d3d10-capture.cpp 8.9 KB

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  1. #include <d3d10.h>
  2. #include <dxgi.h>
  3. #include "dxgi-helpers.hpp"
  4. #include "graphics-hook.h"
  5. #include "../funchook.h"
  6. struct d3d10_data {
  7. ID3D10Device *device; /* do not release */
  8. uint32_t cx;
  9. uint32_t cy;
  10. DXGI_FORMAT format;
  11. bool using_shtex;
  12. bool multisampled;
  13. ID3D10Texture2D *scale_tex;
  14. ID3D10ShaderResourceView *scale_resource;
  15. ID3D10VertexShader *vertex_shader;
  16. ID3D10InputLayout *vertex_layout;
  17. ID3D10PixelShader *pixel_shader;
  18. ID3D10SamplerState *sampler_state;
  19. ID3D10BlendState *blend_state;
  20. ID3D10DepthStencilState *zstencil_state;
  21. ID3D10RasterizerState *raster_state;
  22. ID3D10Buffer *vertex_buffer;
  23. union {
  24. /* shared texture */
  25. struct {
  26. struct shtex_data *shtex_info;
  27. ID3D10Texture2D *texture;
  28. ID3D10RenderTargetView *render_target;
  29. HANDLE handle;
  30. };
  31. /* shared memory */
  32. struct {
  33. struct shmem_data *shmem_info;
  34. ID3D10Texture2D *copy_surfaces[NUM_BUFFERS];
  35. bool texture_ready[NUM_BUFFERS];
  36. bool texture_mapped[NUM_BUFFERS];
  37. uint32_t pitch;
  38. int cur_tex;
  39. int copy_wait;
  40. };
  41. };
  42. };
  43. static struct d3d10_data data = {};
  44. void d3d10_free(void)
  45. {
  46. if (data.scale_tex)
  47. data.scale_tex->Release();
  48. if (data.scale_resource)
  49. data.scale_resource->Release();
  50. if (data.vertex_shader)
  51. data.vertex_shader->Release();
  52. if (data.vertex_layout)
  53. data.vertex_layout->Release();
  54. if (data.pixel_shader)
  55. data.pixel_shader->Release();
  56. if (data.sampler_state)
  57. data.sampler_state->Release();
  58. if (data.blend_state)
  59. data.blend_state->Release();
  60. if (data.zstencil_state)
  61. data.zstencil_state->Release();
  62. if (data.raster_state)
  63. data.raster_state->Release();
  64. if (data.vertex_buffer)
  65. data.vertex_buffer->Release();
  66. capture_free();
  67. if (data.using_shtex) {
  68. if (data.texture)
  69. data.texture->Release();
  70. if (data.render_target)
  71. data.render_target->Release();
  72. } else {
  73. for (size_t i = 0; i < NUM_BUFFERS; i++) {
  74. if (data.copy_surfaces[i]) {
  75. if (data.texture_mapped[i])
  76. data.copy_surfaces[i]->Unmap(0);
  77. data.copy_surfaces[i]->Release();
  78. }
  79. }
  80. }
  81. memset(&data, 0, sizeof(data));
  82. hlog("----------------- d3d10 capture freed ----------------");
  83. }
  84. static bool create_d3d10_stage_surface(ID3D10Texture2D **tex)
  85. {
  86. HRESULT hr;
  87. D3D10_TEXTURE2D_DESC desc = {};
  88. desc.Width = data.cx;
  89. desc.Height = data.cy;
  90. desc.Format = data.format;
  91. desc.MipLevels = 1;
  92. desc.ArraySize = 1;
  93. desc.SampleDesc.Count = 1;
  94. desc.Usage = D3D10_USAGE_STAGING;
  95. desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
  96. hr = data.device->CreateTexture2D(&desc, nullptr, tex);
  97. if (FAILED(hr)) {
  98. hlog_hr("create_d3d10_stage_surface: failed to create texture",
  99. hr);
  100. return false;
  101. }
  102. return true;
  103. }
  104. static bool create_d3d10_tex(uint32_t cx, uint32_t cy, ID3D10Texture2D **tex,
  105. ID3D10ShaderResourceView **resource,
  106. ID3D10RenderTargetView **render_target,
  107. HANDLE *handle)
  108. {
  109. UINT flags = 0;
  110. UINT misc_flags = 0;
  111. HRESULT hr;
  112. if (!!resource)
  113. flags |= D3D10_BIND_SHADER_RESOURCE;
  114. if (!!render_target)
