将 HLSL 像素着色器应用于 Win32 屏幕捕捉。

问题描述 投票:1回答:1

一个小的背景。我正在尝试制作一个Windows(10)的应用程序 使屏幕看起来像一个老式的CRT显示器,扫描线,模糊,和所有。我正在使用这个微软官方的 屏幕捕捉演示 作为起点。在这个阶段,我可以捕获一个窗口, 并显示在一个新的鼠标通过窗口,就像它是原来的窗口。

我正试图使用 CRT-Royale CRT着色器 一般认为是最好的CRT着色器;这些都是.cg格式的。我将它们用cgc移植到hlsl中,然后用fxc将hlsl文件编译成编译后的着色器字节码。我能够成功加载编译后的着色器并创建像素着色器。然后我在d3d上下文中设置了像素着色器。然后我尝试将捕获表面帧复制到像素着色器资源中,并设置创建的着色器资源。所有这些都能构建和运行,但我没有看到输出图像有任何不同,不知道该如何继续。下面是相关代码。我不是C++开发者,我把这个作为个人项目,一旦有了初步的工作版本,我打算把它开源。任何建议都会被感激,谢谢。

SimpleCapture::SimpleCapture(
IDirect3DDevice const& device,
GraphicsCaptureItem const& item)
{
m_item = item;
m_device = device;

// Set up 
auto d3dDevice = GetDXGIInterfaceFromObject<ID3D11Device>(m_device);
d3dDevice->GetImmediateContext(m_d3dContext.put());
auto size = m_item.Size();

m_swapChain = CreateDXGISwapChain(
    d3dDevice, 
    static_cast<uint32_t>(size.Width),
    static_cast<uint32_t>(size.Height),
    static_cast<DXGI_FORMAT>(DirectXPixelFormat::B8G8R8A8UIntNormalized),
    2);

// ADDED THIS
HRESULT hr1 = D3DReadFileToBlob(L"crt-royale-first-pass-ps_4_0.fxc", &ps_1_buffer);
HRESULT hr = d3dDevice->CreatePixelShader(
    ps_1_buffer->GetBufferPointer(),
    ps_1_buffer->GetBufferSize(),
    nullptr,
    &ps_1
);
m_d3dContext->PSSetShader(
    ps_1,
    nullptr,
    0
);
// END OF ADDED CHANGES

// Create framepool, define pixel format (DXGI_FORMAT_B8G8R8A8_UNORM), and frame size. 
m_framePool = Direct3D11CaptureFramePool::Create(
    m_device,
    DirectXPixelFormat::B8G8R8A8UIntNormalized,
    2,
    size);
m_session = m_framePool.CreateCaptureSession(m_item);
m_lastSize = size;
m_frameArrived = m_framePool.FrameArrived(auto_revoke, { this, &SimpleCapture::OnFrameArrived });
}

void SimpleCapture::OnFrameArrived(
Direct3D11CaptureFramePool const& sender,
winrt::Windows::Foundation::IInspectable const&)
{
auto newSize = false;

{
    auto frame = sender.TryGetNextFrame();
    auto frameContentSize = frame.ContentSize();

    if (frameContentSize.Width != m_lastSize.Width ||
        frameContentSize.Height != m_lastSize.Height)
    {
        // The thing we have been capturing has changed size.
        // We need to resize our swap chain first, then blit the pixels.
        // After we do that, retire the frame and then recreate our frame pool.
        newSize = true;
        m_lastSize = frameContentSize;
        m_swapChain->ResizeBuffers(
            2, 
            static_cast<uint32_t>(m_lastSize.Width),
            static_cast<uint32_t>(m_lastSize.Height),
            static_cast<DXGI_FORMAT>(DirectXPixelFormat::B8G8R8A8UIntNormalized), 
            0);
    }

    {
        auto frameSurface = GetDXGIInterfaceFromObject<ID3D11Texture2D>(frame.Surface());

        com_ptr<ID3D11Texture2D> backBuffer;
        check_hresult(m_swapChain->GetBuffer(0, guid_of<ID3D11Texture2D>(), backBuffer.put_void()));

        // ADDED THIS
        D3D11_TEXTURE2D_DESC txtDesc = {};
        txtDesc.MipLevels = txtDesc.ArraySize = 1;
        txtDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
        txtDesc.SampleDesc.Count = 1;
        txtDesc.Usage = D3D11_USAGE_IMMUTABLE;
        txtDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;

        auto d3dDevice = GetDXGIInterfaceFromObject<ID3D11Device>(m_device);

        ID3D11Texture2D *tex;
        d3dDevice->CreateTexture2D(&txtDesc, NULL,
            &tex);
        frameSurface.copy_to(&tex);

        d3dDevice->CreateShaderResourceView(
            tex,
            nullptr,
            srv_1
        );

        auto texture = srv_1;
        m_d3dContext->PSSetShaderResources(0, 1, texture);
        // END OF ADDED CHANGES

        m_d3dContext->CopyResource(backBuffer.get(), frameSurface.get());
    }
}

DXGI_PRESENT_PARAMETERS presentParameters = { 0 };
m_swapChain->Present1(1, 0, &presentParameters);
... // Truncated
c++ shader directx hlsl direct3d
1个回答
0
投票

着色器定义了事物的绘制方式。然而,你并没有绘制任何东西--你只是复制,这就是为什么着色器什么都不做。

你应该做的是删除CopyResource调用,而不是在背面缓冲区上绘制一个全屏四边形(这需要你创建一个可以绑定的顶点缓冲区,然后将背面缓冲区设置为渲染目标,最后调用DrawDrawIndexed来实际渲染一些东西,这样就会调用着色器)。

另外--因为我不确定你是否已经这样做了,只是把它从所示的代码中剥离出来--像CreatePixelShader这样的函数不会为了好玩而返回HRESULTs--你应该检查实际返回的内容,因为DirectX会默默地返回大多数错误,并希望你处理它们,而不是让你的程序崩溃。

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