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Comments (4)

robmikh avatar robmikh commented on June 14, 2024

First, make sure you're setting the CPUAccessFlags to D3D11_CPU_ACCESS_READ. Second, I wouldn't bother with the swap chain unless you intend to put the swap chain on screen. The sample uses it purely to show you what the capture looks like. You probably want to use the capture API like this: https://github.com/robmikh/CaptureVideoSample/blob/master/CaptureVideoSample/CaptureFrameGenerator.cpp

When frames come in they will be queued up, and calling TryGetNextFrame will give you a queued frame or block until it receives one.

from windows.ui.composition-win32-samples.

robmikh avatar robmikh commented on June 14, 2024

Oh, one more thing, you'll want to observe the RowPitch field from the D3D11_MAPPED_SUBRESOURCE struct when accessing the bytes of the texture. The stride of your texture may exceed the width. See this helper method:

https://github.com/robmikh/robmikh.common/blob/010a4149e86db95dd9f6957ca99f4311ab8bcbcb/robmikh.common/include/robmikh.common/d3d11Helpers.h#L206-L237

from windows.ui.composition-win32-samples.

DobyChao avatar DobyChao commented on June 14, 2024

Thanks so much for your reply! I've updated my code here based on your suggestions, but still can't capture the image. The OnFrameArrived function doesn't seem to be triggered. What should I do next?
Hereβ€˜s my test code:

// add DXGICapture.lib to library

#include "pch.h"
#include <iostream>
#include "DXGICapture.h"

int main()
{
	HWND hwnd = FindWindow(NULL, L"Ice.mp4 - PotPlayer");
	if (hwnd == NULL)
	{
		std::cout << "FindWindow failed" << std::endl;
		return 1;
	}
	auto cap = CreateCapture(hwnd);
	StartCapture(cap);
	BYTE* buffer = new BYTE[1920 * 1080 * 4];
	Grab(cap, buffer);
	// delay
	Sleep(1000);
}

from windows.ui.composition-win32-samples.

robmikh avatar robmikh commented on June 14, 2024

Since you're calling Direct3D11CaptureFramePool::Create, you need to be pumping messages. Given that you're using a lock in the FrameArrived callback, you should call Direct3D11CaptureFramePool::CreateFreeThreaded instead. That removes the message pumping requirement and causes the FrameArrived callback to fire on an internal worker thread.

from windows.ui.composition-win32-samples.

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