From eac116658ca0b42490f2eb7a08679fe100f8f278 Mon Sep 17 00:00:00 2001 From: Chase Payne Date: Sun, 11 Aug 2024 23:06:11 -0500 Subject: [PATCH] code review suggestions --- tools/ddprobe.cpp | 124 +++++++++++++++++++++++----------------------- 1 file changed, 61 insertions(+), 63 deletions(-) diff --git a/tools/ddprobe.cpp b/tools/ddprobe.cpp index bfabb503598..f89c085aaae 100644 --- a/tools/ddprobe.cpp +++ b/tools/ddprobe.cpp @@ -9,10 +9,13 @@ #include #include #include +#include #include "src/utility.h" using namespace std::literals; +using Microsoft::WRL::ComPtr; + namespace dxgi { template void @@ -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(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(blackThreshold * 255); + // Convert the darkness threshold to an integer value for comparison + const int threshold = static_cast(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 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 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 frameTexture; + status = frameResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast(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; } @@ -146,51 +157,37 @@ test_frame_capture(dxgi::dup_t &dup, ID3D11Device *device) { frameDesc.BindFlags = 0; frameDesc.MiscFlags = 0; - ID3D11Texture2D *stagingTexture = nullptr; + ComPtr 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 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[] = { @@ -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(device.get()), &dup); + ComPtr 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; }