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7.9

Fastest way to screen capture from DirectX .

Asked by SunnyDark in DirectX Graphics & Game Programming, C# Programming Language, C++ Programming Language

Tags: DirectX screen capture fast

Hi all,
I am trying to capture a screen from DirectX application written in C++ and save it to a buffer.
The way it is implemented now is in  the code snippet below, problem is,  it's too slow... something like 1 frame per second or even less... I need a faster way... I know it's not a hardware limitation since the same thing in OpenGL performs much better. So I am open to suggestions as to how to make it faster... As far as I understand the main issue is moving the image from GPU memory to RAM but I have no idea how to avoid it or make it faster...
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IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice();
 
		LPDIRECT3DSURFACE9 pRenderSurface = NULL,pBackBuffer = NULL, pDepthStencilBuffer = NULL, pOldDepthStencilBuffer = NULL;
		D3DXMATRIX matProjection;
		V(pd3dDevice->CreateRenderTarget(width,
                                 height,
                                 D3DFMT_X8R8G8B8,
								 D3DMULTISAMPLE_2_SAMPLES,
								 0,
								 FALSE,
								 &pRenderSurface,
                                 NULL));
 
		V(pd3dDevice->GetRenderTarget(0,&pBackBuffer));
		V(pd3dDevice->SetRenderTarget(0,pRenderSurface));
 
		V(pd3dDevice->CreateDepthStencilSurface(width,
                                 height,
								 D3DFMT_D24S8,
								 D3DMULTISAMPLE_2_SAMPLES,
								 0,
								 TRUE,
								 &pDepthStencilBuffer,
								 NULL));
		V(pd3dDevice->GetDepthStencilSurface(&pOldDepthStencilBuffer));
		V(pd3dDevice->SetDepthStencilSurface(pDepthStencilBuffer));
 
		if (DXUTGetDeviceCaps()->RasterCaps&D3DPRASTERCAPS_WBUFFER)
		{
			pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_USEW);
		}
		else
		{
			pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
		}
 
 
		// Get the app's time, in seconds. Skip rendering if no time elapsed
		double fTime, fAbsTime; float fElapsedTime;
		DXUTGetGlobalTimer()->GetTimeValues( &fTime, &fAbsTime, &fElapsedTime );
		OnFrameMove(pd3dDevice, fTime, fElapsedTime, this);
		OnFrameRender(pd3dDevice, fTime, fElapsedTime, this);
		pd3dDevice->SetRenderTarget(0,pBackBuffer);
		V(pd3dDevice->SetDepthStencilSurface(pOldDepthStencilBuffer));
 
		LPD3DXBUFFER pBuffer;
		V(D3DXSaveSurfaceToFileInMemory(&pBuffer, D3DXIFF_PNG, pRenderSurface, NULL, NULL));
		pixels = pBuffer->GetBufferPointer();
		length = pBuffer->GetBufferSize();
		
 
		SAFE_RELEASE(pRenderSurface);
		SAFE_RELEASE(pBackBuffer);
[+][-]12/14/08 06:22 PM, ID: 23170930Accepted Solution

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About this solution

Zones: DirectX Graphics & Game Programming, C# Programming Language, C++ Programming Language
Tags: DirectX screen capture fast
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Solution Provided By: DanRollins
Participating Experts: 1
Solution Grade: A
 
[+][-]12/15/08 04:24 AM, ID: 23172628Author Comment

Often, when Experts are collaborating with members who have asked questions, they will request additional information about the problem. Askers respond with an author comment like this one.

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