C# Which is the fastest way to take a screen shot?

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再見小時候
再見小時候 2020-12-09 06:06

I am implementing a feature that will take screen shot repeatedly and output dirty rectangles between 2 different shots then send re-draw the screen in a window.

I c

3条回答
  •  时光取名叫无心
    2020-12-09 06:16

    For those who come to this thread, I came to this solution :

    using SharpDX;
    using SharpDX.Direct3D11;
    using SharpDX.DXGI;
    using System;
    using System.Diagnostics;
    using System.Drawing;
    using System.Drawing.Imaging;
    using System.IO;
    using System.Threading.Tasks;
    

    You will need the package SharpDX and SharpDX.Direct3D11

    public class ScreenStateLogger
    {
        private byte[] _previousScreen;
        private bool _run, _init;
    
        public int Size { get; private set; }
        public ScreenStateLogger()
        {
    
        }
    
        public void Start()
        {
            _run = true;
            var factory = new Factory1();
            //Get first adapter
            var adapter = factory.GetAdapter1(0);
            //Get device from adapter
            var device = new SharpDX.Direct3D11.Device(adapter);
            //Get front buffer of the adapter
            var output = adapter.GetOutput(0);
            var output1 = output.QueryInterface();
    
            // Width/Height of desktop to capture
            int width = output.Description.DesktopBounds.Right;
            int height = output.Description.DesktopBounds.Bottom;
    
            // Create Staging texture CPU-accessible
            var textureDesc = new Texture2DDescription
            {
                CpuAccessFlags = CpuAccessFlags.Read,
                BindFlags = BindFlags.None,
                Format = Format.B8G8R8A8_UNorm,
                Width = width,
                Height = height,
                OptionFlags = ResourceOptionFlags.None,
                MipLevels = 1,
                ArraySize = 1,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage = ResourceUsage.Staging
            };
            var screenTexture = new Texture2D(device, textureDesc);
    
            Task.Factory.StartNew(() =>
            {
                // Duplicate the output
                using (var duplicatedOutput = output1.DuplicateOutput(device))
                {
                    while (_run)
                    {
                        try
                        {
                            SharpDX.DXGI.Resource screenResource;
                            OutputDuplicateFrameInformation duplicateFrameInformation;
    
                            // Try to get duplicated frame within given time is ms
                            duplicatedOutput.AcquireNextFrame(5, out duplicateFrameInformation, out screenResource);
    
                            // copy resource into memory that can be accessed by the CPU
                            using (var screenTexture2D = screenResource.QueryInterface())
                                device.ImmediateContext.CopyResource(screenTexture2D, screenTexture);
    
                            // Get the desktop capture texture
                            var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, SharpDX.Direct3D11.MapFlags.None);
    
                            // Create Drawing.Bitmap
                            using (var bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb))
                            {
                                var boundsRect = new Rectangle(0, 0, width, height);
    
                                // Copy pixels from screen capture Texture to GDI bitmap
                                var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
                                var sourcePtr = mapSource.DataPointer;
                                var destPtr = mapDest.Scan0;
                                for (int y = 0; y < height; y++)
                                {
                                    // Copy a single line 
                                    Utilities.CopyMemory(destPtr, sourcePtr, width * 4);
    
                                    // Advance pointers
                                    sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
                                    destPtr = IntPtr.Add(destPtr, mapDest.Stride);
                                }
    
                                // Release source and dest locks
                                bitmap.UnlockBits(mapDest);
                                device.ImmediateContext.UnmapSubresource(screenTexture, 0);
    
                                using (var ms = new MemoryStream())
                                {
                                    bitmap.Save(ms, ImageFormat.Bmp);
                                    ScreenRefreshed?.Invoke(this, ms.ToArray());
                                    _init = true;
                                }
                            }
                            screenResource.Dispose();
                            duplicatedOutput.ReleaseFrame();
                        }
                        catch (SharpDXException e)
                        {
                            if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
                            {
                                Trace.TraceError(e.Message);
                                Trace.TraceError(e.StackTrace);
                            }
                        }
                    }
                }
            });
            while (!_init) ;
        }
    
        public void Stop()
        {
            _run = false;
        }
    
        public EventHandler ScreenRefreshed;
    }
    

    This code will get as fast as possible the frames from the front buffer of the graphic device and retrieve the byte[] from the bitmap it creates. The code seems to be stable in memory and processor usage (GPU and CPU).

    usage :

    var screenStateLogger = new ScreenStateLogger();
    screenStateLogger.ScreenRefreshed += (sender, data) =>
    {
        //New frame in data
    };
    screenStateLogger.Start();
    

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