  115. flags |= D3D10_BIND_RENDER_TARGET;
  116. if (!!handle)
  117. misc_flags |= D3D10_RESOURCE_MISC_SHARED;
  118. D3D10_TEXTURE2D_DESC desc = {};
  119. desc.Width = cx;
  120. desc.Height = cy;
  121. desc.MipLevels = 1;
  122. desc.ArraySize = 1;
  123. desc.Format = data.format;
  124. desc.BindFlags = flags;
  125. desc.SampleDesc.Count = 1;
  126. desc.Usage = D3D10_USAGE_DEFAULT;
  127. desc.MiscFlags = misc_flags;
  128. hr = data.device->CreateTexture2D(&desc, nullptr, tex);
  129. if (FAILED(hr)) {
  130. hlog_hr("create_d3d10_tex: failed to create texture", hr);
  131. return false;
  132. }
  133. if (!!resource) {
  134. D3D10_SHADER_RESOURCE_VIEW_DESC res_desc = {};
  135. res_desc.Format = data.format;
  136. res_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  137. res_desc.Texture2D.MipLevels = 1;
  138. hr = data.device->CreateShaderResourceView(*tex, &res_desc,
  139. resource);
  140. if (FAILED(hr)) {
  141. hlog_hr("create_d3d10_tex: failed to create resource "
  142. "view",
  143. hr);
  144. return false;
  145. }
  146. }
  147. if (!!render_target) {
  148. hr = data.device->CreateRenderTargetView(*tex, nullptr,
  149. render_target);
  150. if (FAILED(hr)) {
  151. hlog_hr("create_d3d10_tex: failed to create render "
  152. "target view",
  153. hr);
  154. return false;
  155. }
  156. }
  157. if (!!handle) {
  158. IDXGIResource *dxgi_res;
  159. hr = (*tex)->QueryInterface(__uuidof(IDXGIResource),
  160. (void **)&dxgi_res);
  161. if (FAILED(hr)) {
  162. hlog_hr("create_d3d10_tex: failed to query "
  163. "IDXGIResource interface from texture",
  164. hr);
  165. return false;
  166. }
  167. hr = dxgi_res->GetSharedHandle(handle);
  168. dxgi_res->Release();
  169. if (FAILED(hr)) {
  170. hlog_hr("create_d3d10_tex: failed to get shared handle",
  171. hr);
  172. return false;
  173. }
  174. }
  175. return true;
  176. }
  177. static inline bool d3d10_init_format(IDXGISwapChain *swap, HWND &window)
  178. {
  179. DXGI_SWAP_CHAIN_DESC desc;
  180. HRESULT hr;
  181. hr = swap->GetDesc(&desc);
  182. if (FAILED(hr)) {
  183. hlog_hr("d3d10_init_format: swap->GetDesc failed", hr);
  184. return false;
  185. }
  186. data.format = fix_dxgi_format(desc.BufferDesc.Format);
  187. data.multisampled = desc.SampleDesc.Count > 1;
  188. window = desc.OutputWindow;
  189. data.cx = desc.BufferDesc.Width;
  190. data.cy = desc.BufferDesc.Height;
  191. return true;
  192. }
  193. static bool d3d10_shmem_init_buffers(size_t idx)
  194. {
  195. bool success;
  196. success = create_d3d10_stage_surface(&data.copy_surfaces[idx]);
  197. if (!success) {
  198. hlog("d3d10_shmem_init_buffers: failed to create copy surface");
  199. return false;
  200. }
  201. if (idx == 0) {
  202. D3D10_MAPPED_TEXTURE2D map = {};
  203. HRESULT hr;
  204. hr = data.copy_surfaces[idx]->Map(0, D3D10_MAP_READ, 0, &map);
  205. if (FAILED(hr)) {
  206. hlog_hr("d3d10_shmem_init_buffers: failed to get "
  207. "pitch",
  208. hr);
  209. return false;
  210. }
  211. data.pitch = map.RowPitch;
  212. data.copy_surfaces[idx]->Unmap(0);
  213. }
  214. return true;
  215. }
  216. static bool d3d10_shmem_init(HWND window)
  217. {
  218. data.using_shtex = false;
  219. for (size_t i = 0; i < NUM_BUFFERS; i++) {
  220. if (!d3d10_shmem_init_buffers(i)) {
  221. return false;
  222. }
  223. }
  224. if (!capture_init_shmem(&data.shmem_info, window, data.cx, data.cy,
  225. data.pitch, data.format, false)) {
  226. return false;
  227. }
  228. hlog("d3d10 memory capture successful");
  229. return true;
  230. }
  231. static bool d3d10_shtex_init(HWND window)
