I am trying to find the fastest method to take the screenshot. So far I've figured out that either GDI, or DirectX can be used. Using GDI I am able to capture the screen in 35ms, while using DirectX Front buffer it takes 73ms average. I want even faster method than this. For this purpose capturing Back Buffer in DirectX seems to be a good method. I am using the following code to do the same:
D3DDISPLAYMODE ddm;
D3DPRESENT_PARAMETERS d3dpp;
if((g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))==NULL)
{
ErrorMessage("Unable to Create Direct3D ");
return E_FAIL;
}
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&ddm)))
{
ErrorMessage("Unable to Get Adapter Display Mode");
return E_FAIL;
}
ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS));
d3dpp.Windowed=WINDOW_MODE;
d3dpp.Flags=D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
d3dpp.BackBufferFormat=ddm.Format;
d3dpp.BackBufferHeight=nDisplayHeight=gScreenRect.bottom =ddm.Height;
d3dpp.BackBufferWidth=nDisplayWidth=gScreenRect.right =ddm.Width;
d3dpp.MultiSampleType=D3DMULTISAMPLE_NONE;
// d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
d3dpp.SwapEffect=D3DSWAPEFFECT_COPY;
d3dpp.hDeviceWindow=hWnd;
d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
d3dpp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING ,&d3dpp,&g_pd3dDevice)))
{
ErrorMessage("Unable to Create Device");
return E_FAIL;
}
if(FAILED(g_pd3dDevice->CreateOffscreenPlainSurface(ddm.Width, ddm.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &g_pSurface, NULL)))
{
ErrorMessage("Unable to Create Surface");
return E_FAIL;
}
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&g_pSurface);
D3DXSaveSurfaceToFile("d:\\v\\temp.bmp",D3DXIFF_BMP,g_pSurface,NULL,NULL);
The problem is, that the output file measures 5MB, but shows nothing but black color in the output. While in the same code if I use GetFrontBufferData I can successfully capture the screen. Am I doing anything wrong? Please help me..