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# Win32CaptureSample
A simple sample using the Windows.Graphics.Capture APIs in a Win32 application.

## Points of interest
Here are some places you should look at in the code to learn the following:
## Table of Contents
* [Requirements](https://github.com/robmikh/Win32CaptureSample#requirements)
* [Win32 vs UWP](https://github.com/robmikh/Win32CaptureSample#win32-vs-uwp)
* [HWND or HMONITOR based capture](https://github.com/robmikh/Win32CaptureSample#hwnd-or-hmonitor-based-capture)
* [Using the GraphicsCapturePicker](https://github.com/robmikh/Win32CaptureSample#using-the-graphicscapturepicker)
* [Create vs CreateFreeThreaded](https://github.com/robmikh/Win32CaptureSample#create-vs-createfreethreaded)
* [Points of interest](https://github.com/robmikh/Win32CaptureSample#points-of-interest)

* Capture a window given its window handle. [`App::StartCapture(HWND)`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/App.cpp)
* Capture a monitor given its monitor handle. [`App::StartCapture(HMONITOR)`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/App.cpp)
* Show the system provided picker and capture the selected window/monitor. [`App::StartCaptureWithPickerAsync()`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/App.cpp)
* Setting up the Windows.Graphics.Capture API. [`SimpleCapture::SimpleCapture()`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/SimpleCapture.cpp)
* Processing frames received from the frame pool. [`SimpleCapture::OnFrameArrived(Direct3D11CaptureFramePool, IInspectable)`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/SimpleCapture.cpp)
* Taking a snapshot [`CaptureSnapshot::TakeAsync(IDirect3DDevice, GraphicsCaptureItem)`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/CaptureSnapshot.cpp) and [`App::TakeSnapshotAsync()`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/App.cpp) for capturing and encoding respectively.
## Requirements
This sample requires the [Windows 10 SDK version 2104 (10.0.20348.0)](https://developer.microsoft.com/en-us/windows/downloads/sdk-archive/) and [Visual Studio 2022](https://visualstudio.microsoft.com/vs/) to compile. Neither are required to run the sample once you have a binary.

## Win32 vs UWP
For the most part, using the API is the same between Win32 and UWP. However, there are some small differences.
This sample demonstrates using the Windows.Graphics.Capture APIs in a Win32 application. For the most part, the usage is the same, except for a few tweaks:

### HWND or HMONITOR based capture
Win32 applications have access to the [IGraphicsCaptureItemInterop](https://docs.microsoft.com/en-us/windows/win32/api/windows.graphics.capture.interop/nn-windows-graphics-capture-interop-igraphicscaptureiteminterop) interface. This interface can be found by QIing for it on the `GraphicsCaptureItem` factory:

```cpp
#include <winrt/Windows.Graphics.Capture.h>
#include <windows.graphics.capture.interop.h>
#include <windows.graphics.capture.h>

namespace winrt
{
using namespace Windows::Graphics::Capture;
}

// Obtaining the factory
auto interopFactory = winrt::get_activation_factory<
winrt::GraphicsCaptureItem,
IGraphicsCaptureItemInterop>();

winrt::GraphicsCaptureItem item{ nullptr };

// Creating a GraphicsCaptureItem from a HWND
winrt::check_hresult(interopFactory->CreateForWindow(
hwnd,
winrt::guid_of<winrt::GraphicsCaptureItem>(),
winrt::put_abi(item)));

1. The `GraphicsCapturePicker` won't be able to infer your window in a Win32 application, so you'll have to QI for [`IInitializeWithWindow`](https://msdn.microsoft.com/en-us/library/windows/desktop/hh706981(v=vs.85).aspx) and provide your window's HWND.
2. `Direct3D11CaptureFramePool` requires a `DispatcherQueue` much like the Composition APIs. You'll need to create a dispatcher for your thread. Alternatively you can use `Direct3D11CaptureFramePool::CreateFreeThreaded` to create the frame pool. Doing so will remove the `DispatcherQueue` requirement, but the `FrameArrived` event will be called from an arbitrary thread.
// Creating a GraphicsCaptureItem from a HMONITOR
winrt::check_hresult(interopFactory->CreateForMonitor(
hmon,
winrt::guid_of<winrt::GraphicsCaptureItem>(),
winrt::put_abi(item)));
```
This sample makes uses a collection of common header files which [contains helpers](https://github.com/robmikh/robmikh.common/blob/master/robmikh.common/include/robmikh.common/capture.desktop.interop.h) for `GraphicsCaptureItem` creation.
### Using the GraphicsCapturePicker
Win32 applications may also use the `GraphicsCapturePicker` to obtain a `GraphicsCaptureItem`, which asks the user to do the selection. Like other pickers, the `GraphicsCapturePicker` won't be able to infer your window in a Win32 application. You'll need to QI for the [`IInitializeWithWindow`](https://msdn.microsoft.com/en-us/library/windows/desktop/hh706981(v=vs.85).aspx) interface and provide your window's HWND.
```cpp
#include <winrt/Windows.Graphics.Capture.h>
#include <shobjidl_core.h>
namespace winrt
{
using namespace Windows::Graphics::Capture;
}
auto picker = winrt::GraphicsCapturePicker();
auto initializeWithWindow = picker.as<IInitializeWithWindow>();
winrt::check_hresult(initializeWithWindow->Initialize(hwnd));
// The picker is now ready for use!
```

## Create vs CreateFreeThreaded
You might have noticed that there are two ways to create the `Direct3D11CaptureFramePool` in the code (`SimpleCapture::SimpleCapture` and `CaptureSnapshot::TakeAsync`). As the name suggests, the method you use to create the frame pool dictates its threading behavior.
When a `Direct3D11CaptureFramePool` is created using `Create`, you're required to have a `DispatcherQueue` for the current thread and for that thread to be pumping messages. When created with `Create`, the `FrameArrived` event will fire on the same thread that created the frame pool.

When created with `CreateFreeThreaded`, there is no `DispatcherQueue` requirement. However, the `FrameArrived` event will fire on the frame pool's internal thread. This means that the callback you provide must be agile (this is usually handled by the language projection).

Creating the frame pool using `Direct3D11CaptureFramePool::Create` ensures that the frame pool's `FrameArrived` event will always call you back on the thread the frame pool was created on. In order to do this, the frame pool requires that a `DispatcherQueue` be associated with the thread, much like the `Windows::UI::Composition::Compositor` object.
## Points of interest
The code is organized into a couple of classes:

Creating the frame pool using `Direct3D11CaptureFramePool::CreateFreeThreaded`, on the other hand, does not require the presence of a `DispatcherQueue`. However, in return, the frame pool's `FrameArrived` event will call you back on an arbitrary thread. Additionally, your callback must be agile (this should only effect those using the raw WinRT ABI).
* [`App.h/cpp`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/App.cpp) handles the basic logic of the sample, as well as setting up the visual tree to present the capture preview.
* [`SampleWindow.h/cpp`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/SampleWindow.cpp) handles the main window and the controls.
* [`SimpleCapture.h/cpp`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/SimpleCapture.cpp) handles the basics of using the Windows.Graphics.Capture API given a `GraphicsCaptureItem`. It starts the capture and copies each frame to a swap chain that is shown on the main window.
* [`CaptureSnapshot.h/cpp`](https://github.com/robmikh/Win32CaptureSample/blob/master/Win32CaptureSample/CaptureSnapshot.cpp) shows how to take a snapshot with the Windows.Graphics.Capture API. The current version uses coroutines, but you could synchronously wait as well using the same events. Just remember to create your frame pool with `CreateFreeThreaded` so you don't deadlock!

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