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Review follow-up: - A tone-map failure surfaced as a capture error, and the capture loop answers any DXGI error by switching the capturer to GDI for the rest of its life. The capturer now drops the tone-map, re-creates the duplication with the legacy DuplicateOutput (DXGI's clipped BGRA8, the pre-HDR behaviour) and returns WouldBlock, so the session stays on DXGI and simply fetches the next frame. - Only failures that cannot succeed anywhere in the process (no d3dcompiler_47.dll, shaders that do not compile) set the global UNAVAILABLE flag; D3D object creation failures stay with the capturer that hit them, so another adapter or a recreated capturer tries again. - D3DCompile is resolved once through a OnceLock instead of a LoadLibrary per capturer that was never freed. - The module doc now states what this pass is: normalization of an HDR desktop to SDR, with everything above SDR white clipping, not a tone map, and why a roll-off is deliberately not applied. The earlier claim that clipping matches what the local user sees was wrong for HDR content on an HDR display. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F
Derived from https://github.com/quadrupleslap/scrap
scrap
Scrap records your screen! At least it does if you're on Windows, macOS, or Linux.
Usage
[dependencies]
scrap = "0.5"
Its API is as simple as it gets!
struct Display; /// A screen.
struct Frame; /// An array of the pixels that were on-screen.
struct Capturer; /// A recording instance.
impl Capturer {
/// Begin recording.
pub fn new(display: Display) -> io::Result<Capturer>;
/// Try to get a frame.
/// Returns WouldBlock if it's not ready yet.
pub fn frame<'a>(&'a mut self) -> io::Result<Frame<'a>>;
pub fn width(&self) -> usize;
pub fn height(&self) -> usize;
}
impl Display {
/// The primary screen.
pub fn primary() -> io::Result<Display>;
/// All the screens.
pub fn all() -> io::Result<Vec<Display>>;
pub fn width(&self) -> usize;
pub fn height(&self) -> usize;
}
impl<'a> ops::Deref for Frame<'a> {
/// A frame is just an array of bytes.
type Target = [u8];
}
The Frame Format
- The frame format is guaranteed to be packed BGRA.
- The width and height are guaranteed to remain constant.
- The stride might be greater than the width, and it may also vary between frames.
System Requirements
| OS | Minimum Requirements |
|---|---|
| macOS | macOS 10.8 |
| Linux | XCB + SHM + RandR |
| Windows | DirectX 11.1 |