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/*
* Copyright (c) 2026 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
#ifndef MODULES_DESKTOP_CAPTURE_WIN_DXGI_DESKTOP_FRAME_H_
#define MODULES_DESKTOP_CAPTURE_WIN_DXGI_DESKTOP_FRAME_H_
#include <d3d11.h>
#include <wrl/client.h>
#include <memory>
#include "modules/desktop_capture/desktop_frame.h"
#include "modules/desktop_capture/frame_texture.h"
namespace webrtc {
// DesktopFrame implementation used by DXGI captures on Windows.
// Frame texture is stored in the handle.
class DXGIDesktopFrame : public DesktopFrame {
public:
DXGIDesktopFrame(const DXGIDesktopFrame&) = delete;
DXGIDesktopFrame& operator=(const DXGIDesktopFrame&) = delete;
// Creates a DXGIDesktopFrame. If `prevent_release` is provided (typically
// an IDirect3D11CaptureFrame), it prevents the WGC frame pool from recycling
// the underlying texture while downstream consumers still reference this
// frame.
static std::unique_ptr<DXGIDesktopFrame> Create(
DesktopSize size,
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture,
Microsoft::WRL::ComPtr<IUnknown> prevent_release);
private:
DXGIDesktopFrame(DesktopSize size,
int stride,
uint8_t* data,
std::unique_ptr<FrameTexture> frame_texture);
const std::unique_ptr<FrameTexture> owned_frame_texture_;
};
} // namespace webrtc
#endif // MODULES_DESKTOP_CAPTURE_WIN_DXGI_DESKTOP_FRAME_H_