  232. {
  233. ID3D10ShaderResourceView *resource = nullptr;
  234. bool success;
  235. data.using_shtex = true;
  236. success = create_d3d10_tex(data.cx, data.cy, &data.texture, &resource,
  237. &data.render_target, &data.handle);
  238. if (resource)
  239. resource->Release();
  240. if (!success) {
  241. hlog("d3d10_shtex_init: failed to create texture");
  242. return false;
  243. }
  244. if (!capture_init_shtex(&data.shtex_info, window, data.cx, data.cy,
  245. data.format, false, (uintptr_t)data.handle)) {
  246. return false;
  247. }
  248. hlog("d3d10 shared texture capture successful");
  249. return true;
  250. }
  251. static void d3d10_init(IDXGISwapChain *swap)
  252. {
  253. HWND window;
  254. HRESULT hr;
  255. hr = swap->GetDevice(__uuidof(ID3D10Device), (void **)&data.device);
  256. if (FAILED(hr)) {
  257. hlog_hr("d3d10_init: failed to get device from swap", hr);
  258. return;
  259. }
  260. /* remove the unneeded extra reference */
  261. data.device->Release();
  262. if (!d3d10_init_format(swap, window)) {
  263. return;
  264. }
  265. const bool success = global_hook_info->force_shmem
  266. ? d3d10_shmem_init(window)
  267. : d3d10_shtex_init(window);
  268. if (!success)
  269. d3d10_free();
  270. }
  271. static inline void d3d10_copy_texture(ID3D10Resource *dst, ID3D10Resource *src)
  272. {
  273. if (data.multisampled) {
  274. data.device->ResolveSubresource(dst, 0, src, 0, data.format);
  275. } else {
  276. data.device->CopyResource(dst, src);
  277. }
  278. }
  279. static inline void d3d10_shtex_capture(ID3D10Resource *backbuffer)
  280. {
  281. d3d10_copy_texture(data.texture, backbuffer);
  282. }
  283. static void d3d10_shmem_capture_copy(int i)
  284. {
  285. D3D10_MAPPED_TEXTURE2D map;
  286. HRESULT hr;
  287. if (data.texture_ready[i]) {
  288. data.texture_ready[i] = false;
  289. hr = data.copy_surfaces[i]->Map(0, D3D10_MAP_READ, 0, &map);
  290. if (SUCCEEDED(hr)) {
  291. data.texture_mapped[i] = true;
  292. shmem_copy_data(i, map.pData);
  293. }
  294. }
  295. }
  296. static inline void d3d10_shmem_capture(ID3D10Resource *backbuffer)
  297. {
  298. int next_tex;
  299. next_tex = (data.cur_tex + 1) % NUM_BUFFERS;
  300. d3d10_shmem_capture_copy(next_tex);
  301. if (data.copy_wait < NUM_BUFFERS - 1) {
  302. data.copy_wait++;
  303. } else {
  304. if (shmem_texture_data_lock(data.cur_tex)) {
  305. data.copy_surfaces[data.cur_tex]->Unmap(0);
  306. data.texture_mapped[data.cur_tex] = false;
  307. shmem_texture_data_unlock(data.cur_tex);
  308. }
  309. d3d10_copy_texture(data.copy_surfaces[data.cur_tex],
  310. backbuffer);
  311. data.texture_ready[data.cur_tex] = true;
  312. }
  313. data.cur_tex = next_tex;
  314. }
  315. void d3d10_capture(void *swap_ptr, void *backbuffer_ptr, bool)
  316. {
  317. IDXGIResource *dxgi_backbuffer = (IDXGIResource *)backbuffer_ptr;
  318. IDXGISwapChain *swap = (IDXGISwapChain *)swap_ptr;
  319. HRESULT hr;
  320. if (capture_should_stop()) {
  321. d3d10_free();
  322. }
  323. if (capture_should_init()) {
  324. d3d10_init(swap);
  325. }
  326. if (capture_ready()) {
  327. ID3D10Resource *backbuffer;
  328. hr = dxgi_backbuffer->QueryInterface(__uuidof(ID3D10Resource),
  329. (void **)&backbuffer);
  330. if (FAILED(hr)) {
  331. hlog_hr("d3d10_shtex_capture: failed to get "
  332. "backbuffer",
  333. hr);
  334. return;
  335. }
  336. if (data.using_shtex)
  337. d3d10_shtex_capture(backbuffer);
  338. else
  339. d3d10_shmem_capture(backbuffer);
  340. backbuffer->Release();
  341. }
  342. }