如何在DirectX 10中将后备缓冲保存到文件?

10

我希望使用DirectX 10逐帧渲染视频。之后,这些帧将由其他工具(如mencoder或ffmpeg)进行处理。

在DX9中使用D3DXSaveSurfaceToFile没有任何问题。

现在,在DX10中,我找到了D3DX10SaveTextureToFile,但是在尝试保存后备缓冲区时没有成功。

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();

这会创建一个.dds图片,但我不知道任何DDS查看器/编辑器可以打开它。
我的代码有什么问题?
1个回答

13
所有的功劳归功于gamedev.net的sepul。
现在,问题是:
  • texDesc.CPUAccessFlags 应该为 0
  • texDesc.Format 应该为 DXGI_FORMAT_R8G8B8A8_UNORM
  • texDesc.SampleDesc.Count 应该为 1
  • texDesc.SampleDesc.Quality 应该为 0
  • texDesc.Usage 应该为 D3D10_USAGE_DEFAULT
这样一来,D3DX10SaveTextureToFile 就可以保存为 BMP 或者 PNG。
完整代码如下:
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();

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接