I'm trying to hook a DirectX game. I successfully loaded my hook and I'm able to save images/backbuffer to the disk using:
HRESULT Capture(IDirect3DDevice9* Device, const char* FilePath)
{
IDirect3DSurface9* RenderTarget = nullptr;
HRESULT result = Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &RenderTarget);
//for some reason result is never S_OK but this still works.
result = D3DXSaveSurfaceToFile(FilePath, D3DXIFF_PNG, RenderTarget, nullptr, nullptr);
SafeRelease(RenderTarget);
return result;
}
It saves successfully and I'm glad. However, I want to save to a pixel array instead of to the disk. I tried using:
#include <memory>
std::unique_ptr<std::uint8_t[]> mem(new std::uint8_t[100 * 100 * 4]);
HRESULT Direct3DDevice9Proxy::EndScene()
{
IDirect3DSurface9* RenderTarget = nullptr;
HRESULT result = ptr_Direct3DDevice9->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &RenderTarget);
D3DLOCKED_RECT LR;
RenderTarget->LockRect(&LR, nullptr, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY);
memcpy(mem.get(), LR.pBits, LR.Pitch - 1);
RenderTarget->UnlockRect();
SafeRelease(RenderTarget);
return ptr_Direct3DDevice9->EndScene();
}
However, it never locks, and it throws an access violation if I try to access LR.pBits. I'm not sure why it won't lock. Is there another way that I can grab the pixels from the backbuffer into a byte array? The game's max viewport is 1366x768.
EDIT: I've tried:
void dump_buffer(LPDIRECT3DDEVICE9 Device, std::unique_ptr<std::uint8_t[]> &bits)
{
IDirect3DSurface9* RenderTarget = nullptr;
IDirect3DSurface9* DestTarget = nullptr;
D3DSURFACE_DESC rtDesc = {};
Device->GetRenderTarget(0, &RenderTarget);
RenderTarget->GetDesc(&rtDesc);
Device->CreateOffscreenPlainSurface(rtDesc.Width, rtDesc.Height, rtDesc.Format, D3DPOOL_DEFAULT, &DestTarget, nullptr);
Device->GetRenderTargetData(RenderTarget, DestTarget);
if(DestTarget != nullptr)
{
D3DLOCKED_RECT rect;
DestTarget->LockRect(&rect, 0, D3DLOCK_READONLY);
memcpy(bits.get(), rect.pBits, rtDesc.Width * rtDesc.Height * 4);
std::uint8_t* ptr = &bits[0];
CG::Image(ptr, rtDesc.Width, rtDesc.Height).Save("Foo.bmp");
DestTarget->UnlockRect();
DestTarget->Release();
}
RenderTarget->Release();
}
HRESULT Direct3DDevice9Proxy::EndScene()
{
dump_buffer(ptr_Direct3DDevice9, mem);
return ptr_Direct3DDevice9->EndScene();
}
but my image is black. Any ideas?
Note that EndScene queues the scene to be rendered - you're not guaranteed that anything has been rendered before that (or even, immediately after).
IDirect3DDevice9::GetFrontBufferData might be more of use to you. It "Generates a copy of the device's front buffer and places that copy in a system memory buffer provided by the application."
What you want to do is call CreateOffscreenPlainSurface to create pSurface in system memory and then call GetFrontBufferData(0, pSurface).