传统的GDI API (BitBlt)虽然可以完美的完成后台截图的任务,但是归根结底效率还是太低。
直接使用DXGI方法截图只能完成前台窗口的截图,而DX HOOK的截图方法平添风险,以及很多场景不现实。
本文讲介绍使用 DwmGetDxSharedSurface 函数,优雅的完成后台截图的工作。
API介绍
BOOL WINAPI DwmGetDxSharedSurface (
HWND hwnd,
HANDLE* phSurface,
LUID* pAdapterLuid,
ULONG* pFmtWindow,
ULONG* pPresentFlags,
ULONGLONG* pWin32kUpdateId
\(DwmGetDxSharedSurface\)来自于user32.dll(很离谱是吧,DwmApi不在DwmApi.dll里)。由于是ms没有公开的API,需要使用动态方法加载。
调用函数方法
//动态载入该函数
typedef HRESULT(WINAPI* DwmGetDxSharedSurface_t)(HWND, HANDLE*, LUID*, ULONG*, ULONG*, ULONGLONG*);
DwmGetDxSharedSurface_t DwmGetDxSharedSurface = NULL;
//获取地址
HMODULE hUser32 = LoadLibraryA("user32.dll");
if (hUser32 == NULL)
std::cout << "LoadLibraryA failed" << std::endl;
return 0;
DwmGetDxSharedSurface = (DwmGetDxSharedSurface_t)GetProcAddress(hUser32, "DwmGetDxSharedSurface");
//Dwm函数 在 user32.dll 中,真是离谱
if (DwmGetDxSharedSurface == NULL)
std::cout << "GetProcAddress failed" << std::endl;
return 0;
std::cout << DwmGetDxSharedSurface << std::endl;
hwnd 被截图窗口的句柄
phSurface 被截图窗口的共享画面的句柄(应该是这么翻译吧)
其他,暂时还没了解。
API调用
显然这个API不能一步到位获得到BMP或者其他类型的图像数据。和BitBlt一样,这个API只是拿到了对应画面的副本(?,不清楚这样描述是否准确)。参照唯一有官方信息的API\(DwmDxGetWindowSharedSurface\),得到的是DX的一个对象,那就应该从DX下手。
初始化DX
这里讲个遇到的坑,DX设备的初始化不能在dllmain里进行,否则会失败。
HRESULT hr = S_OK;
hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)(&pFactory));
if (FAILED(hr))
throw "CreateDXGIFactory1 failed";
return 0;
pFactory->EnumAdapters(0, &pAdapter);
const D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
D3D11CreateDevice(pAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, featureLevels, 6, D3D11_SDK_VERSION, &device, NULL, NULL);
if (device == NULL)
throw "D3D11CreateDevice failed";
return 0;
获取phSurface
HANDLE phSurface = NULL;
// 使用DWM截取屏幕
DwmGetDxSharedSurface(hWnd, &phSurface, NULL, NULL, NULL, NULL);
if (phSurface == NULL)
throw "Get Shared Surface Failded";
return 0;
将数据载入
HRESULT hr = S_OK;
ID3D11Texture2D* sharedSurface = NULL;
hr = device->OpenSharedResource(phSurface, __uuidof(ID3D11Texture2D), (void**)&sharedSurface);//打开对应资源
if (FAILED(hr))
throw "OpenSharedResource failed";
return 0;
D3D11_TEXTURE2D_DESC shared_desc;
sharedSurface->GetDesc(&shared_desc);
D3D11_TEXTURE2D_DESC description;
description.ArraySize = 1;
description.BindFlags = 0;
description.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
description.Height = shared_desc.Height;
description.MipLevels = 1;
description.SampleDesc = { 1, 0 };
description.Usage = D3D11_USAGE_STAGING;
description.Width = shared_desc.Width;
description.MiscFlags = 0;
hr = S_OK;
ID3D11Texture2D* texture = NULL;
hr = device->CreateTexture2D(&description, NULL, &texture);
if (FAILED(hr))
sharedSurface->Release();
throw "CreateTexture2D failed";
return 0;
ID3D11DeviceContext* context = NULL;
device->GetImmediateContext(&context);
context->CopyResource(texture, sharedSurface);
D3D11_MAPPED_SUBRESOURCE mappedResource;
context->Map(texture, 0, D3D11_MAP_READ, 0, &mappedResource);
这里我们其实就已经拿到了对应的图片资源
根据DX设备填入的D3D11_CREATE_DEVICE_BGRA_SUPPORT。可以知
typedef struct D3D11_MAPPED_SUBRESOURCE {
void *pData;
UINT RowPitch;
UINT DepthPitch;
} D3D11_MAPPED_SUBRESOURCE;
其中的pData应该是一段对应像素排列位BGRA的位图。RowPitch是每行数据站的字长。为了方便我采用的是用OpenCV直接读入这段数据
cv::Mat mat(shared_desc.Height, shared_desc.Width, CV_8UC4, mappedResource.pData, mappedResource.RowPitch);
cv::imshow("mat", mat);
cv::waitKey(0);
//转BMP写出
std::vector<uchar> buffer;
cv::imencode(".bmp", mat, buffer);
当然也能用MFC
HBITMAP hbmp = CreateBitmap(shared desc.Width, shared desc.Height, 1 32, mappedResource.pData);
CImage img;
img.Attach(hbmp);
img.Save(L"233.bmp");
img.Detach();
DeleteObject(hbmp);
最后别忘记了
context->Release();
texture->Release();
sharedSurface->Release();
device->Release();
pAdapter->Release();
pFactory->Release();
FreeLibrary(hUser32);
采用CloseHandle没法正常关掉phSurface,暂时不知道什么解决或方法,或是需不需要关掉
用到了DX方面的库,当然要把他们的lib给链接上,在cpp文件中添加以下代码
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
这个API截取不到标题栏。另外也可能是本人对API和DX的理解水平还不到位D2D/D3D渲染的窗口截图是全黑的。