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Boki 2026-02-28 15:13:22 -05:00
parent bef61f841d
commit c3de5fdb63
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using System.Runtime.InteropServices;
using OpenCvSharp;
using Serilog;
using SharpGen.Runtime;
using Vortice.Direct3D;
using Vortice.Direct3D11;
using Vortice.DXGI;
using Region = Poe2Trade.Core.Region;
namespace Poe2Trade.Screen;
public sealed class DesktopDuplication : IScreenCapture
{
private readonly ID3D11Device _device;
private readonly ID3D11DeviceContext _context;
private IDXGIOutputDuplication? _duplication;
private ID3D11Texture2D? _staging;
private int _stagingW, _stagingH;
private bool _needsRecreate;
public DesktopDuplication()
{
D3D11.D3D11CreateDevice(
null,
DriverType.Hardware,
DeviceCreationFlags.BgraSupport,
[FeatureLevel.Level_11_0],
out _device!,
out _context!).CheckError();
CreateDuplication();
}
private void CreateDuplication()
{
using var dxgiDevice = _device.QueryInterface<IDXGIDevice>();
using var adapter = dxgiDevice.GetAdapter();
adapter.EnumOutputs(0, out var output);
using var _ = output;
using var output1 = output.QueryInterface<IDXGIOutput1>();
_duplication = output1.DuplicateOutput(_device);
_needsRecreate = false;
Log.Debug("DXGI Desktop Duplication created");
}
public unsafe ScreenFrame? CaptureFrame()
{
if (_duplication == null) return null;
if (_needsRecreate)
{
try
{
_duplication.Dispose();
CreateDuplication();
}
catch (Exception ex)
{
Log.Warning(ex, "Failed to recreate DXGI duplication");
return null;
}
}
IDXGIResource? resource = null;
try
{
_duplication.AcquireNextFrame(100, out _, out resource);
}
catch (SharpGenException ex)
{
if (ex.ResultCode == Vortice.DXGI.ResultCode.AccessLost)
_needsRecreate = true;
return null;
}
var srcTexture = resource!.QueryInterface<ID3D11Texture2D>();
var desc = srcTexture.Description;
var w = (int)desc.Width;
var h = (int)desc.Height;
EnsureStaging(w, h);
_context.CopySubresourceRegion(_staging!, 0, 0, 0, 0, srcTexture, 0);
var mapped = _context.Map(_staging!, 0, MapMode.Read);
// GPU copy is complete once Map returns — release DXGI frame immediately
// so the DWM compositor can recycle the buffer (~0.5ms hold vs ~2.5ms before).
srcTexture.Dispose();
resource.Dispose();
_duplication!.ReleaseFrame();
// CPU copy from our staging texture (no DXGI dependency, ~1.5ms for 2560×1440)
var mat = new Mat(h, w, MatType.CV_8UC4);
unsafe
{
var src = (byte*)mapped.DataPointer;
var dst = (byte*)mat.Data;
var rowBytes = w * 4;
var pitch = (int)mapped.RowPitch;
for (var row = 0; row < h; row++)
Buffer.MemoryCopy(src + row * pitch, dst + row * rowBytes, rowBytes, rowBytes);
}
_context.Unmap(_staging!, 0);
return new ScreenFrame(mat, () => mat.Dispose());
}
public unsafe Mat? CaptureRegion(Region region)
{
using var frame = CaptureFrame();
if (frame == null) return null;
return frame.CropBgr(region);
}
private void EnsureStaging(int w, int h)
{
if (_staging != null && _stagingW == w && _stagingH == h) return;
_staging?.Dispose();
_staging = _device.CreateTexture2D(new Texture2DDescription
{
Width = (uint)w,
Height = (uint)h,
MipLevels = 1,
ArraySize = 1,
Format = Format.B8G8R8A8_UNorm,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Staging,
CPUAccessFlags = CpuAccessFlags.Read,
});
_stagingW = w;
_stagingH = h;
}
public void Dispose()
{
_staging?.Dispose();
_duplication?.Dispose();
_context?.Dispose();
_device?.Dispose();
}
}