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?

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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 0
  • texDesc.Format should be DXGI_FORMAT_R8G8B8A8_UNORM
  • texDesc.SampleDesc.Count should be 1
  • texDesc.SampleDesc.Quality should be 0
  • texDesc.Usage should be D3D10_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();

这篇关于如何在DirectX 10中将后缓冲保存到文件中?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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