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Diffstat (limited to 'video/out/gpu/d3d11_helpers.c')
-rw-r--r--video/out/gpu/d3d11_helpers.c81
1 files changed, 81 insertions, 0 deletions
diff --git a/video/out/gpu/d3d11_helpers.c b/video/out/gpu/d3d11_helpers.c
index 7912a8c23a..6391ed92cd 100644
--- a/video/out/gpu/d3d11_helpers.c
+++ b/video/out/gpu/d3d11_helpers.c
@@ -399,3 +399,84 @@ done:
SAFE_RELEASE(dxgi_dev);
return success;
}
+
+struct mp_image *mp_d3d11_screenshot(IDXGISwapChain *swapchain)
+{
+ ID3D11Device *dev = NULL;
+ ID3D11DeviceContext *ctx = NULL;
+ ID3D11Texture2D *frontbuffer = NULL;
+ ID3D11Texture2D *staging = NULL;
+ struct mp_image *img = NULL;
+ HRESULT hr;
+
+ // Validate the swap chain. This screenshot method will only work on DXGI
+ // 1.2+ flip/sequential swap chains. It's probably not possible at all with
+ // discard swap chains, since by definition, the backbuffer contents is
+ // discarded on Present().
+ DXGI_SWAP_CHAIN_DESC scd;
+ hr = IDXGISwapChain_GetDesc(swapchain, &scd);
+ if (FAILED(hr))
+ goto done;
+ if (scd.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
+ goto done;
+
+ // Get the last buffer that was presented with Present(). This should be
+ // the n-1th buffer for a swap chain of length n.
+ hr = IDXGISwapChain_GetBuffer(swapchain, scd.BufferCount - 1,
+ &IID_ID3D11Texture2D, (void**)&frontbuffer);
+ if (FAILED(hr))
+ goto done;
+
+ ID3D11Texture2D_GetDevice(frontbuffer, &dev);
+ ID3D11Device_GetImmediateContext(dev, &ctx);
+
+ D3D11_TEXTURE2D_DESC td;
+ ID3D11Texture2D_GetDesc(frontbuffer, &td);
+ if (td.SampleDesc.Count > 1)
+ goto done;
+
+ // Validate the backbuffer format and convert to an mpv IMGFMT
+ enum mp_imgfmt fmt;
+ switch (td.Format) {
+ case DXGI_FORMAT_B8G8R8A8_UNORM: fmt = IMGFMT_BGR0; break;
+ case DXGI_FORMAT_R8G8B8A8_UNORM: fmt = IMGFMT_RGB0; break;
+ default:
+ goto done;
+ }
+
+ // Create a staging texture based on the frontbuffer with CPU access
+ td.BindFlags = 0;
+ td.MiscFlags = 0;
+ td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ td.Usage = D3D11_USAGE_STAGING;
+ hr = ID3D11Device_CreateTexture2D(dev, &td, 0, &staging);
+ if (FAILED(hr))
+ goto done;
+
+ ID3D11DeviceContext_CopyResource(ctx, (ID3D11Resource*)staging,
+ (ID3D11Resource*)frontbuffer);
+
+ // Attempt to map the staging texture to CPU-accessible memory
+ D3D11_MAPPED_SUBRESOURCE lock;
+ hr = ID3D11DeviceContext_Map(ctx, (ID3D11Resource*)staging, 0,
+ D3D11_MAP_READ, 0, &lock);
+ if (FAILED(hr))
+ goto done;
+
+ img = mp_image_alloc(fmt, td.Width, td.Height);
+ if (!img)
+ return NULL;
+ for (int i = 0; i < td.Height; i++) {
+ memcpy(img->planes[0] + img->stride[0] * i,
+ (char*)lock.pData + lock.RowPitch * i, td.Width * 4);
+ }
+
+ ID3D11DeviceContext_Unmap(ctx, (ID3D11Resource*)staging, 0);
+
+done:
+ SAFE_RELEASE(frontbuffer);
+ SAFE_RELEASE(staging);
+ SAFE_RELEASE(ctx);
+ SAFE_RELEASE(dev);
+ return img;
+}