Does Direct3D makes calls to bitBlt from GDI32.dll - screenshot

I coded a demo application which uses
https://learn.microsoft.com/en-us/windows/desktop/api/d3d9/nf-d3d9-idirect3ddevice9-getfrontbufferdata
to perform screen capture of the my desktop.
My problem is when i use APImonitor I can see that when I takes screen shot, my application call bitBlt.
So can anyone tell me if Direct3D getfrontbufferdata is implemented using bitBlt?
Is there a dependence between gidi32.dll and directX ?
Thank you,

It seems that DirectX can choose to use bitBlt, depends on your GPU caps, texture source /destination/format/size.
Perhaps you should read this :
Fastest method of screen capturing on Windows

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Vulkan and transparent windows

I'm currently adapting my personal engine to Vulkan and I want to reimplement transparent windows, which I already had with OpenGL.
I thought that all I need to do is to select the correct color format ( with alpha channel ) and to set the compositeAlpha property of VkSwapchainCreateInfoKHRto VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR.
However clearing the window with a full transparent color doesn't provide the expected results. It's fully opaque.
Of course my window system, which didn't change since I had OpenGL, supports it and when I just disable the rendering I also can't click through at the supposed position of the window, this tells me that it's there.
Are there any other required changes to make this work?
Some infos
The image format is VK_FORMAT_B8G8R8A8_UNORM and I oriented the vulkan setup as found in Sascha Willems examples.
That capability (as most others) have to be queried before usage about whether it is supported. Otherwise it is invalid to use it.
This particular feature is queried by vkGetPhysicalDeviceSurfaceCapabilitiesKHR as pSurfaceCapabilities->supportedCompositeAlpha. It is a bitfield/flag-set, so more than one mode or none can be supported.
I think the result/feature support may be influenced by the VkSurface. That is, how the platform window was created. Or maybe the driver maker simply did not implement it yet (despite that feature being supportable).
Since it worked for you before in OGL, the later is more likely. But couldn't hurt to play with the platform window creation parameters...
Dunno if this is still relevant, but I got it working with transparent windows through GLFW. (If you are not using GLFW you may dismiss this answer!)
As stated here, there are two ways of obtaining window transparency: framebuffer transparency (alpha bit), and window transparency.
For window transparency it is sufficient to call glfwSetWindowOpacicity(GLFWwindow*, float), where the opacity value should be in the range (0, 1].
NOTE: Since GLFW does not support using both transparency methods at the same time, we must still use VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR in the compositeAlpha field of the VkSwapchainCreateInfoKHR object.
Window transparency may not be supported on all systems, which is why GLFW provides us with a function glfwGetWindowOpacity(GLFWwindow*), to check if calling the first methods was successful.

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Tiles just need to be static bitmaps, not live.
I'm guessing this would be something in the app.manifest file but I can't find an example.
take a look at the following article which describes the (somewhat convoluted) process
https://msdn.microsoft.com/en-us/library/windows/apps/xaml/Dn449733(v=win.10).aspx

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I am using FireBreath to create a cross browser plugin which makes use of some native libraries for the respective platform (some .NET based DLLs for Windows and Objective-C based dylibs/frameworks for Mac). Native libraries display UI screens. In order to improve usability, if the user has a multi/extended monitor setup, i would like the native UIs to appear on the same screen as the browser window is currently on.
If an identifier to the monitor with the browser window can be retrieved, that can be passed down to the native components which can be configured to display their UIs on that monitor. I have used FireBreath's getWindowPosition() method to get the rect coordinates of the plugin and used that info to identify the correct monitor in the Windows platform.
However, the coordinates returned in Mac seems to be always 0 (or 1) irrespective of monitor on which the browser window currently resides. I understand that we have to configure an event model and a drawing model in order for this to work in Mac. I have tried following event/drawing model combinations without much success.
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You won't like this answer, but simply put you can't do that on Mac. The problem is that with CoreGraphics you are only given a CGContextRef to work with, and it doesn't know where it will be drawn. It was technically possible in older browsers to get an NSWindow by exploiting some internal implementation details, but many browsers that's no longer possible and it was never supported.
Other drawing models are the same; CoreAnimation you have a CALayer but it doesn't know which screen or monitor it is drawn to. I personally think it's a bit annoying as well, but I do not know of any way to find out which monitor your plugin is rendered to, particularly since most of them actually copy the buffer to something else and render in a different process.
I did manage to come up with a workaround and i am just replying here for the completeness of the thread. As #taxilian explained, it is not possible to retrieve plugin coordinates using the window reference. As an alternative approach, Javascript 'Window' object has 2 properties called 'screenX' and 'screenY' that return X and Y coordinates of the browser window relative to the screen. If the user has an extended monitor setup, these are the absolute coordinates with respect to the full extended screen. We can use these values to determine the monitor with the browser window (if the X coordinate is outside the bounds of the primary monitor's width, then the browser should essentially be on the extended monitor). We can retrieve DOM properties from Firebreath as explained in the following link:
http://www.firebreath.org/display/documentation/Invoking+methods+on+the+DOM

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How i can draw hand free graphic objects in windows 8, like paint can. I implemented such things in windows phone with Inkpresenter. But in winRT it seems that no such items are present. So i decided to use WritablebitmapEX, but idont know hot to implement this in windows 8. No sample code present in the downloading site. please any one help me to solve this issue.
http://social.msdn.microsoft.com/Forums/en-US/winappswithcsharp/thread/282a211e-e3bf-4184-8868-40208aa596dd
there is a good quickstart page on the Microsoft Site
http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh974457.aspx

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