基于C#实现的高性能实时MP4录屏方案

一、技术选型对比

方案 优点 缺点 适用场景
GDI截图+FFmpeg 实现简单,兼容性强 CPU占用高(约30%-50%) 低分辨率/非实时场景
DXGI捕获+MediaFoundation 高性能(GPU加速),低CPU占用 开发复杂度高,需处理帧同步问题 高帧率(60fps)/4K录制
SharpDX/D3D11 支持DirectX加速,画质最佳 需要DirectX开发经验 游戏直播/专业视频制作

二、推荐实现方案(DXGI + MediaFoundation)

1. 核心代码结构

// 初始化捕获设备
var factory = new SharpDX.Direct3D11.DeviceFactory();
var adapter = factory.GetAdapter1(0);
var device = new SharpDX.Direct3D11.Device(adapter);

// 创建DXGI输出
var output = adapter.GetOutput(0);
var output1 = output.QueryInterface<SharpDX.DXGI.Output1>();
var duplication = output1.DuplicateOutput(device);

// 配置视频编码参数
var mediaType = new MediaFoundationEncoder.VideoMediaType(
    width: 1920,
    height: 1080,
    frameRate: 30,
    pixelFormat: SharpDX.WIC.PixelFormat.Format32bppBGRA,
    codec: MediaFoundationEncoder.Codec.H264,
    bitrate: 5000000 // 5Mbps
);

// 创建编码器
var encoder = new MediaFoundationEncoder(mediaType);
encoder.StartEncoding("output.mp4");

// 录制循环
while (isRecording)
{
    var frame = duplication.AcquireNextFrame(1000);
    var texture = frame.DesktopImage;
    
    // 转换为MediaFoundation可处理格式
    using (var stream = new MemoryStream())
    {
        texture.CopyTo(stream);
        encoder.EncodeFrame(stream.ToArray());
    }
    
    frame.Release();
}

2. 关键优化点

  • GPU加速编码:使用MediaFoundation的硬件编码(如NVIDIA NVENC),CPU占用可降低至5%以下

  • 内存映射文件:通过MemoryMappedFile实现零拷贝写入,提升IO性能

  • 帧率控制:动态调整捕获间隔,避免丢帧或卡顿

// 自适应帧率控制
var targetFrameTime = 1000 / targetFPS;
var lastFrameTime = Stopwatch.StartNew();

while (isRecording)
{
    var frameTime = lastFrameTime.ElapsedMilliseconds;
    if (frameTime >= targetFrameTime)
    {
        // 捕获并编码帧
        lastFrameTime.Restart();
    }
    else
    {
        Thread.Sleep(targetFrameTime - (int)frameTime);
    }
}

三、分段保存实现

// 自动分段保存逻辑
private void CheckSegment()
{
    if (encoder.TotalDuration >= _segmentDuration)
    {
        encoder.StopEncoding();
        string newPath = GenerateSegmentPath();
        encoder.StartEncoding(newPath);
    }
}

// 文件名生成策略
private string GenerateSegmentPath()
{
    var now = DateTime.Now;
    return $"recording_{now:yyyyMMdd_HHmmss}_{Guid.NewGuid():N}.mp4";
}

四、完整实现步骤

1. 环境配置

<!-- NuGet依赖 -->
<PackageReference Include="SharpDX" Version="4.3.0" />
<PackageReference Include="MediaFoundationEncoder" Version="1.2.0" />

2. 界面设计(WinForm)

<!-- 主窗体布局 -->
<DockPanel>
    <StatusBar DockPanel.Dock="Bottom">
        <TextBlock Text="{Binding Status}"/>
        <TextBlock Text="{Binding FPS} FPS"/>
    </StatusBar>
    
    <Button Content="开始录制" Command="{Binding StartCommand}"/>
    <Button Content="停止录制" Command="{Binding StopCommand}"/>
    
    <Slider Minimum="1" Maximum="60" Value="{Binding FrameRate}" Width="200"/>
</DockPanel>

3. ViewModel实现

public class MainViewModel : INotifyPropertyChanged
{
    private bool _isRecording;
    private int _frameRate = 30;
    private long _totalFrames;
    
    public ICommand StartCommand => new RelayCommand(StartRecording);
    public ICommand StopCommand => new RelayCommand(StopRecording);
    
    public string Status => _isRecording ? "录制中..." : "空闲";
    public int FPS => (int)(_totalFrames / (Stopwatch.GetTimestamp() / 1e7));
    
    private void StartRecording()
    {
        _isRecording = true;
        _totalFrames = 0;
        
