HRESULT CheckRenderD3D10::ActiveRenderTargetToPPM(ID3D10Device *pDevice, const char *zFileName) { ID3D10RenderTargetView *pRTV = NULL; pDevice->OMGetRenderTargets(1,&pRTV,NULL); ID3D10Resource *pSourceResource = NULL; pRTV->GetResource(&pSourceResource); return ResourceToPPM(pDevice,pSourceResource,zFileName); }
// Detour function that replaces the IDXGISwapChain::Present() API DllExport HRESULT __stdcall hook_DXGISwapChainPresent( IDXGISwapChain * This, UINT SyncInterval, UINT Flags ) { static int frame_interval; static LARGE_INTEGER initialTv, captureTv, freq; static int capture_initialized = 0; // int i; struct pooldata *data; struct vsource_frame *frame; // DXGI_SWAP_CHAIN_DESC pDESC; HRESULT hr = pDXGISwapChainPresent(This, SyncInterval, Flags); if(resolution_retrieved == 0) { if(DXGI_get_resolution(This) >= 0) { resolution_retrieved = 1; } return hr; } if(vsource_initialized == 0) { ga_error("video source not initialized.\n"); return hr; } This->GetDesc(&pDESC); pDXGI_FORMAT = pDESC.BufferDesc.Format; // extract screen format for sws_scale if(pDESC.BufferDesc.Width != game_width || pDESC.BufferDesc.Height != game_height) { ga_error("game width/height mismatched (%dx%d) != (%dx%d)\n", pDESC.BufferDesc.Width, pDESC.BufferDesc.Height, game_width, game_height); return hr; } // if (enable_server_rate_control && ga_hook_video_rate_control() < 0) return hr; if (dx_version == dx_none) { //bool check_result = FALSE; if (check_dx_device_version(This, IID_ID3D10Device)) { dx_version = dx_10; ga_error("[DXGISwapChain] DirectX 10\n"); } else if (check_dx_device_version(This, IID_ID3D10Device1)) { dx_version = dx_10_1; ga_error("[DXGISwapChain] DirectX 10.1\n"); } else if (check_dx_device_version(This, IID_ID3D11Device)) { dx_version = dx_11; ga_error("[DXGISwapChain] DirectX 11\n"); } } if (capture_initialized == 0) { frame_interval = 1000000/video_fps; // in the unif of us frame_interval++; QueryPerformanceFrequency(&freq); QueryPerformanceCounter(&initialTv); capture_initialized = 1; } else { QueryPerformanceCounter(&captureTv); } hr = 0; // d3d10 / d3d10.1 if (dx_version == dx_10 || dx_version == dx_10_1) { void *ppDevice; ID3D10Device *pDevice; //IUnknown *pDevice; if (dx_version == dx_10) { This->GetDevice(IID_ID3D10Device, &ppDevice); pDevice = (ID3D10Device *)ppDevice; } else if (dx_version == dx_10_1) { This->GetDevice(IID_ID3D10Device1, &ppDevice); pDevice = (ID3D10Device1 *)ppDevice; } else { OutputDebugString("Invalid DirectX version in IDXGISwapChain::Present"); return hr; } ID3D10RenderTargetView *pRTV = NULL; ID3D10Resource *pSrcResource = NULL; pDevice->OMGetRenderTargets(1, &pRTV, NULL); pRTV->GetResource(&pSrcResource); ID3D10Texture2D* pSrcBuffer = (ID3D10Texture2D *)pSrcResource; ID3D10Texture2D* pDstBuffer = NULL; D3D10_TEXTURE2D_DESC desc; pSrcBuffer->GetDesc(&desc); desc.BindFlags = 0; desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ; desc.Usage = D3D10_USAGE_STAGING; hr = pDevice->CreateTexture2D(&desc, NULL, &pDstBuffer); if (FAILED(hr)) { OutputDebugString("Failed to create texture2D"); //assert(exp_state == exp_none); } pDevice->CopyResource(pDstBuffer, pSrcBuffer); D3D10_MAPPED_TEXTURE2D mapped_screen; hr = pDstBuffer->Map(0, D3D10_MAP_READ, 0, &mapped_screen); if (FAILED(hr)) { OutputDebugString("Failed to map from DstBuffer"); //assert(exp_state == exp_none); } // copy image do { unsigned char *src, *dst; data = g_pipe[0]->allocate_data(); frame = (struct vsource_frame*) data->ptr; frame->pixelformat = PIX_FMT_BGRA; frame->realwidth = desc.Width; frame->realheight = desc.Height; frame->realstride = desc.Width<<2; frame->realsize = frame->realwidth * frame->realstride; frame->linesize[0] = frame->realstride;//frame->stride; // src = (unsigned char*) mapped_screen.pData; dst = (unsigned char*) frame->imgbuf; for (i = 0; i < encoder_height; i++) { CopyMemory(dst, src, frame->realstride/*frame->stride*/); src += mapped_screen.RowPitch; dst += frame->realstride;//frame->stride; } frame->imgpts = pcdiff_us(captureTv, initialTv, freq)/frame_interval; } while(0); // duplicate from channel 0 to other channels for(i = 1; i < SOURCES; i++) { int j; struct pooldata *dupdata; struct vsource_frame *dupframe; dupdata = g_pipe[i]->allocate_data(); dupframe = (struct vsource_frame*) dupdata->ptr; // vsource_dup_frame(frame, dupframe); // g_pipe[i]->store_data(dupdata); g_pipe[i]->notify_all(); } g_pipe[0]->store_data(data); g_pipe[0]->notify_all(); pDstBuffer->Unmap(0); pDevice->Release(); pSrcResource->Release(); pSrcBuffer->Release(); pRTV->Release(); pDstBuffer->Release(); // d11 } else if (dx_version == dx_11) { void *ppDevice; This->GetDevice(IID_ID3D11Device, &ppDevice); ID3D11Device *pDevice = (ID3D11Device*) ppDevice; This->GetDevice(IID_ID3D11DeviceContext, &ppDevice); ID3D11DeviceContext *pDeviceContext = (ID3D11DeviceContext *) ppDevice; ID3D11RenderTargetView *pRTV = NULL; ID3D11Resource *pSrcResource = NULL; pDeviceContext->OMGetRenderTargets(1, &pRTV, NULL); pRTV->GetResource(&pSrcResource); ID3D11Texture2D *pSrcBuffer = (ID3D11Texture2D *)pSrcResource; ID3D11Texture2D *pDstBuffer = NULL; D3D11_TEXTURE2D_DESC desc; pSrcBuffer->GetDesc(&desc); desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; desc.Usage = D3D11_USAGE_STAGING; hr = pDevice->CreateTexture2D(&desc, NULL, &pDstBuffer); if (FAILED(hr)) { OutputDebugString("Failed to create buffer"); //assert(exp_state == exp_none); } pDeviceContext->CopyResource(pDstBuffer, pSrcBuffer); D3D11_MAPPED_SUBRESOURCE mapped_screen; hr = pDeviceContext->Map(pDstBuffer, 0, D3D11_MAP_READ, 0, &mapped_screen); if (FAILED(hr)) { OutputDebugString("Failed to map from DeviceContext"); //assert(exp_state == exp_none); } // copy image do { unsigned char *src, *dst; data = g_pipe[0]->allocate_data(); frame = (struct vsource_frame*) data->ptr; frame->pixelformat = PIX_FMT_BGRA; frame->realwidth = desc.Width; frame->realheight = desc.Height; frame->realstride = desc.Width<<2; frame->realsize = frame->realwidth * frame->realstride; frame->linesize[0] = frame->realstride;//frame->stride; // src = (unsigned char*) mapped_screen.pData; dst = (unsigned char*) frame->imgbuf; for (i = 0; i < encoder_height; i++) { CopyMemory(dst, src, frame->realstride/*frame->stride*/); src += mapped_screen.RowPitch; dst += frame->realstride;//frame->stride; } frame->imgpts = pcdiff_us(captureTv, initialTv, freq)/frame_interval; } while(0); // duplicate from channel 0 to other channels for(i = 1; i < SOURCES; i++) { int j; struct pooldata *dupdata; struct vsource_frame *dupframe; dupdata = g_pipe[i]->allocate_data(); dupframe = (struct vsource_frame*) dupdata->ptr; // vsource_dup_frame(frame, dupframe); // g_pipe[i]->store_data(dupdata); g_pipe[i]->notify_all(); } g_pipe[0]->store_data(data); g_pipe[0]->notify_all(); pDeviceContext->Unmap(pDstBuffer, 0); pDevice->Release(); pDeviceContext->Release(); pSrcResource->Release(); pSrcBuffer->Release(); pRTV->Release(); pDstBuffer->Release(); } return hr; }
