/* * Copyright (c) 2020 The WebRTC project authors. All Rights Reserved. * * Use of this source code is governed by a BSD-style license * that can be found in the LICENSE file in the root of the source * tree. An additional intellectual property rights grant can be found * in the file PATENTS. All contributing project authors may * be found in the AUTHORS file in the root of the source tree. */ #ifndef MODULES_DESKTOP_CAPTURE_WIN_WGC_CAPTURE_SESSION_H_ #define MODULES_DESKTOP_CAPTURE_WIN_WGC_CAPTURE_SESSION_H_ #include #include #include #include #include #include "api/sequence_checker.h" #include "modules/desktop_capture/desktop_capture_options.h" #include "modules/desktop_capture/screen_capture_frame_queue.h" #include "modules/desktop_capture/shared_desktop_frame.h" #include "modules/desktop_capture/win/wgc_capture_source.h" #include "rtc_base/event.h" namespace webrtc { class WgcCaptureSession final { public: WgcCaptureSession( Microsoft::WRL::ComPtr d3d11_device, Microsoft::WRL::ComPtr< ABI::Windows::Graphics::Capture::IGraphicsCaptureItem> item, ABI::Windows::Graphics::SizeInt32 size); // Disallow copy and assign. WgcCaptureSession(const WgcCaptureSession&) = delete; WgcCaptureSession& operator=(const WgcCaptureSession&) = delete; ~WgcCaptureSession(); HRESULT StartCapture(const DesktopCaptureOptions& options); // Returns a frame from the local frame queue, if any are present. bool GetFrame(std::unique_ptr* output_frame, bool source_should_be_capturable); bool IsCaptureStarted() const { RTC_DCHECK_RUN_ON(&sequence_checker_); return is_capture_started_; } // We keep 2 buffers in the frame pool since it results in a good compromise // between latency/capture-rate and the rate at which // Direct3D11CaptureFramePool.TryGetNextFrame returns NULL and we have to fall // back to providing a copy from our external queue instead. // We make this public for tests. static constexpr int kNumBuffers = 2; private: // Initializes `mapped_texture_` with the properties of the `src_texture`, // overrides the values of some necessary properties like the // D3D11_CPU_ACCESS_READ flag. Also has optional parameters for what size // `mapped_texture_` should be, if they aren't provided we will use the size // of `src_texture`. HRESULT CreateMappedTexture( Microsoft::WRL::ComPtr src_texture, UINT width = 0, UINT height = 0); // Event handler for `item_`'s Closed event. HRESULT OnItemClosed( ABI::Windows::Graphics::Capture::IGraphicsCaptureItem* sender, IInspectable* event_args); // Wraps calls to ProcessFrame and deals with the uniqe start-up phase // ensuring that we always have one captured frame available. void EnsureFrame(); // Process the captured frame and copy it to the `queue_`. HRESULT ProcessFrame(); void RemoveEventHandler(); bool FrameContentCanBeCompared(); bool allow_zero_hertz() const { return allow_zero_hertz_; } std::unique_ptr item_closed_token_; // A Direct3D11 Device provided by the caller. We use this to create an // IDirect3DDevice, and also to create textures that will hold the image data. Microsoft::WRL::ComPtr d3d11_device_; // This item represents what we are capturing, we use it to create the // capture session, and also to listen for the Closed event. Microsoft::WRL::ComPtr item_; // The IDirect3DDevice is necessary to instantiate the frame pool. Microsoft::WRL::ComPtr< ABI::Windows::Graphics::DirectX::Direct3D11::IDirect3DDevice> direct3d_device_; // The frame pool is where frames are deposited during capture, we retrieve // them from here with TryGetNextFrame(). Microsoft::WRL::ComPtr< ABI::Windows::Graphics::Capture::IDirect3D11CaptureFramePool> frame_pool_; // This texture holds the final image data. We made it a member so we can // reuse it, instead of having to create a new texture every time we grab a // frame. Microsoft::WRL::ComPtr mapped_texture_; // This is the size of `mapped_texture_` and the buffers in `frame_pool_`. We // store this as a member so we can compare it to the size of incoming frames // and resize if necessary. ABI::Windows::Graphics::SizeInt32 size_; // The capture session lets us set properties about the capture before it // starts such as whether to capture the mouse cursor, and it lets us tell WGC // to start capturing frames. Microsoft::WRL::ComPtr< ABI::Windows::Graphics::Capture::IGraphicsCaptureSession> session_; // Queue of captured video frames. The queue holds 2 frames and it avoids // alloc/dealloc per captured frame. Incoming frames from the internal frame // pool are copied to this queue after required processing in ProcessFrame(). ScreenCaptureFrameQueue queue_; bool item_closed_ = false; bool is_capture_started_ = false; // Caches the value of DesktopCaptureOptions.allow_wgc_zero_hertz() in // StartCapture(). Adds 0Hz detection in ProcessFrame() when enabled which // adds complexity since memcmp() is performed on two successive frames. bool allow_zero_hertz_ = false; // Tracks damage region updates that were reported since the last time a frame // was captured. Currently only supports either the complete rect being // captured or an empty region. Will always be empty if `allow_zero_hertz_` is // false. DesktopRegion damage_region_; SequenceChecker sequence_checker_; }; } // namespace webrtc #endif // MODULES_DESKTOP_CAPTURE_WIN_WGC_CAPTURE_SESSION_H_