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Added check to downscale limit and automatically reduced it if the captured region is not big enough to scale down that much (could cause crashed)
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@ -300,7 +300,7 @@ public sealed class DX11ScreenCapture : IScreenCapture
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int unscaledWidth = width;
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int unscaledHeight = height;
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(width, height) = CalculateScaledSize(unscaledWidth, unscaledHeight, downscaleLevel);
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(width, height, downscaleLevel) = CalculateScaledSize(unscaledWidth, unscaledHeight, downscaleLevel);
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byte[] buffer = new byte[width * height * BPP];
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@ -354,7 +354,7 @@ public sealed class DX11ScreenCapture : IScreenCapture
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//TODO DarthAffe 01.05.2022: For now just reinitialize the zone in that case, but this could be optimized to only recreate the textures needed.
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if ((width != null) || (height != null) || (downscaleLevel != null))
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{
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(int newWidth, int newHeight) = CalculateScaledSize(newUnscaledWidth, newUnscaledHeight, newDownscaleLevel);
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(int newWidth, int newHeight, newDownscaleLevel) = CalculateScaledSize(newUnscaledWidth, newUnscaledHeight, newDownscaleLevel);
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lock (_captureZones)
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{
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UnregisterCaptureZone(captureZone);
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@ -371,11 +371,17 @@ public sealed class DX11ScreenCapture : IScreenCapture
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}
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}
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private (int width, int height) CalculateScaledSize(int width, int height, int downscaleLevel)
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private (int width, int height, int downscaleLevel) CalculateScaledSize(int width, int height, int downscaleLevel)
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{
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if (downscaleLevel > 0)
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for (int i = 0; i < downscaleLevel; i++)
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{
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if ((width <= 1) && (height <= 1))
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{
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downscaleLevel = i;
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break;
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}
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width /= 2;
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height /= 2;
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}
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@ -383,7 +389,7 @@ public sealed class DX11ScreenCapture : IScreenCapture
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if (width < 1) width = 1;
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if (height < 1) height = 1;
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return (width, height);
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return (width, height, downscaleLevel);
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}
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private void ValidateCaptureZoneAndThrow(int x, int y, int width, int height)
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