after a whole day of testing I came up with this code, which captures current screen using DirectX (SlimDX) and saves it into a file:
Device d;
public DxScreenCapture()
{
PresentParameters present_params = new PresentParameters();
present_params.Windowed = true;
present_params.SwapEffect = SwapEffect.Discard;
d = new Device(new Direct3D(), 0, DeviceType.Hardware, IntPtr.Zero, CreateFlags.SoftwareVertexProcessing, present_params);
}
public Surface CaptureScreen()
{
Surface s = Surface.CreateOffscreenPlain(d, Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, Format.A8R8G8B8, Pool.Scratch);
d.GetFrontBufferData(0, s);
return s;
}
Then I do the following:
DxScreenCapture sc = new DxScreenCapture();
..code here
private void button1_Click(object sender, EventArgs e)
{
Stopwatch stopwatch = new Stopwatch();
// Begin timing
stopwatch.Start();
Surface s = sc.CaptureScreen();
Surface.ToFile(s, @"c:\temp\test.png", ImageFileFormat.Png);
s.Dispose();
stopwatch.Stop();
textBox1.Text = ("Elapsed:" + stopwatch.Elapsed.TotalMilliseconds);
}
The results are:
0. when I don't save surface: avg. elapsed time: 80-90ms
1. when I also save Surface to BMP file: format: ImageFileFormat.Bmp , avg. elapsed time: 120ms, file size: 7mb
2. when I also save Surface to PNG file: format: ImageFileFormat.Png , avg. elapsed time: 800ms, file size: 300kb
The questions are:
1. Is it possible to optimise current image capture? According to this article - Directx screen capture should be faster than GDI. For me, GDI usually takes 20ms to get a "Bitmap", whereas it takes 80ms to get "Surfare" using DX (both without saving).
http://www.codeproject.com/Articles/274461/Very-fast-screen-capture-using-DirectX-in-Csharp
2a. How to save Surface to PNG image format faster? When I save surface to 7mb BMP file it takes almost 6 times less time, than when I save the same surface to 300kb PNG file..
2b. Is it possible to save Surface directly to Bitmap so I don't have to create temporary files?
So I don't have to do following: Surface -> image file; image file open -> bitmap;, but instead: Surface -> bitmap
that's all for now. I'll gladly accept any tips, thanks!
Edit:
Just solved 2b by doing:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
Edit2:
Surface.ToFile(s, @"C:\temp\test.bmp", ImageFileFormat.Bmp);
Bitmap bitmap = new Bitmap(@"C:\temp\test.bmp");
is faster than:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
by 100 ms!!! Yeah, I couldn't believe my eyes too ;) I don't like the idea of temporary file creation, but a 50% performance increase (100-200ms instead of 200-300+) is a very good thing.
If you don't want to use SlimDX library you can also try
public Bitmap GimmeBitmap(Surface s)
{
GraphicsStream gs = SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s);
return new Bitmap(gs);
}
and try the same for .png - I did not test performance but it have to be faster than using disc temporary file :)
and as for 1st question - try to only once create surface and then on every screenshot only put into it device's buffer data and create the bitmap
d.GetFrontBufferData(0, s);
return new Bitmap(SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s));
this should save you some time :)