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Nonary committed Aug 12, 2024
1 parent f2311bb commit eac1166
Showing 1 changed file with 61 additions and 63 deletions.
124 changes: 61 additions & 63 deletions tools/ddprobe.cpp
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Expand Up @@ -9,10 +9,13 @@
#include <iostream>
#include <locale>
#include <string>
#include <wrl.h>

#include "src/utility.h"

using namespace std::literals;
using Microsoft::WRL::ComPtr;

namespace dxgi {
template <class T>
void
Expand Down Expand Up @@ -70,72 +73,80 @@ syncThreadDesktop() {
}

/**
* @brief Determines whether a given frame is entirely black by checking every pixel.
* @brief Checks whether a given frame is entirely dark by evaluating the RGB values of each pixel.
*
* This function checks if the provided frame is entirely black by inspecting each pixel in both the x and y dimensions. It inspects the RGB channels of each pixel and compares them against a specified black threshold. If any pixel's RGB values exceed this threshold, the frame is considered not black, and the function returns `false`. Otherwise, if all pixels are below the threshold, the function returns `true`.
* This function determines if the provided frame is completely dark by analyzing the RGB values of every pixel.
* It iterates over all pixels in the frame and compares each pixel's RGB channels to a defined darkness threshold.
* If any pixel's RGB values exceed this threshold, the function concludes that the frame is not entirely dark and returns `false`.
* If all pixels are below the threshold, indicating a completely dark frame, the function returns `true`.
*
* @param mappedResource A reference to a `D3D11_MAPPED_SUBRESOURCE` structure that contains the mapped subresource data of the frame to be analyzed.
* @param frameDesc A reference to a `D3D11_TEXTURE2D_DESC` structure that describes the texture properties, including width and height.
* @param blackThreshold A floating-point value representing the threshold above which a pixel's RGB channels are considered non-black. The value ranges from 0.0f to 1.0f, with a default value of 0.1f.
* @return bool Returns `true` if the frame is determined to be black, otherwise returns `false`.
* @param mappedResource A reference to a `D3D11_MAPPED_SUBRESOURCE` structure containing the mapped subresource data of the frame to be analyzed.
* @param frameDesc A reference to a `D3D11_TEXTURE2D_DESC` structure describing the texture properties, including width and height.
* @param darknessThreshold A floating-point value representing the threshold above which a pixel's RGB values are considered non-dark. The value ranges from 0.0f to 1.0f, with a default value of 0.1f.
* @return bool Returns `true` if the frame is determined to be entirely dark, otherwise returns `false`.
*/
bool
isFrameBlack(const D3D11_MAPPED_SUBRESOURCE &mappedResource, const D3D11_TEXTURE2D_DESC &frameDesc, float blackThreshold = 0.1f) {
is_valid_frame(const D3D11_MAPPED_SUBRESOURCE &mappedResource, const D3D11_TEXTURE2D_DESC &frameDesc, float darknessThreshold = 0.1f) {
const uint8_t *pixels = static_cast<const uint8_t *>(mappedResource.pData);
const int bytesPerPixel = 4; // Assuming RGBA format
const int bytesPerPixel = 4; // (8 bits per channel, excluding alpha). Factoring HDR is not needed because it doesn't cause black levels to raise enough to be a concern.
const int stride = mappedResource.RowPitch;
const int width = frameDesc.Width;
const int height = frameDesc.Height;

// Convert the threshold to an integer value for comparison
const int threshold = static_cast<int>(blackThreshold * 255);
// Convert the darkness threshold to an integer value for comparison
const int threshold = static_cast<int>(darknessThreshold * 255);

// Loop through every pixel
// Iterate over each pixel in the frame
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
const uint8_t *pixel = pixels + y * stride + x * bytesPerPixel;
// Check if any channel (R, G, B) is significantly above black
// Check if any RGB channel exceeds the darkness threshold
if (pixel[0] > threshold || pixel[1] > threshold || pixel[2] > threshold) {
return false;
// Frame is not dark
return true;
}
}
}
return true;
// Frame is entirely dark
return false;
}

/**
* @brief Attempts to capture and verify the contents of up to 10 consecutive frames from a DXGI output duplication.
* @brief Captures and verifies the contents of up to 10 consecutive frames from a DXGI output duplication.
*
* This function tries to acquire the next frame from a provided DXGI output duplication object (`dup`) and inspects its content to determine if the frame is not completely black. If a non-black frame is found within the 10 attempts, the function returns `S_OK`. If all 10 frames are black, it returns `S_FALSE`, indicating that the capture might not be functioning properly. In case of any failure during the process, the appropriate `HRESULT` error code is returned.
* This function attempts to acquire and analyze up to 10 frames from a DXGI output duplication object (`dup`).
* It checks if each frame is non-empty (not entirely dark) by using the `is_valid_frame` function.
* If any non-empty frame is found, the function returns `S_OK`.
* If all 10 frames are empty, it returns `S_FALSE`, suggesting potential issues with the capture process.
* If any error occurs during the frame acquisition or analysis process, the corresponding `HRESULT` error code is returned.
*
* @param dup A reference to the DXGI output duplication object (`dxgi::dup_t&`) used to acquire frames.
* @param device A pointer to the ID3D11Device interface that represents the device associated with the Direct3D context.
* @return HRESULT Returns `S_OK` if a non-black frame is captured successfully, `S_FALSE` if all frames are black, or an error code if a failure occurs during the process.
*
* Possible return values:
* - `S_OK`: A non-black frame was captured, indicating capture was successful.
* - `S_FALSE`: All 10 frames were black, indicating potential capture issues.
* - `E_FAIL`, `DXGI_ERROR_*`, or other DirectX HRESULT error codes in case of specific failures during frame capture, texture creation, or resource mapping.
* @param device A ComPtr to the ID3D11Device interface representing the device associated with the Direct3D context.
* @return HRESULT Returns `S_OK` if a non-empty frame is captured successfully, `S_FALSE` if all frames are empty, or an error code if any failure occurs during the process.
*/
HRESULT
test_frame_capture(dxgi::dup_t &dup, ID3D11Device *device) {
test_frame_capture(dxgi::dup_t &dup, ComPtr<ID3D11Device> device) {
for (int i = 0; i < 10; ++i) {
std::cout << "Attempting to acquire the next frame (" << i + 1 << "/10)..." << std::endl;
IDXGIResource *frameResource = nullptr;
std::cout << "Attempting to acquire frame " << (i + 1) << " of 10..." << std::endl;

