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。
使用D3DXSaveSurfaceToFile
在DX9中这样做没有问题。
现在,在DX10中,我找到了D3DX10SaveTextureToFile
,但是用它来保存我的后缓冲区没有运气。
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 View /编辑器打开该图像。
我的代码有什么问题?
最佳答案
所有的功劳归于gamedev.net的坟墓。
现在,问题是:
texDesc.CPUAccessFlags
应为0 texDesc.Format
应该是DXGI_FORMAT_R8G8B8A8_UNORM
texDesc.SampleDesc.Count
应为1 texDesc.SampleDesc.Quality
应为0 texDesc.Usage
应该是D3D10_USAGE_DEFAULT
这样
D3DX10SaveTextureToFile
将保存到BMP甚至保存到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();
关于screenshot - 如何在DirectX 10中将后缓冲保存到文件中?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/4120108/