        Task.Run(() => 
        {
            using (var recorder = new MediaRecorder())
            {
                recorder.Start(_frameRate);
                while (_isRecording)
                {
                    var frame = CaptureFrame();
                    recorder.Encode(frame);
                    _totalFrames++;
                }
                recorder.Stop();
            }
        });
    }
    
    private void StopRecording()
    {
        _isRecording = false;
    }
}

五、性能优化方案

1. 内存管理

  • 对象池:重用Texture2DMemoryStream对象
public class FramePool
{
    private readonly Queue<Texture2D> _pool = new();
    
    public Texture2D GetFrame(int width, int height)
    {
        return _pool.Count > 0 ? _pool.Dequeue() : new Texture2D(device, width, height);
    }
    
    public void ReturnFrame(Texture2D frame)
    {
        frame.Dispose();
    }
}

2. 多线程处理

// 生产者-消费者模型
BlockingCollection<Bitmap> _frameQueue = new();
Task.Run(() => EncodeWorker());

void EncodeWorker()
{
    foreach (var frame in _frameQueue.GetConsumingEnumerable())
    {
        // 编码处理
    }
}

3. GPU内存优化

// 使用DX12的显存直接访问
var commandAllocator = new CommandAllocator(device, CommandListType.Copy);
var commandList = new CommandList(device, commandAllocator);
commandList.CopyBufferRegion(stagingBuffer, 0, gpuBuffer, 0, dataSize);
commandAllocator.Reset();
commandList.Reset(commandAllocator, null);

六、扩展功能实现

1. 鼠标点击高亮

// 在捕获帧时叠加点击标记
void DrawClickMarker(Graphics g, Point position)
{
    using (var pen = new Pen(Color.Red, 2))
    {
        g.DrawEllipse(pen, position.X - 5, position.Y - 5, 10, 10);
    }
}

2. 音频同步录制

// 使用NAudio捕获系统音频
using (var waveIn = new WaveInEvent())
{
    waveIn.DataAvailable += (s, e) => 
    {
        audioBuffer.Write(e.Buffer, 0, e.BytesRecorded);
    };
    waveIn.StartRecording();
}

七、测试与调试

1. 性能监控

// 实时显示资源占用
public class PerformanceMonitor
{
    private readonly PerformanceCounter _cpuCounter = new("Processor", "% Processor Time", "_Total");
    private readonly PerformanceCounter _ramCounter = new("Memory", "Available MBytes");
    
    public string GetStatus()
    {
        return $"CPU: {_cpuCounter.NextValue()}%  内存: {_ramCounter.NextValue()}MB";
    }
}

2. 日志系统

public static class Logger
{
    private static readonly RollingFileAppender _appender = new();
    
    static Logger()
    {
        _appender.File = "log.txt";
        _appender.Layout = new PatternLayout("%date [%thread] %-5level %logger - %message%newline");
        _appender.ActivateOptions();
    }
    
    public static void Log(string message)
    {
        _appender.DoAppend(new LoggingEvent(new LoggingEventData {
            Message = message,
            TimeStamp = DateTime.Now
        }));
    }
}

八、部署建议

  1. 安装依赖

    • 安装Microsoft Visual C++ 2015-2022 Redistributable

    • 部署FFmpeg动态库(ffmpeg.dll, avcodec-58.dll等)

  2. 代码签名

    # 使用signtool进行数字签名
    signtool sign /fd SHA256 /tr http://timestamp.digicert.com /td SHA256 MyApp.exe
    
  3. 安装包制作

    <!-- WiX安装配置 -->
    <Component Id="MainComponent" Guid="*">
        <File Id="MainExe" Name="MyApp.exe" Source="..\bin\Release\MyApp.exe"/>
        <RegistryValue Root="HKLM" Key="Software\MyCompany\MyApp" 
                       Name="InstallDir" Value="[INSTALLDIR]" Type="string"/>
    </Component>
    

参考代码 C#实时录屏软件 MP4格式 www.youwenfan.com/contentcnr/93565.html

九、方案对比与选择

场景 推荐方案 理由
企业级会议录制 MediaFoundation+DXGI 低延迟,支持多路流输入
游戏直播 SharpDX+NVENC硬件编码 最高支持8K 60fps,极致性能
简单录屏工具 GDI+FFmpeg命令行 开发周期短,维护成本低
跨平台录制 AValon+FFmpeg.AutoGen 支持Windows/macOS/Linux

十、常见问题解决方案

  1. 黑屏问题

    • 检查DXGI输出是否正确初始化

    • 确保以管理员权限运行程序

  2. 音频不同步

    • 设置AVSyncMode.AudioMaster同步模式

    • 添加音频缓冲队列(建议500ms)

  3. 文件损坏

    • 启用moov atom前置(快速启动)
    mediaType.FFmpegOptions.Add("movflags", "faststart");
    

通过上述方案,可实现专业级的实时MP4录屏软件。开发者可根据具体需求选择基础方案或深度定制,建议优先测试硬件加速编码路径以获得最佳性能。

posted @ 2026-02-27 10:12  yes_go  阅读(1)  评论(0)    收藏  举报