ComPtr<IDXGIResource> frameResource;
DXGI_OUTDUPL_FRAME_INFO frameInfo;
HRESULT status = dup->AcquireNextFrame(500, &frameInfo, &frameResource);
auto release_frame = util::fail_guard([&dup]() {
dup->ReleaseFrame();
});

if (FAILED(status)) {
std::cout << "Failed to acquire next frame [0x" << std::hex << status << "]" << std::endl;
std::cout << "Error: Failed to acquire next frame [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}

std::cout << "Frame acquired successfully." << std::endl;

ID3D11Texture2D *frameTexture = nullptr;
status = frameResource->QueryInterface(__uuidof(ID3D11Texture2D), (void **) &frameTexture);
frameResource->Release();
ComPtr<ID3D11Texture2D> frameTexture;
status = frameResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void **>(frameTexture.GetAddressOf()));
if (FAILED(status)) {
std::cout << "Failed to query texture interface from frame resource [0x" << std::hex << status << "]" << std::endl;
std::cout << "Error: Failed to query texture interface from frame resource [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}

Expand All @@ -146,51 +157,37 @@ test_frame_capture(dxgi::dup_t &dup, ID3D11Device *device) {
frameDesc.BindFlags = 0;
frameDesc.MiscFlags = 0;

ID3D11Texture2D *stagingTexture = nullptr;
ComPtr<ID3D11Texture2D> stagingTexture;
status = device->CreateTexture2D(&frameDesc, nullptr, &stagingTexture);
if (FAILED(status)) {
std::cout << "Failed to create staging texture [0x" << std::hex << status << "]" << std::endl;
frameTexture->Release();
std::cout << "Error: Failed to create staging texture [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}

ID3D11DeviceContext *context = nullptr;
ComPtr<ID3D11DeviceContext> context;
device->GetImmediateContext(&context);
context->CopyResource(stagingTexture, frameTexture);
frameTexture->Release();
context->CopyResource(stagingTexture.Get(), frameTexture.Get());

D3D11_MAPPED_SUBRESOURCE mappedResource;
status = context->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mappedResource);
if (SUCCEEDED(status)) {
std::cout << "Verifying if frame is not empty" << std::endl;

if (!isFrameBlack(mappedResource, frameDesc)) {
std::cout << "Frame " << i + 1 << " is not empty!" << std::endl;
context->Unmap(stagingTexture, 0);
stagingTexture->Release();
context->Release();
dup->ReleaseFrame();
return S_OK;
}
context->Unmap(stagingTexture, 0);
}
else {
std::cout << "Failed to map the staging texture for inspection [0x" << std::hex << status << "]" << std::endl;
stagingTexture->Release();
context->Release();
status = context->Map(stagingTexture.Get(), 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(status)) {
std::cout << "Error: Failed to map the staging texture for inspection [0x"sv << util::hex(status).to_string_view() << ']' << std::endl;
return status;
}

stagingTexture->Release();
context->Release();
std::cout << "Releasing the frame..." << std::endl;
dup->ReleaseFrame();
if (is_valid_frame(mappedResource, frameDesc)) {
std::cout << "Frame " << (i + 1) << " is non-empty (contains visible content)." << std::endl;
context->Unmap(stagingTexture.Get(), 0);
return S_OK;
}

std::cout << "Frame " << (i + 1) << " is empty (no visible content)." << std::endl;
context->Unmap(stagingTexture.Get(), 0);
}

// If all frames are black, then we can assume the capture isn't working properly.
// All frames were empty, indicating potential capture issues.
return S_FALSE;
}

HRESULT
test_dxgi_duplication(dxgi::adapter_t &adapter, dxgi::output_t &output) {
D3D_FEATURE_LEVEL featureLevels[] = {
Expand Down Expand Up @@ -232,11 +229,12 @@ test_dxgi_duplication(dxgi::adapter_t &adapter, dxgi::output_t &output) {

// Attempt to duplicate the output
dxgi::dup_t dup;
HRESULT result = output1->DuplicateOutput(static_cast<IUnknown *>(device.get()), &dup);
ComPtr<ID3D11Device> device_ptr(device.get());
HRESULT result = output1->DuplicateOutput(device_ptr.Get(), &dup);

if (SUCCEEDED(result)) {
// If duplication is successful, test frame capture
HRESULT captureResult = test_frame_capture(dup, device.get());
HRESULT captureResult = test_frame_capture(dup, device_ptr.Get());
if (SUCCEEDED(captureResult)) {
return S_OK;
}
Expand Down

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