First commit, before I switch away from AcquireNextFrame

This commit is contained in:
jrhodnik 2019-05-23 22:06:17 -04:00
commit d07a2d5adc
19 changed files with 7803 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28010.2019
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VDash", "VDash\VDash.csproj", "{C12CDA63-DDBB-427B-B66A-72FA42291B04}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x64 = Debug|x64
Release|Any CPU = Release|Any CPU
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Debug|x64.ActiveCfg = Debug|x64
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Debug|x64.Build.0 = Debug|x64
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Release|Any CPU.Build.0 = Release|Any CPU
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Release|x64.ActiveCfg = Release|x64
{C12CDA63-DDBB-427B-B66A-72FA42291B04}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {BEAB4AD2-8C81-44E3-B498-655CC3039D29}
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
</startup>
</configuration>

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<Application x:Class="VDash.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:VDash"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>

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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace VDash
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}

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<Window x:Class="VDash.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:VDash"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="20" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
</Grid>
</Window>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Valve.VR;
namespace VDash
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
//Connect to VR runtime...
EVRInitError initError = EVRInitError.None;
var ret = OpenVR.Init(ref initError, EVRApplicationType.VRApplication_Overlay);
if (initError != EVRInitError.None)
{
throw new Exception($"Error connecting to VR: {initError.ToString()}");
}
Overlay.WindowOverlay overlay = new Overlay.WindowOverlay("TestKey", "Window Dash");
overlay.Create();
//var screenStateLogger = new ScreenStateLogger();
//screenStateLogger.ScreenRefreshed += (sender, data) =>
//{
// Console.WriteLine("Got screen data!");
//};
//screenStateLogger.Start();
}
}
}

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VDash/OpenVR/openvr_api.cs Normal file

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Valve.VR;
namespace VDash.Overlay
{
public class DashOverlay
{
internal ulong m_Handle;
public ulong Handle
{
get
{
return m_Handle;
}
}
internal string m_Key;
public string Key { get { return m_Key; } }
internal string m_Name;
public string Name { get { return m_Name; } }
public DashOverlay(string key, string name)
{
m_Key = key;
m_Name = name;
}
}
}

