如何在DirectX 10中将后缓冲保存到文件中? [英] How to save backbuffer to file in DirectX 10?
问题描述
我想使用DirectX 10逐帧渲染视频.这些帧稍后将由其他一些工具(例如mencoder或ffmpeg)进行处理.
I want to render a video frame-by-frame using DirectX 10. The frames would be processed later by some other tool like mencoder or ffmpeg.
使用D3DXSaveSurfaceToFile
在DX9中这样做没有问题.
I had no problems doing so in DX9 using D3DXSaveSurfaceToFile
.
现在,在DX10中我找到了D3DX10SaveTextureToFile
,但是用它来保存我的后备缓冲区没有运气.
Now, in DX10 I've found D3DX10SaveTextureToFile
, but had no luck using it to save my backbuffer.
我使用以下代码:
ID3D10Resource *backbufferRes;
_defaultRenderTargetView->GetResource(&backbufferRes);
D3D10_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
texDesc.Format = backbufferSurfDesc.Format;
texDesc.Height = backbufferSurfDesc.Height;
texDesc.Width = backbufferSurfDesc.Width;
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc = backbufferSurfDesc.SampleDesc;
texDesc.Usage = D3D10_USAGE_STAGING;
ID3D10Texture2D *texture;
HRESULT hr;
V( _device->CreateTexture2D(&texDesc, 0, &texture) );
_device->CopyResource(texture, backbufferRes);
V( D3DX10SaveTextureToFile(texture, D3DX10_IFF_DDS, filename) );
texture->Release();
这将创建一个.dds图像,我无法通过任何DDS视图/编辑器打开该图像.
This creates a .dds image that can not be opened by any sort of DDS view/editor I know of.
我的代码怎么了?
推荐答案
所有功劳归于gamedev.net的坟墓.
All the credit goes to sepul of gamedev.net.
现在,问题所在:
-
texDesc.CPUAccessFlags
应该为0 -
texDesc.Format
应该是DXGI_FORMAT_R8G8B8A8_UNORM
-
texDesc.SampleDesc.Count
应该为1 -
texDesc.SampleDesc.Quality
应该为0 -
texDesc.Usage
应该是D3D10_USAGE_DEFAULT
texDesc.CPUAccessFlags
should be 0texDesc.Format
should beDXGI_FORMAT_R8G8B8A8_UNORM
texDesc.SampleDesc.Count
should be 1texDesc.SampleDesc.Quality
should be 0texDesc.Usage
should beD3D10_USAGE_DEFAULT
通过这种方式,D3DX10SaveTextureToFile
可以保存到BMP,甚至可以保存到PNG.
This way D3DX10SaveTextureToFile
will save to BMP even to PNG.
完整的代码是:
HRESULT hr;
ID3D10Resource *backbufferRes;
_defaultRenderTargetView->GetResource(&backbufferRes);
D3D10_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = 0;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.Width = 640; // must be same as backbuffer
texDesc.Height = 480; // must be same as backbuffer
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D10_USAGE_DEFAULT;
ID3D10Texture2D *texture;
V( _device->CreateTexture2D(&texDesc, 0, &texture) );
_device->CopyResource(texture, backbufferRes);
V( D3DX10SaveTextureToFile(texture, D3DX10_IFF_PNG, L"test.png") );
texture->Release();
backbufferRes->Release();
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