Se si sta bene il ridimensionamento ad una potenza di due dallo schermo, è possibile farlo da:
- creare una texture più piccola con
RenderTarget/ShaderResource
utilizzo e opzioni GenerateMipMaps
, stessa dimensione dello schermo, mipcount> 1 (2 per avere dimensioni/2, 3 per avere /4... etc).
- Copia il primo mipmap dello schermo consistenza alla struttura più piccola
DeviceContext.GenerateMipMaps
sul minore consistenza
- Copiare la mimap selezionato della texture più piccolo (1:/2, 2:. /4...etc) alla texture messa in scena (che dovrebbe anche essere dichiarata più piccolo, cioè stesse dimensioni del mipmap che sta per essere usato)
un hack rapido sul codice originale per generare una texture/2 sarebbe come questo:
[STAThread]
private static void Main()
{
// # of graphics card adapter
const int numAdapter = 0;
// # of output device (i.e. monitor)
const int numOutput = 0;
const string outputFileName = "ScreenCapture.bmp";
// Create DXGI Factory1
var factory = new Factory1();
var adapter = factory.GetAdapter1(numAdapter);
// Create device from Adapter
var device = new Device(adapter);
// Get DXGI.Output
var output = adapter.GetOutput(numOutput);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = output.Description.DesktopBounds.Width;
int height = output.Description.DesktopBounds.Height;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width/2,
Height = height/2,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var stagingTexture = new Texture2D(device, textureDesc);
// Create Staging texture CPU-accessible
var smallerTextureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.None,
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.GenerateMipMaps,
MipLevels = 4,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Default
};
var smallerTexture = new Texture2D(device, smallerTextureDesc);
var smallerTextureView = new ShaderResourceView(device, smallerTexture);
// Duplicate the output
var duplicatedOutput = output1.DuplicateOutput(device);
bool captureDone = false;
for (int i = 0; !captureDone; i++)
{
try
{
SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time
duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);
if (i > 0)
{
// copy resource into memory that can be accessed by the CPU
using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
device.ImmediateContext.CopySubresourceRegion(screenTexture2D, 0, null, smallerTexture, 0);
// Generates the mipmap of the screen
device.ImmediateContext.GenerateMips(smallerTextureView);
// Copy the mipmap 1 of smallerTexture (size/2) to the staging texture
device.ImmediateContext.CopySubresourceRegion(smallerTexture, 1, null, stagingTexture, 0);
// Get the desktop capture texture
var mapSource = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.Read, MapFlags.None);
// Create Drawing.Bitmap
var bitmap = new System.Drawing.Bitmap(width/2, height/2, PixelFormat.Format32bppArgb);
var boundsRect = new System.Drawing.Rectangle(0, 0, width/2, height/2);
// 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/2; y++)
{
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, width/2 * 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(stagingTexture, 0);
// Save the output
bitmap.Save(outputFileName);
// Capture done
captureDone = true;
}
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
catch (SharpDXException e)
{
if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
throw e;
}
}
}
// Display the texture using system associated viewer
System.Diagnostics.Process.Start(Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, outputFileName)));
// TODO: We should cleanp up all allocated COM objects here
}