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using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Valve.VR;
namespace VDash.Overlay
{
public class WindowOverlay : DashOverlay,IDisposable
{
public CVRSystem VRSystem { get; private set; }
private Task m_EventPumpTask = null;
bool m_Created = false;
bool m_Running = true;
public WindowOverlay(string key, string name) : base(key, name)
{
}
public void Create()
{
ConsoleManager.Show();
ulong thumbHandle = OpenVR.k_ulOverlayHandleInvalid;
//Actually create the overlay
var overlay = OpenVR.Overlay;
EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_Handle, ref thumbHandle);
if (err != EVROverlayError.None)
{
throw new Exception($"Error creating overlay: {err}");
}
overlay.SetOverlayWidthInMeters(m_Handle, 2.5f);
overlay.SetOverlayInputMethod(m_Handle, VROverlayInputMethod.Mouse);
m_EventPumpTask = Task.Factory.StartNew(() => { EventPump(); });
m_Created = true;
}
private void EventPump()
{
#region Rendering setup
var overlay = OpenVR.Overlay;
//Skip rendering if overlay isn't visible
if ((m_Handle == OpenVR.k_ulOverlayHandleInvalid) || overlay == null || (!overlay.IsOverlayVisible(m_Handle)))
{
//return;
}
//Taken from here: https://stackoverflow.com/questions/6812068/c-sharp-which-is-the-fastest-way-to-take-a-screen-shot
var factory = new Factory1();
//Get first adapter
var adapter = factory.GetAdapter1(0);
//Get device from adapter
var device = new SharpDX.Direct3D11.Device(adapter);
//Get front buffer of the adapter
var output = adapter.GetOutput(0);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = output.Description.DesktopBounds.Right;
int height = output.Description.DesktopBounds.Bottom;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var screenTexture = new Texture2D(device, textureDesc);
#endregion
int frames = 0;
DateTime lastFps = DateTime.MinValue;
while (m_Running)
{
VREvent_t vrEvent = new VREvent_t();
while (OpenVR.Overlay.PollNextOverlayEvent(m_Handle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent)))
{
switch ((EVREventType)vrEvent.eventType)
{
case EVREventType.VREvent_MouseMove:
{
var x = vrEvent.data.mouse.x;
var y = vrEvent.data.mouse.y;
break;
}
case EVREventType.VREvent_MouseButtonDown:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
break;
}
case EVREventType.VREvent_MouseButtonUp:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
break;
}
case EVREventType.VREvent_OverlayShown:
{
Console.WriteLine("Overlay Shown!");
break;
}
}
}
#region Acutally Render
using (var duplicatedOutput = output1.DuplicateOutput(device))
{
SharpDX.DXGI.Resource screenResource = null;
try
{
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time is ms
duplicatedOutput.AcquireNextFrame(10000, out duplicateFrameInformation, out screenResource);
#region junk
// copy resource into memory that can be accessed by the CPU
//using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
//{
// device.ImmediateContext.CopyResource(screenTexture2D, screenTexture);
//}
// Get the desktop capture texture
var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, SharpDX.Direct3D11.MapFlags.None);
// Create Drawing.Bitmap
//using (var bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb))
//{
// var boundsRect = new Rectangle(0, 0, width, height);
// // Copy pixels from screen capture Texture to GDI bitmap
// var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
// var sourcePtr = mapSource.DataPointer;
// var destPtr = mapDest.Scan0;
if (duplicateFrameInformation.AccumulatedFrames > 0)
{
//Console.WriteLine($"Frames: {duplicateFrameInformation.AccumulatedFrames}");
var texture = new Texture_t();
texture.handle = screenTexture.NativePointer;
texture.eType = ETextureType.DirectX;
texture.eColorSpace = EColorSpace.Auto;
EVROverlayError result = overlay.SetOverlayTexture(m_Handle, ref texture);
if (result != EVROverlayError.None)
{
Console.WriteLine($"Error rendering: {result}");
}
frames++;
}
//for (int y = 0; y < height; y++)
//{
// Copy a single line
// Utilities.CopyMemory(destPtr, sourcePtr, width * 4);
// Advance pointers
// sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
// destPtr = IntPtr.Add(destPtr, mapDest.Stride);
//}
//// // Release source and dest locks
//bitmap.UnlockBits(mapDest);
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
//using (var ms = new FileStream(@"C:\Users\jrhodnik\Desktop\ss.bmp", FileMode.Create))
//{
// bitmap.Save(ms, ImageFormat.Bmp);
//}
//}
#endregion
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
finally
{
if (screenResource != null)
{
screenResource.Dispose();
}
duplicatedOutput.ReleaseFrame();
}
}
#endregion
//Thread.Sleep(20);
if(DateTime.Now.Subtract(lastFps).TotalMilliseconds > 1000)
{
Console.WriteLine($"{frames} fps.");
frames = 0;
lastFps = DateTime.Now;
}
}
}
private class User32
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int left;
public int top;
public int right;
public int bottom;
}
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref Rect rect);
}
public void Dispose()
{
//FIXME: Actually implement this...
}
}
}

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using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("VDash")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("VDash")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
//In order to begin building localizable applications, set
//<UICulture>CultureYouAreCodingWith</UICulture> in your .csproj file
//inside a <PropertyGroup>. For example, if you are using US english
//in your source files, set the <UICulture> to en-US. Then uncomment
//the NeutralResourceLanguage attribute below. Update the "en-US" in
//the line below to match the UICulture setting in the project file.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace VDash.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("VDash.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

30
VDash/Properties/Settings.Designer.cs generated Normal file
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@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace VDash.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

