我在将texture2d保存到文件时遇到问题,它总是给我黑色图像。
这是代码:
HRESULT hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast< void** >( &g_pSurface ) );
if( g_pSurface )
{
ID3D11Texture2D* pNewTexture = NULL;
D3D11_TEXTURE2D_DESC description;
g_pSurface->GetDesc( &description );
description.BindFlags = 0;
description.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
description.Usage = D3D11_USAGE_STAGING;
HRESULT hr = d3d11Device->CreateTexture2D( &description, NULL, &pNewTexture );
if( pNewTexture )
{
d3d11DevCon->CopyResource( pNewTexture, g_pSurface );
hr=D3DX11SaveTextureToFileA(d3d11DevCon, pNewTexture, D3DX11_IFF_BMP, "screen.bmp");
return;
}
}
我究竟做错了什么?
最佳答案
首先,您需要显式检查返回HRESULTs的所有函数的返回码
HRESULT hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ),
reinterpret_cast< void** >( &g_pSurface ) );
if( SUCCEEDED(hr) )
{
...
HRESULT hr = d3d11Device->CreateTexture2D( &description, NULL, &pNewTexture );
if( SUCCEEDED(hr) )
失败的一种可能是
CopyResource
,它返回void,因此您无法在代码中检测到问题。相反,您需要启用Direct3D DEBUG设备并查找任何ERROR或WARNING消息。特别是,如果交换链缓冲区是MSAA资源,则将无法获取任何数据。复制之前,您必须明确使用
ResolveSubresource
。反过来,由于ResolveSubresource
返回空值,因此您需要在使用D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE
之前检查格式是否支持D3DX11
。这是ScreenGrab中DirectX Tool Kit模块中执行此处理的代码:static HRESULT CaptureTexture( _In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_Inout_ D3D11_TEXTURE2D_DESC& desc,
_Inout_ ComPtr<ID3D11Texture2D>& pStaging )
{
if ( !pContext || !pSource )
return E_INVALIDARG;
D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pSource->GetType( &resType );
if ( resType != D3D11_RESOURCE_DIMENSION_TEXTURE2D )
return HRESULT_FROM_WIN32( ERROR_NOT_SUPPORTED );
ComPtr<ID3D11Texture2D> pTexture;
HRESULT hr = pSource->QueryInterface( __uuidof(ID3D11Texture2D), reinterpret_cast<void**>( pTexture.GetAddressOf() ) );
if ( FAILED(hr) )
return hr;
assert( pTexture );
pTexture->GetDesc( &desc );
ComPtr<ID3D11Device> d3dDevice;
pContext->GetDevice( d3dDevice.GetAddressOf() );
if ( desc.SampleDesc.Count > 1 )
{
// MSAA content must be resolved before being copied to a staging texture
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
ComPtr<ID3D11Texture2D> pTemp;
hr = d3dDevice->CreateTexture2D( &desc, 0, pTemp.GetAddressOf() );
if ( FAILED(hr) )
return hr;
assert( pTemp );
DXGI_FORMAT fmt = EnsureNotTypeless( desc.Format );
UINT support = 0;
hr = d3dDevice->CheckFormatSupport( fmt, &support );
if ( FAILED(hr) )
return hr;
if ( !(support & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE) )
return E_FAIL;
for( UINT item = 0; item < desc.ArraySize; ++item )
{
for( UINT level = 0; level < desc.MipLevels; ++level )
{
UINT index = D3D11CalcSubresource( level, item, desc.MipLevels );
pContext->ResolveSubresource( pTemp.Get(), index, pSource, index, fmt );
}
}
desc.BindFlags = 0;
desc.MiscFlags &= D3D11_RESOURCE_MISC_TEXTURECUBE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE_STAGING;
hr = d3dDevice->CreateTexture2D( &desc, 0, pStaging.GetAddressOf() );
if ( FAILED(hr) )
return hr;
assert( pStaging );
pContext->CopyResource( pStaging.Get(), pTemp.Get() );
}
else if ( (desc.Usage == D3D11_USAGE_STAGING) && (desc.CPUAccessFlags & D3D11_CPU_ACCESS_READ) )
{
// Handle case where the source is already a staging texture we can use directly
pStaging = pTexture;
}
else
{
// Otherwise, create a staging texture from the non-MSAA source
desc.BindFlags = 0;
desc.MiscFlags &= D3D11_RESOURCE_MISC_TEXTURECUBE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE_STAGING;
hr = d3dDevice->CreateTexture2D( &desc, 0, pStaging.GetAddressOf() );
if ( FAILED(hr) )
return hr;
assert( pStaging );
pContext->CopyResource( pStaging.Get(), pSource );
}
除了MSAA问题外,您可能还会遇到
D3DX11
选择WIC格式的问题。根据您的渲染目标格式和渲染,它可能会写出全为Alpha channel 的图像,这可能会导致输出图像“空白”。 DirectX工具包的ScreenGrab模块使您能够显式指定输出格式,并且由于这个原因,默认情况下默认尝试使用非alpha输出文件格式。不使用旧版
DXGI_FORMAT_B8G8R8A8_UNORM
的另一个原因:从未针对DXGI 1.1格式进行过更新,因此即使基础WIC容器文件格式支持BGI格式的资源,例如DXGI_FORMAT_B8G8R8A8_UNORM
或DXGI_FORMAT_B8G8R8A8_UNORM
,它也不支持写出它们。如果上面代码中的渲染目标是DXGI_FORMAT_R8G8B8A8_UNORM
而不是D3DX11
,则D3DX11
将失败,而ScreenGrab可以正常工作。我是否提到过ojit_code太老了,自2009年以来没有对其进行任何修复?
这是ScreenGrab的一些用法示例:
ComPtr<ID3D11Texture2D> backBufferTex;
hr = swapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&backBufferTex);
if ( SUCCEEDED(hr) )
{
// Write out the render target as a PNG
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatPng, L"SCREENSHOT.PNG");
// Write out the render target as JPG
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatJpeg, L"SCREENSHOT.JPG" );
// Write out the render target as BMP
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatBmp, L"SCREENSHOT.BMP" );
// Write out the render target as BMP and explicitly use a 16-bit format
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatBmp, L"SCREENSHOT.BMP", &GUID_WICPixelFormat16bppBGR565 );
// Write out the render target as a TIF
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatTiff, L"SCREENSHOT.TIF" );
// Write out the render target as a TIF with explicit WIC codec properties
hr = SaveWICTextureToFile( context.Get(), backBufferTex.Get(), GUID_ContainerFormatTiff, L"SCREENSHOT.TIF", nullptr,
[&](IPropertyBag2* props)
{
PROPBAG2 options[2] = { 0, 0 };
options[0].pstrName = L"CompressionQuality";
options[1].pstrName = L"TiffCompressionMethod";
VARIANT varValues[2];
varValues[0].vt = VT_R4;
varValues[0].fltVal = 0.75f;
varValues[1].vt = VT_UI1;
varValues[1].bVal = WICTiffCompressionNone;
(void)props->Write( 2, options, varValues );
});
// Write out the render target as a DDS
hr = SaveDDSTextureToFile( context.Get(), backBufferTex.Get(), L"SCREENSHOT.DDS" );
}