Developing a screencasting program demands a performant method for screen capture. While utilizing GDI is a standard approach, this article explores alternative techniques and their performance implications.
Besides GDI, two other methods are prevalent for screen capturing:
Windows Media API: Leverages DirectShow filters to capture screen data.
DirectX: Employs Direct3D functionality to directly access the frame buffer.
Disabling hardware acceleration boosts capture performance by bypassing the GPU's pipeline, potentially resulting in frame distortions.
Commercial screencasting software often employs their own proprietary capture drivers. These drivers operate at the kernel level, intercepting graphics API calls and efficiently retrieving the frame buffer data.
Implementing a capture driver involves:
The provided code snippet exemplifies a screen capture method using Direct3D:
void dump_buffer() { IDirect3DSurface9* pRenderTarget=NULL; IDirect3DSurface9* pDestTarget=NULL; const char file[] = "Pickture.bmp"; HRESULT hr = Device->GetRenderTarget(0, &pRenderTarget); hr = Device->CreateOffscreenPlainSurface(DisplayMde.Width, DisplayMde.Height, DisplayMde.Format, D3DPOOL_SYSTEMMEM, &pDestTarget, NULL); hr = Device->GetRenderTargetData(pRenderTarget, pDestTarget); hr = D3DXSaveSurfaceToFile(file, D3DXIFF_BMP, pDestTarget, NULL, NULL); pRenderTarget->Release(); pDestTarget->Release(); }
This technique captures a single frame and saves it to a bitmap file. By modifying the code to keep the render target and destination surface open, you can achieve continuous streaming of screen data.
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