C++ 桌面复制API-屏幕捕获在1366x768(opencv)上不起作用

C++ 桌面复制API-屏幕捕获在1366x768(opencv)上不起作用,c++,windows,opencv,screenshot,desktop-duplication,C++,Windows,Opencv,Screenshot,Desktop Duplication,我正在使用桌面复制API-截图(c++)。这在原则上是可行的,但并非在每项决议下都有效 我正在从D3D11_MAPPED_子资源创建一个opencv mat,然后显示图像 在1920x1080下,它看起来像这样(正确): 在1366x768下,它看起来是这样的(错误)(而1360x768工作正常): 还有一些其他决议具有同样的效力 有人知道这是什么吗 以下是我截图的完整代码: DXGIScreenCapture.h DXGIScreenCapture类 { 公众: DXGIScreenCap

我正在使用桌面复制API-截图(c++)。这在原则上是可行的,但并非在每项决议下都有效

我正在从D3D11_MAPPED_子资源创建一个opencv mat,然后显示图像

在1920x1080下,它看起来像这样(正确):

在1366x768下,它看起来是这样的(错误)(而1360x768工作正常): 还有一些其他决议具有同样的效力

有人知道这是什么吗

以下是我截图的完整代码:

DXGIScreenCapture.h DXGIScreenCapture类 { 公众: DXGIScreenCapture(); ~DXGIScreenCapture()

DXGIScreenCapture.cpp

DXGIScreenCapture::DXGIScreenCapture()
{
    Init();
}

DXGIScreenCapture::~DXGIScreenCapture()
{
}



bool DXGIScreenCapture::Init() {
    // Feature levels supported
    D3D_FEATURE_LEVEL gFeatureLevels[] = {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_9_1
    };
    UINT gNumFeatureLevels = ARRAYSIZE(gFeatureLevels);
    D3D_FEATURE_LEVEL lFeatureLevel;

    HRESULT hr(E_FAIL);
    hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_FLAG::D3D11_CREATE_DEVICE_SINGLETHREADED, gFeatureLevels, gNumFeatureLevels, D3D11_SDK_VERSION, &_lDevice, &lFeatureLevel, &_lImmediateContext);

    if (FAILED(hr))
        return false;

    if (!_lDevice)
        return false;

    // Get DXGI device
    IDXGIDevice* lDxgiDevice;
    hr = _lDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&lDxgiDevice));
    if (FAILED(hr))
        return false;

    // Get DXGI adapter
    IDXGIAdapter* lDxgiAdapter;
    hr = lDxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&lDxgiAdapter));
    lDxgiDevice->Release();
    lDxgiDevice = nullptr;
    if (FAILED(hr))
        return false;

    UINT Output = 0;
    // Get output
    IDXGIOutput* lDxgiOutput;
    hr = lDxgiAdapter->EnumOutputs(Output, &lDxgiOutput);

    if (FAILED(hr))
        return false;
    lDxgiAdapter->Release();
    lDxgiAdapter = nullptr;

    hr = lDxgiOutput->GetDesc(&_lOutputDesc);

    if (FAILED(hr))
        return false;

    // QI for Output 1
    IDXGIOutput1* lDxgiOutput1;
    hr = lDxgiOutput->QueryInterface(__uuidof(lDxgiOutput1), reinterpret_cast<void**>(&lDxgiOutput1));
    lDxgiOutput->Release();
    lDxgiOutput = nullptr;
    if (FAILED(hr))
        return false;

    // Create desktop duplication
    hr = lDxgiOutput1->DuplicateOutput(_lDevice, &_lDeskDupl);

    if (FAILED(hr))
        return false;

    lDxgiOutput1->Release();
    lDxgiOutput1 = nullptr;

