如何使用WIC将ID2D1Bitmap保存到文件? [英] How to save a ID2D1Bitmap to a file using WIC?
问题描述
我在将位图保存到文件时遇到问题。我正在使用如何将ID2D1Bitmap保存为PNG文件作为参考,但我有一个不同的错误比那个发布。
I have a problem with saving a bitmap into a file. I'm using How to save ID2D1Bitmap to PNG file as a reference, but I have a different error than the one posted in that.
我得到错误0x88990015 HRESULT,这意味着:使用的资源是由一个渲染目标在一个不同的资源域。
I get error 0x88990015 HRESULT, which means: The resource used was created by a render target in a different resource domain.
这是我的代码:
void Wnd::SavePng(LPCWSTR Path,ID2D1Bitmap* pBit) {
CComPtr<ID2D1RenderTarget> pRT;
CComPtr<IWICBitmap> pB;
CComPtr<IWICBitmapEncoder> pEncoder;
CComPtr<IWICBitmapFrameEncode> pFrame;
CComPtr<IWICStream> pStream;
WICPixelFormatGUID format = GUID_WICPixelFormat32bppPBGRA;
HRESULT Hr = m_pWICFactory->CreateBitmap(pBit->GetSize().width,pBit->GetSize().height,format,WICBitmapCacheOnLoad,&pB);
if (SUCCEEDED(Hr)) {
D2D1_RENDER_TARGET_PROPERTIES RTProps = RenderTargetProperties();
RTProps.pixelFormat = PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM,D2D1_ALPHA_MODE_PREMULTIPLIED);
Hr = m_pDirect2dFactory->CreateWicBitmapRenderTarget(pB,&RTProps,&pRT);
}
if (SUCCEEDED(Hr)) {
pRT->BeginDraw();
pRT->Clear();
pRT->DrawBitmap(pBit);
Hr = pRT->EndDraw();
}
if (SUCCEEDED(Hr)) {
Hr = m_pWICFactory->CreateStream(&pStream);
}
if (SUCCEEDED(Hr)) {
Hr = pStream->InitializeFromFilename(Path,GENERIC_WRITE);
}
if (SUCCEEDED(Hr)) {
Hr = m_pWICFactory->CreateEncoder(GUID_ContainerFormatPng,NULL,&pEncoder);
}
if (SUCCEEDED(Hr)) {
Hr = pEncoder->Initialize(pStream,WICBitmapEncoderNoCache);
}
if (SUCCEEDED(Hr)) {
Hr = pEncoder->CreateNewFrame(&pFrame,NULL);
}
if (SUCCEEDED(Hr)) {
Hr = pFrame->Initialize(NULL);
}
if (SUCCEEDED(Hr)) {
Hr = pFrame->SetSize(pBit->GetSize().width,pBit->GetSize().height);
}
if (SUCCEEDED(Hr)) {
Hr = pFrame->SetPixelFormat(&format);
}
if (SUCCEEDED(Hr)) {
Hr = pFrame->WriteSource(pB,NULL);
}
if (SUCCEEDED(Hr)) {
Hr = pFrame->Commit();
}
if (SUCCEEDED(Hr)) {
Hr = pEncoder->Commit();
}
}
我知道您不能使用
推荐答案
您对资源亲和力的理解不足。资源是特定于设备的,而不是特定于工厂的。是的,他们也倾向于工厂特定,但关键是设备的特异性。
Your understanding of resource affinity is insufficient. Resources are device-specific rather than factory-specific. Yes, they tend to be factory-specific as well, but the key is the device specificity.
在你的例子中,你传递的位图创建的一些其他的渲染目标,然后你传递给另一个渲染目标的DrawBitmap方法。您只能绘制由同一渲染目标创建的位图。这确保位图和渲染目标(源和目标)在同一资源域(地址空间)。
In your example, you are passing in a bitmap created by some other render target, which you then pass to the DrawBitmap method of a different render target. You may only draw a bitmap created by the same render target. This ensures that the bitmap and the render target (source and target) are in the same resource domain (address space).
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