If you are fine resizing to a power of two from the screen, you can do it by:
- Create a smaller texture with
RenderTarget/ShaderResource
usage, and options GenerateMipMaps
, same size of screen, mipcount > 1 (2 for having size /2, 3 for having /4...etc.).
- Copy the first mipmap of the screen texture to the smaller texture
DeviceContext.GenerateMipMaps
on the smaller texture
- Copy the selected mimap of the smaller texture (1: /2, 2: /4...etc.) to the staging texture (that should also be declared smaller, i.e. same size as the mipmap that is going to be used)
A quick hack on the original code to generate a /2 texture would be like this:
[STAThread]
private static void Main()
{
// # of graphics card adapter
const int numAdapter = 0;
// # of output device (i.e. monitor)
const int numOutput = 0;
const string outputFileName = "ScreenCapture.bmp";
// Create DXGI Factory1
var factory = new Factory1();
var adapter = factory.GetAdapter1(numAdapter);
// Create device from Adapter
var device = new Device(adapter);
// Get DXGI.Output
var output = adapter.GetOutput(numOutput);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = output.Description.DesktopBounds.Width;
int height = output.Description.DesktopBounds.Height;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width/2,
Height = height/2,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var stagingTexture = new Texture2D(device, textureDesc);
// Create Staging texture CPU-accessible
var smallerTextureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.None,
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.GenerateMipMaps,
MipLevels = 4,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Default
};
var smallerTexture = new Texture2D(device, smallerTextureDesc);
var smallerTextureView = new ShaderResourceView(device, smallerTexture);
// Duplicate the output
var duplicatedOutput = output1.DuplicateOutput(device);
bool captureDone = false;
for (int i = 0; !captureDone; i++)
{
try
{
SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time
duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);
if (i > 0)
{
// copy resource into memory that can be accessed by the CPU
using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
device.ImmediateContext.CopySubresourceRegion(screenTexture2D, 0, null, smallerTexture, 0);
// Generates the mipmap of the screen
device.ImmediateContext.GenerateMips(smallerTextureView);
// Copy the mipmap 1 of smallerTexture (size/2) to the staging texture
device.ImmediateContext.CopySubresourceRegion(smallerTexture, 1, null, stagingTexture, 0);
// Get the desktop capture texture
var mapSource = device.ImmediateContext.MapSubresource(stagingTexture, 0, MapMode.Read, MapFlags.None);
// Create Drawing.Bitmap
var bitmap = new System.Drawing.Bitmap(width/2, height/2, PixelFormat.Format32bppArgb);
var boundsRect = new System.Drawing.Rectangle(0, 0, width/2, height/2);
// Copy pixels from screen capture Texture to GDI bitmap
var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
var sourcePtr = mapSource.DataPointer;
var destPtr = mapDest.Scan0;
for (int y = 0; y < height/2; y++)
{
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, width/2 * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destPtr = IntPtr.Add(destPtr, mapDest.Stride);
}
// Release source and dest locks
bitmap.UnlockBits(mapDest);
device.ImmediateContext.UnmapSubresource(stagingTexture, 0);
// Save the output
bitmap.Save(outputFileName);
// Capture done
captureDone = true;
}
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
catch (SharpDXException e)
{
if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
throw e;
}
}
}
// Display the texture using system associated viewer
System.Diagnostics.Process.Start(Path.GetFullPath(Path.Combine(Environment.CurrentDirectory, outputFileName)));
// TODO: We should cleanp up all allocated COM objects here
}