从ID3D11Texture2D获取GDI DC用于绘图

3

我是一名能翻译文本的助手。

我有一个在directx9中实现的代码,使用了GDI DC来渲染绘图。但是同样的代码在directx11中无法获取GDI DC,反而会抛出无效调用异常。

directx9中的实现:

IF_DX9ERR_THROW_HR(m_spIDevice->CreateTexture(UINT(cSizeOverlay.cx), UINT(cSizeOverlay.cy), 1, D3DUSAGE_DYNAMIC,  D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_spIOverlay, nullptr));
m_spIOverlaySurface = nullptr;
IF_DX9ERR_THROW_HR(m_spIOverlay->GetSurfaceLevel(0, &m_spIOverlaySurface));
D3DSURFACE_DESC descOverlay;
::ZeroMemory(&descOverlay, sizeof(descOverlay));
IF_DX9ERR_THROW_HR(m_spIOverlaySurface->GetDesc(&descOverlay));
// fill the texture with the color key
CRect cRect(0, 0, descOverlay.Width, descOverlay.Height);
HDC hDC = nullptr;
IF_DX9ERR_THROW_HR(m_spIOverlaySurface->GetDC(&hDC));
::SetBkColor(hDC, colKey);
::ExtTextOut(hDC, 0, 0, ETO_OPAQUE, cRect, nullptr, 0, nullptr);
IF_DX9ERR_THROW_HR(m_spIOverlaySurface->ReleaseDC(hDC));

在DirectX 11中的实现:

D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = gsl::narrow_cast<UINT>(width);
desc.Height = gsl::narrow_cast<UINT>(height);
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;

ID3D11DevicePtr device = renderer->Device();
ID3D11Texture2DPtr  texture2D;
IF_FAILED_THROW_HR(device->CreateTexture2D(&desc, nullptr, &texture2D));    
// get texture surface
IDXGISurface1Ptr dxgiSurface1 = tex2D;

IF_FAILED_THROW_HR(dxgiSurface1->GetDC(FALSE, &m_overlayDC));
//Draw on the DC using GDI
if (!m_overlayDC) // we have lost the device
    THROW_PE(IDS_ERR_NO_VIDEO_HARDWARE);
::SetBkColor(m_overlayDC, m_effectConstants.m_keyColor);
::ExtTextOut(m_overlayDC, 0, 0, ETO_OPAQUE, overlayRect, nullptr, 0, nullptr);
//When finish drawing release the DC
dxgiSurface1->ReleaseDC(nullptr);

m_overlayDC = nullptr;

编辑:我已经更改了D3D11_TEXTURE2D_DESC如下:

    CD3D11_TEXTURE2D_DESC texDesc(DXGI_FORMAT_B8G8R8X8_UNORM
    , gsl::narrow_cast<UINT>(targetSize.width), gsl::narrow_cast<UINT>(targetSize.height), 1U, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);

ID3D11DevicePtr device = renderer->Device();
ID3D11Texture2DPtr  texture2D;
IF_FAILED_THROW_HR(device->CreateTexture2D(&texDesc, nullptr, &texture2D));

// get texture surface
IDXGISurface1Ptr dxgiSurface1 = texture2D;

IF_FAILED_THROW_HR(dxgiSurface1->GetDC(FALSE, &m_overlayDC));
//Draw on the DC using GDI
if (!m_overlayDC) // we have lost the device
    THROW_PE(IDS_ERR_NO_VIDEO_HARDWARE);
::SetBkColor(m_overlayDC, m_effectConstants.m_keyColor);
::ExtTextOut(m_overlayDC, 0, 0, ETO_OPAQUE, overlayRect, nullptr, 0, nullptr);
//When finish drawing release the DC
dxgiSurface1->ReleaseDC(nullptr);

m_overlayDC = nullptr;

现在从GetDC()抛出的异常是:应用程序进行了一个无效的调用。调用的参数或某个对象的状态不正确。 启用D3D调试层以通过调试消息查看详细信息。 HResult:0x887A0001,Facility:2170,Code:1


哪一行有错误?Direct3D调试输出是什么? - Chuck Walbourn
在执行CreateTexture2D()时,调试输出如下: 无效的参数错误。 HResult: 0x80070057,Facility:7(WIN32),Code:87 - Tajuddin Khandaker
这是完全合理的,因为您没有遵循在 Microsoft Docs 上列出的“D3D11_RESOURCE_MISC_GDI_COMPATIBLE”限制。它必须具有“D3D11_BIND_RENDER_TARGET”和格式“DXGI_FORMAT_B8G8R8A8_UNORM”。 - Chuck Walbourn
1个回答

1
您选择的格式、使用方式和绑定标志与 D3D11_RESOURCE_MISC_GDI_COMPATIBLE 不兼容。
如果启用 Direct3D 调试设备,您将得到调试输出以告知您此限制。Direct3D 调试设备是查明为何出现 E_INVALIDARG 的理想方式。
然后修复后,您会得到以下结果:
D3D11 ERROR: ID3D11Device::CreateTexture2D: D3D11_RESOURCE_MISC_GDI_COMPATIBLE 要求设置 D3D11_BIND_RENDER_TARGET 标志。[ STATE_CREATION ERROR #103:CREATETEXTURE2D_INVALIDMISCFLAGS]
最后:
D3D11 ERROR: ID3D11Device::CreateTexture2D: D3D11_RESOURCE_MISC_GDI_COMPATIBLE 要求 D3D11_USAGE_DEFAULT。[ STATE_CREATION ERROR #103:CREATETEXTURE2D_INVALIDMISCFLAGS]

D3D11错误:ID3D11Device::CreateTexture2D:D3D11_RESOURCE_MISC_GDI_COMPATIBLE需要B8G8R8A8格式。[STATE_CREATION ERROR#103:CREATETEXTURE2D_INVALIDMISCFLAGS]

因此,将所有这些内容结合起来,这将起作用:

D3D11_TEXTURE2D_DESC desc = {};
desc.Width = ...
desc.Height = ...
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;

Microsoft::WRL::ComPtr<ID3D11Texture2D> texture2D;
DX::ThrowIfFailed(m_d3dDevice->CreateTexture2D(&desc, nullptr, &texture2D));

限制都在 Microsoft Docs 中详细说明。

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