处理旋转屏幕的屏幕捕获脏矩形

如何解决处理旋转屏幕的屏幕捕获脏矩形

我正在使用 SharpDX 捕获屏幕,处理更改并复制到暂存纹理以供稍后保存。

当源屏幕旋转(纵向)时,源纹理不旋转(Documentation says that also)。如何快速旋转纹理并放入我的暂存纹理?

这是我的代码(暂时忽略移动矩形部分,稍后我必须应用相同的内容):

using (var screenTexture = resource.QueryInterface<Texture2D>())
{
    #region Moved rectangles (ignore it for now)

    var movedRectangles = new OutputDuplicateMoveRectangle[info.TotalMetadataBufferSize];
    DuplicatedOutput.GetFrameMoveRects(movedRectangles.Length,movedRectangles,out var movedRegionsLength);

    for (var movedIndex = 0; movedIndex < movedRegionsLength / Marshal.SizeOf(typeof(OutputDuplicateMoveRectangle)); movedIndex++)
    {                            
        //Crop the destination rectangle to the screen area rectangle.
        var left = Math.Max(movedRectangles[movedIndex].DestinationRect.Left,Left);
        var right = Math.Min(movedRectangles[movedIndex].DestinationRect.Right,Left + Width);
        var top = Math.Max(movedRectangles[movedIndex].DestinationRect.Top,Top);
        var bottom = Math.Min(movedRectangles[movedIndex].DestinationRect.Bottom,Top + Height);

        //Copies from the screen texture only the area which the user wants to capture.
        if (right > left && bottom > top)
        {
            //Limit the source rectangle to the available size within the destination rectangle.
            var sourceWidth = movedRectangles[movedIndex].SourcePoint.X + (right - left);
            var sourceHeight = movedRectangles[movedIndex].SourcePoint.Y + (bottom - top);

            Device.ImmediateContext.CopySubresourceRegion(screenTexture,new ResourceRegion(movedRectangles[movedIndex].SourcePoint.X,movedRectangles[movedIndex].SourcePoint.Y,sourceWidth,sourceHeight,1),BackingTexture,left - Left,top - Top);
        }
    }

    #endregion

    #region Dirty rectangles

    var dirtyRectangles = new RawRectangle[info.TotalMetadataBufferSize];
    DuplicatedOutput.GetFrameDirtyRects(dirtyRectangles.Length,dirtyRectangles,out var dirtyRegionsLength);
    
    for (var dirtyIndex = 0; dirtyIndex < dirtyRegionsLength / Marshal.SizeOf(typeof(RawRectangle)); dirtyIndex++)
    {       
        //OffsetTop and OffsetLeft are the bounds of the screen 
        //(where the screen is located within the virtual space).
        //Top and Left is the capture position.

        //Crop screen positions and size to frame sizes.
        var left = Math.Max(dirtyRectangles[dirtyIndex].Left,Left - OffsetLeft);
        var right = Math.Min(dirtyRectangles[dirtyIndex].Right,Left + Width - OffsetLeft);
        var top = Math.Max(dirtyRectangles[dirtyIndex].Top,Top - OffsetTop);
        var bottom = Math.Min(dirtyRectangles[dirtyIndex].Bottom,Top + Height - OffsetTop);

        //Copies from the screen texture only the area which the user wants to capture.
        if (right > left && bottom > top)
            Device.ImmediateContext.CopySubresourceRegion(screenTexture,new ResourceRegion(left,top,right,bottom,left - (Left - OffsetLeft),top - (Top - OffsetTop));
    }

    #endregion
}

据我所知,dirtyRectangles 数组和 screenTexture 给出的边界是旋转的。

获得正确位置后,我必须先旋转纹理,然后再尝试复制到我的 BackingTexture

我的 BackingTexture 是这样创建的:


BackingTexture = new Texture2D(Device,new Texture2DDescription
{
    ArraySize = 1,BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,CpuAccessFlags = CpuAccessFlags.None,Format = Format.B8G8R8A8_UNorm,Width = Width,Height = Height,OptionFlags = ResourceOptionFlags.None,MipLevels = 1,SampleDescription = new SampleDescription(1,0),Usage = ResourceUsage.Default
});

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