//-------------------------------------------------------------------------------------- // Render the scene using the D3D10 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { float ClearColor[4] = { 1.0f, 1.0f, 1.0f, 0.0f }; // R, G, B, A ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView(); pd3dDevice->ClearRenderTargetView( pRTV, ClearColor ); ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView(); pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 ); // If the settings dialog is being shown, then render it instead of rendering the app's scene if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.OnRender( fElapsedTime ); return; } // Set our render target since we can't present multisampled ref ID3D10RenderTargetView* pOrigRT; ID3D10DepthStencilView* pOrigDS; pd3dDevice->OMGetRenderTargets( 1, &pOrigRT, &pOrigDS ); ID3D10RenderTargetView* aRTViews[ 1 ] = { g_pRTRV }; pd3dDevice->OMSetRenderTargets( 1, aRTViews, g_pDSRV ); pd3dDevice->ClearRenderTargetView( g_pRTRV, ClearColor ); pd3dDevice->ClearDepthStencilView( g_pDSRV, D3D10_CLEAR_DEPTH, 1.0, 0 ); // Set Matrices D3DXMATRIX mWorldViewProj; D3DXMATRIX mWorldView; D3DXMATRIX mViewProj; D3DXMATRIX mWorld; D3DXMATRIX mView; D3DXMATRIX mProj; // Fix the camera motion for now D3DXMATRIX mBlurViewProj[MAX_TIME_STEPS]; for( int i = 0; i < MAX_TIME_STEPS; i++ ) { mView = *g_Camera.GetViewMatrix(); mProj = *g_Camera.GetProjMatrix(); mBlurViewProj[i] = mView * mProj; } g_pmBlurViewProj->SetMatrixArray( ( float* )mBlurViewProj, 0, MAX_TIME_STEPS ); D3DXMatrixIdentity( &mWorld ); mView = *g_Camera.GetViewMatrix(); mProj = *g_Camera.GetProjMatrix(); mViewProj = mView * mProj; mWorldViewProj = mWorld * mViewProj; mWorldView = mWorld * mView; g_pmWorldViewProj->SetMatrix( ( float* )&mWorldViewProj ); g_pmViewProj->SetMatrix( ( float* )&mViewProj ); g_pmWorldView->SetMatrix( ( float* )&mWorldView ); RenderSceneMesh( pd3dDevice, &g_SceneMesh, false ); RenderFanMesh( pd3dDevice, &g_FanMesh, fTime, false ); if( g_bRenderOgre ) RenderSkinnedMesh( pd3dDevice, &g_AnimMesh, fTime, false ); for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ ) RenderLinkedMesh( pd3dDevice, &g_pLinkedMeshes[iMesh], &g_AnimMesh, g_MeshLinkages[iMesh].iBone, fTime, false ); if( g_bUseMotionBlur ) { RenderFanMesh( pd3dDevice, &g_FanMesh, fTime, true ); if( g_bRenderOgre ) RenderSkinnedMesh( pd3dDevice, &g_AnimMesh, fTime, true ); for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ ) RenderLinkedMesh( pd3dDevice, &g_pLinkedMeshes[iMesh], &g_AnimMesh, g_MeshLinkages[iMesh].iBone, fTime, true ); } //MSAA resolve ID3D10Resource* pRT; pOrigRT->GetResource( &pRT ); D3D10_RENDER_TARGET_VIEW_DESC rtDesc; pOrigRT->GetDesc( &rtDesc ); pd3dDevice->ResolveSubresource( pRT, D3D10CalcSubresource( 0, 0, 1 ), g_pRenderTarget, D3D10CalcSubresource( 0, 0, 1 ), rtDesc.Format ); SAFE_RELEASE( pRT ); // Use our Old RT again aRTViews[0] = pOrigRT; pd3dDevice->OMSetRenderTargets( 1, aRTViews, pOrigDS ); SAFE_RELEASE( pOrigRT ); SAFE_RELEASE( pOrigDS ); DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); RenderText(); g_HUD.OnRender( fElapsedTime ); g_SampleUI.OnRender( fElapsedTime ); DXUT_EndPerfEvent(); }