Files
spice2x.github.io/src/spice2x/hooks/graphics/backends/d3d11/d3d11_screenshot.cpp
T
bicarus b3d8d0aea9 overlay: implement dx11 backend (#707)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #134 

## Description of change
Add ImGui DX11 backend implementation, and integrate into the spice
overlay.

The tricky part is that some of the Unity games:

1. Launch multiple windows, and
2. Can be resized (even full screen games launch at a certain resolution
and then expand to fit desktop resolution)
3. lazy load DX11 DLLs

This PR also adds screenshot functionality, but screen resize is not
implemented.

## Testing

Seems to be working for most games. Need to do final tests for:

- [x] CCJ (attract movie plays as well)
- [x] Busou Shinki (title movie plays)
- [x] MFG
- [x] QuizKnock
- [x] Polaris Chord
- [x] check dx9 for regression
2026-05-29 00:47:28 -07:00

166 lines
5.4 KiB
C++

// dx11 screenshot capture. mirrors the d3d9 backend: copy the current
// backbuffer into a staging texture, force alpha=255, write PNG via
// stb_image_write, push to clipboard and notify.
#include "d3d11_backend.h"
#ifdef SPICE_D3D11
#include <vector>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include "d3d11_internal.h"
#include "external/stb_image_write.h"
#include "hooks/graphics/graphics.h"
#include "misc/clipboard.h"
#include "overlay/notifications.h"
#include "util/fileutils.h"
using d3d11_hooks::com_ptr;
namespace {
// copy the swapchain backbuffer into a CPU-readable staging texture and
// flatten it into an RGBA8 buffer (BGRA backbuffers are swizzled,
// alpha is forced to 255).
bool copy_backbuffer_to_rgba(IDXGISwapChain *swapchain,
ID3D11Device *device,
ID3D11DeviceContext *context,
std::vector<uint8_t> &out,
uint32_t &out_w, uint32_t &out_h)
{
ID3D11Texture2D *raw_bb = nullptr;
if (FAILED(swapchain->GetBuffer(0, IID_PPV_ARGS(&raw_bb))) || !raw_bb) {
return false;
}
com_ptr<ID3D11Texture2D> backbuffer(raw_bb);
D3D11_TEXTURE2D_DESC desc {};
backbuffer->GetDesc(&desc);
// MSAA backbuffers can't be CopyResource'd into a non-MS staging target.
com_ptr<ID3D11Texture2D> resolved;
ID3D11Texture2D *source = backbuffer.get();
if (desc.SampleDesc.Count > 1) {
D3D11_TEXTURE2D_DESC rd = desc;
rd.SampleDesc.Count = 1;
rd.SampleDesc.Quality = 0;
rd.Usage = D3D11_USAGE_DEFAULT;
rd.BindFlags = D3D11_BIND_RENDER_TARGET;
rd.CPUAccessFlags = 0;
rd.MiscFlags = 0;
ID3D11Texture2D *r = nullptr;
if (FAILED(device->CreateTexture2D(&rd, nullptr, &r)) || !r) {
return false;
}
resolved.reset(r);
context->ResolveSubresource(resolved.get(), 0, backbuffer.get(), 0, desc.Format);
source = resolved.get();
}
D3D11_TEXTURE2D_DESC sd {};
sd.Width = desc.Width;
sd.Height = desc.Height;
sd.MipLevels = 1;
sd.ArraySize = 1;
sd.Format = desc.Format;
sd.SampleDesc.Count = 1;
sd.Usage = D3D11_USAGE_STAGING;
sd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D *raw_staging = nullptr;
if (FAILED(device->CreateTexture2D(&sd, nullptr, &raw_staging)) || !raw_staging) {
return false;
}
com_ptr<ID3D11Texture2D> staging(raw_staging);
context->CopyResource(staging.get(), source);
D3D11_MAPPED_SUBRESOURCE mapped {};
if (FAILED(context->Map(staging.get(), 0, D3D11_MAP_READ, 0, &mapped))) {
return false;
}
// backbuffers from GetDesc are always fully-typed (never _TYPELESS).
const bool is_bgra = desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM
|| desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
out.resize(static_cast<size_t>(desc.Width) * desc.Height * 4);
const uint8_t *src_base = reinterpret_cast<const uint8_t *>(mapped.pData);
for (uint32_t y = 0; y < desc.Height; ++y) {
const uint8_t *row = src_base + static_cast<size_t>(y) * mapped.RowPitch;
uint8_t *dst = out.data() + static_cast<size_t>(y) * desc.Width * 4;
for (uint32_t x = 0; x < desc.Width; ++x) {
dst[x * 4 + 0] = row[x * 4 + (is_bgra ? 2 : 0)];
dst[x * 4 + 1] = row[x * 4 + 1];
dst[x * 4 + 2] = row[x * 4 + (is_bgra ? 0 : 2)];
dst[x * 4 + 3] = 255;
}
}
context->Unmap(staging.get(), 0);
out_w = desc.Width;
out_h = desc.Height;
return true;
}
} // namespace
namespace d3d11_hooks {
void try_screenshot(IDXGISwapChain *swapchain) {
if (!swapchain || !graphics_screenshot_consume()) {
return;
}
auto file_path = graphics_screenshot_genpath();
if (file_path.empty()) {
return;
}
ID3D11Device *raw_device = nullptr;
if (FAILED(swapchain->GetDevice(IID_PPV_ARGS(&raw_device))) || !raw_device) {
return;
}
com_ptr<ID3D11Device> device(raw_device);
ID3D11DeviceContext *raw_ctx = nullptr;
device->GetImmediateContext(&raw_ctx);
if (!raw_ctx) {
return;
}
com_ptr<ID3D11DeviceContext> context(raw_ctx);
std::vector<uint8_t> pixels;
uint32_t w = 0, h = 0;
if (!copy_backbuffer_to_rgba(swapchain, device.get(), context.get(), pixels, w, h)) {
log_warning("graphics::d3d11", "screenshot: failed to capture backbuffer");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to capture");
return;
}
log_info("graphics::d3d11", "saving screenshot to {}", file_path);
if (stbi_write_png(file_path.c_str(), (int) w, (int) h, 4,
pixels.data(), (int) w * 4))
{
clipboard::copy_image(file_path);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Screenshot saved: {}", fileutils::basename(file_path)));
} else {
log_warning("graphics::d3d11", "screenshot: stbi_write_png failed");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to save");
}
}
}
#endif // SPICE_D3D11