    // Create GUI drawing texture
    _lDeskDupl->GetDesc(&_lOutputDuplDesc);
    // Create CPU access texture

    desc.Width = _lOutputDuplDesc.ModeDesc.Width;
    desc.Height = _lOutputDuplDesc.ModeDesc.Height;
    desc.Format = _lOutputDuplDesc.ModeDesc.Format;
    desc.ArraySize = 1;
    desc.BindFlags = 0;
    desc.MiscFlags = 0;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;
    desc.MipLevels = 1;
    desc.CPUAccessFlags = D3D11_CPU_ACCESS_FLAG::D3D11_CPU_ACCESS_READ;
    desc.Usage = D3D11_USAGE::D3D11_USAGE_STAGING;

    hr = _lDevice->CreateTexture2D(&desc, NULL, &currTexture);
    if (!currTexture)
    {
        hr = _lDeskDupl->ReleaseFrame();
        return false;
    }


    return true;
}


bool DXGIScreenCapture::CaptureScreen()
{
    HRESULT hr(E_FAIL);
    IDXGIResource* lDesktopResource = nullptr;
    DXGI_OUTDUPL_FRAME_INFO lFrameInfo;

    //_lDeskDupl->ReleaseFrame();
    hr = _lDeskDupl->AcquireNextFrame(0, &lFrameInfo, &lDesktopResource);


    if (FAILED(hr))
        return false;

    if (lFrameInfo.LastPresentTime.HighPart == 0) // not interested in just mouse updates, which can happen much faster than 60fps if you really shake the mouse
    {
        hr = _lDeskDupl->ReleaseFrame();
        return false;
    }

    // QI for ID3D11Texture2D
    hr = lDesktopResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&_lAcquiredDesktopImage));
    lDesktopResource->Release();
    lDesktopResource = nullptr;
    if (FAILED(hr))
    {
        hr = _lDeskDupl->ReleaseFrame();
        return false;
    }

    _lImmediateContext->CopyResource(currTexture, _lAcquiredDesktopImage);
    UINT subresource = D3D11CalcSubresource(0, 0, 0);
    _lImmediateContext->Map(currTexture, subresource, D3D11_MAP_READ, 0, &_resource);
    _lImmediateContext->Unmap(currTexture, 0);
    hr = _lDeskDupl->ReleaseFrame();


    return true;

}
谢谢:-)

需要这样才能处理可能延长的步幅:

    _imageRecognition._image = cv::Mat(
        _DXGIScreenCapture.desc.Height, 
        _DXGIScreenCapture.desc.Width, 
        CV_8UC4, 
        _DXGIScreenCapture._resource.pData, 
        _resource.RowPitch // <<--- texture stride might be not the one you expect it
        );

\u imageRecognition.\u image=cv::Mat(
_DXGIScreenCapture.desc.Height,
_DXGIScreenCapture.desc.Width,
CV_8UC4,
_DXGIScreenCapture.\u resource.pData,

_resource.RowPitch//我不能确定这就是问题所在,但每当图像宽度与显示器认为的宽度不匹配时,我通常会看到这种奇怪的对角线扭曲。通过检查这些线的斜率,您可以实际计算显示器的预期值。您使用的任何线都可能sn不支持某些分辨率,只是降级到它支持的最接近的分辨率。您正在使用
Mat
constructor default argumrent
,size\u t step=AUTO\u step)
,而您必须选择
\u resource.RowPitch
。非常感谢@romar.!这是我需要的提示:-)
screenshot()
{
    while (!_DXGIScreenCapture.CaptureScreen());
    _imageRecognition._image = cv::Mat(_DXGIScreenCapture.desc.Height, _DXGIScreenCapture.desc.Width, CV_8UC4, _DXGIScreenCapture._resource.pData);


}
    _imageRecognition._image = cv::Mat(_DXGIScreenCapture.desc.Height, _DXGIScreenCapture.desc.Width, CV_8UC4, _DXGIScreenCapture._resource.pData);
    _imageRecognition._image = cv::Mat(
        _DXGIScreenCapture.desc.Height, 
        _DXGIScreenCapture.desc.Width, 
        CV_8UC4, 
        _DXGIScreenCapture._resource.pData, 
        _resource.RowPitch // <<--- texture stride might be not the one you expect it
        );