View File

@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

138
VDash/ScreenStateLogger.cs Normal file
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@ -0,0 +1,138 @@
using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace VDash
{
public class ScreenStateLogger
{
private byte[] _previousScreen;
private bool _run, _init;
public int Size { get; private set; }
public ScreenStateLogger()
{
}
public void Start()
{
_run = true;
var factory = new Factory1();
//Get first adapter
var adapter = factory.GetAdapter1(0);
//Get device from adapter
var device = new SharpDX.Direct3D11.Device(adapter);
//Get front buffer of the adapter
var output = adapter.GetOutput(0);
var output1 = output.QueryInterface<Output1>();
// Width/Height of desktop to capture
int width = output.Description.DesktopBounds.Right;
int height = output.Description.DesktopBounds.Bottom;
// Create Staging texture CPU-accessible
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Read,
BindFlags = BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Staging
};
var screenTexture = new Texture2D(device, textureDesc);
Task.Factory.StartNew(() =>
{
// Duplicate the output
using (var duplicatedOutput = output1.DuplicateOutput(device))
{
while (_run)
{
try
{
SharpDX.DXGI.Resource screenResource;
OutputDuplicateFrameInformation duplicateFrameInformation;
// Try to get duplicated frame within given time is ms
duplicatedOutput.AcquireNextFrame(5, out duplicateFrameInformation, out screenResource);
// copy resource into memory that can be accessed by the CPU
using (var screenTexture2D = screenResource.QueryInterface<Texture2D>())
device.ImmediateContext.CopyResource(screenTexture2D, screenTexture);
// Get the desktop capture texture
var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, SharpDX.Direct3D11.MapFlags.None);
// Create Drawing.Bitmap
using (var bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb))
{
var boundsRect = new Rectangle(0, 0, width, height);
// Copy pixels from screen capture Texture to GDI bitmap
var mapDest = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
var sourcePtr = mapSource.DataPointer;
var destPtr = mapDest.Scan0;
for (int y = 0; y < height; y++)
{
// Copy a single line
Utilities.CopyMemory(destPtr, sourcePtr, width * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destPtr = IntPtr.Add(destPtr, mapDest.Stride);
}
// Release source and dest locks
bitmap.UnlockBits(mapDest);
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
using (var ms = new MemoryStream())
{
bitmap.Save(ms, ImageFormat.Bmp);
if (duplicateFrameInformation.AccumulatedFrames > 0)
{
ScreenRefreshed?.Invoke(this, ms.ToArray());
}
_init = true;
}
}
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
catch (SharpDXException e)
{
if (e.ResultCode.Code != SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
Trace.TraceError(e.Message);
Trace.TraceError(e.StackTrace);
}
}
}
}
});
while (!_init) ;
}
public void Stop()
{
_run = false;
}
public EventHandler<byte[]> ScreenRefreshed;
}
}

138
VDash/VDash.csproj Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{C12CDA63-DDBB-427B-B66A-72FA42291B04}</ProjectGuid>
<OutputType>WinExe</OutputType>
<RootNamespace>VDash</RootNamespace>
<AssemblyName>VDash</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<WarningLevel>4</WarningLevel>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
<OutputPath>bin\x64\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<HintPath>..\packages\SharpDX.4.2.0\lib\net45\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<HintPath>..\packages\SharpDX.Direct3D11.4.2.0\lib\net45\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<HintPath>..\packages\SharpDX.DXGI.4.2.0\lib\net45\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xaml">
<RequiredTargetFramework>4.0</RequiredTargetFramework>
</Reference>
<Reference Include="WindowsBase" />
<Reference Include="PresentationCore" />
<Reference Include="PresentationFramework" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Compile Include="ScreenStateLogger.cs" />
<Page Include="MainWindow.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="Debug\ConsoleManager.cs" />
<Compile Include="MainWindow.xaml.cs">
<DependentUpon>MainWindow.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="OpenVR\openvr_api.cs" />
<Compile Include="Overlay\DashOverlay.cs" />
<Compile Include="Overlay\WindowOverlay.cs" />
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="packages.config" />
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<Content Include="openvr_api.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

BIN
VDash/openvr_api.dll Normal file

Binary file not shown.

6
VDash/packages.config Normal file
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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="SharpDX" version="4.2.0" targetFramework="net45" />
<package id="SharpDX.Direct3D11" version="4.2.0" targetFramework="net45" />
<package id="SharpDX.DXGI" version="4.2.0" targetFramework="net45" />
</packages>