How do you capture the active window of a Win32 application using C++ and using DirectX 11?

This is what I use to collect single frames, but if you modify this and keep the two targets open all the time then you could "stream" it to disk using a static counter for the file name. - I can't recall where I found this, but it has been modified, thanks to whoever!

void dump_buffer()
{
   IDirect3DSurface9* pRenderTarget=NULL;
   IDirect3DSurface9* pDestTarget=NULL;
     const char file[] = "Pickture.bmp";
   // sanity checks.
   if (Device == NULL)
      return;

   // get the render target surface.
   HRESULT hr = Device->GetRenderTarget(0, &pRenderTarget);
   // get the current adapter display mode.
   //hr = pDirect3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddisplaymode);

   // create a destination surface.
   hr = Device->CreateOffscreenPlainSurface(DisplayMde.Width,
                         DisplayMde.Height,
                         DisplayMde.Format,
                         D3DPOOL_SYSTEMMEM,
                         &pDestTarget,
                         NULL);
   //copy the render target to the destination surface.
   hr = Device->GetRenderTargetData(pRenderTarget, pDestTarget);
   //save its contents to a bitmap file.
   hr = D3DXSaveSurfaceToFile(file,
                              D3DXIFF_BMP,
                              pDestTarget,
                              NULL,
                              NULL);

   // clean up.
   pRenderTarget->Release();
   pDestTarget->Release();
}


Thanks..........



How do you capture the active window of a Win32 application using C++ and using DirectX 11? How do you capture the active window of a Win32 application using C++ and using DirectX 11? Reviewed by Sumit Bishnoi on November 20, 2019 Rating: 5

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