_luid) {
GST_ERROR_OBJECT (capture, "Trying to capture from different device");
return GST_FLOW_ERROR;
}
shared_device = TRUE;
}
g_rec_mutex_lock (&capture->lock);
if (!capture->prepared)
ret = gst_d3d11_screen_capture_prepare (capture);
if (ret != GST_FLOW_OK) {
GST_WARNING_OBJECT (capture, "We are not prepared");
g_rec_mutex_unlock (&capture->lock);
return ret;
}
gst_d3d11_screen_capture_get_size (capture, &width, &height);
texture->GetDesc (&desc);
if (desc.Width != width || desc.Height != height) {
GST_INFO_OBJECT (capture,
"Different texture size, ours: %dx%d, external: %dx%d",
width, height, desc.Width, desc.Height);
g_rec_mutex_unlock (&capture->lock);
return GST_D3D11_SCREEN_CAPTURE_FLOW_SIZE_CHANGED;
}
gst_d3d11_device_lock (capture->device);
ret = capture->dupl_obj->Capture (draw_mouse);
if (ret != GST_FLOW_OK) {
gst_d3d11_device_unlock (capture->device);
delete capture->dupl_obj;
capture->dupl_obj = nullptr;
capture->prepared = FALSE;
if (ret == GST_D3D11_SCREEN_CAPTURE_FLOW_EXPECTED_ERROR) {
GST_WARNING_OBJECT (capture,
"Couldn't capture frame, but expected failure");
} else {
GST_ERROR_OBJECT (capture, "Unexpected failure during capture");
}
g_rec_mutex_unlock (&capture->lock);
return ret;
}
GST_LOG_OBJECT (capture, "Capture done");
if (shared_device)
gst_d3d11_device_lock (device);
ret = capture->dupl_obj->CopyToTexture (device, texture);
if (ret != GST_FLOW_OK)
goto out;
if (draw_mouse)
capture->dupl_obj->DrawMouse (device, rtv, vs, ps, layout, sampler, blend);
out:
if (shared_device)
gst_d3d11_device_unlock (device);
gst_d3d11_device_unlock (capture->device);
g_rec_mutex_unlock (&capture->lock);
return ret;
}
HRESULT
gst_d3d11_screen_capture_find_output_for_monitor (HMONITOR monitor,
IDXGIAdapter1 ** adapter, IDXGIOutput ** output)
{
ComPtr < IDXGIFactory1 > factory;
HRESULT hr = S_OK;
g_return_val_if_fail (monitor != nullptr, E_INVALIDARG);
hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
if (FAILED (hr))
return hr;
for (UINT adapter_idx = 0;; adapter_idx++) {
ComPtr < IDXGIAdapter1 > adapter_tmp;
hr = factory->EnumAdapters1 (adapter_idx, &adapter_tmp);
if (FAILED (hr))
break;
for (UINT output_idx = 0;; output_idx++) {
ComPtr < IDXGIOutput > output_tmp;
DXGI_OUTPUT_DESC desc;
hr = adapter_tmp->EnumOutputs (output_idx, &output_tmp);
if (FAILED (hr))
break;
hr = output_tmp->GetDesc (&desc);
if (FAILED (hr))
continue;
if (desc.Monitor == monitor) {
if (adapter)
*adapter = adapter_tmp.Detach ();
if (output)
*output = output_tmp.Detach ();
return S_OK;
}
}
}
return E_FAIL;
}
HRESULT
gst_d3d11_screen_capture_find_primary_monitor (HMONITOR * monitor,
IDXGIAdapter1 ** adapter, IDXGIOutput ** output)
{
ComPtr < IDXGIFactory1 > factory;
HRESULT hr = S_OK;
hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
if (FAILED (hr))
return hr;
for (UINT adapter_idx = 0;; adapter_idx++) {
ComPtr < IDXGIAdapter1 > adapter_tmp;
hr = factory->EnumAdapters1 (adapter_idx, &adapter_tmp);
if (FAILED (hr))
break;
for (UINT output_idx = 0;; output_idx++) {
ComPtr < IDXGIOutput > output_tmp;
DXGI_OUTPUT_DESC desc;
MONITORINFOEXW minfo;
hr = adapter_tmp->EnumOutputs (output_idx, &output_tmp);
if (FAILED (hr))
break;
hr = output_tmp->GetDesc (&desc);
if (FAILED (hr))
continue;
minfo.cbSize = sizeof (MONITORINFOEXW);
if (!GetMonitorInfoW (desc.Monitor, &minfo))
continue;
if ((minfo.dwFlags & MONITORINFOF_PRIMARY) != 0) {
if (monitor)
*monitor = desc.Monitor;
if (adapter)
*adapter = adapter_tmp.Detach ();
if (output)
*output = output_tmp.Detach ();
return S_OK;
}
}
}
return E_FAIL;
}
HRESULT
gst_d3d11_screen_capture_find_nth_monitor (guint index, HMONITOR * monitor,
IDXGIAdapter1 ** adapter, IDXGIOutput ** output)
{
ComPtr < IDXGIFactory1 > factory;
HRESULT hr = S_OK;
guint num_found = 0;
hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
if (FAILED (hr))
return hr;
for (UINT adapter_idx = 0;; adapter_idx++) {
ComPtr < IDXGIAdapter1 > adapter_tmp;
hr = factory->EnumAdapters1 (adapter_idx, &adapter_tmp);
if (FAILED (hr))
break;
for (UINT output_idx = 0;; output_idx++) {
ComPtr < IDXGIOutput > output_tmp;
DXGI_OUTPUT_DESC desc;
MONITORINFOEXW minfo;
hr = adapter_tmp->EnumOutputs (output_idx, &output_tmp);
if (FAILED (hr))
break;
hr = output_tmp->GetDesc (&desc);
if (FAILED (hr))
continue;
minfo.cbSize = sizeof (MONITORINFOEXW);
if (!GetMonitorInfoW (desc.Monitor, &minfo))
continue;
if (num_found == index) {
if (monitor)
*monitor = desc.Monitor;
if (adapter)
*adapter = adapter_tmp.Detach ();
if (output)
*output = output_tmp.Detach ();
return S_OK;
}
num_found++;
}
}
return E_FAIL;
}