我将texture2d保存到文件时出现问题,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;
}
}
我做错了什么?
答案 0 :(得分:7)
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) )
一个可能的失败点是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,如果您的交换链缓冲区是MSAA资源,则无法获取任何数据。在执行复制之前,您必须明确使用ResolveSubresource
。反过来,因为ResolveSubresource
返回一个void,您需要在使用之前检查支持D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE
的格式。以下是执行此处理的ScreenGrab DirectX Tool Kit模块中的代码:
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 );
}
实际上,您应该使用 DirectX Tool Kit 而不是旧版
D3DX11
库。与传统的DirectX SDK本身一样,不推荐使用D3DX的所有版本(请参阅MSDN)。有许多容易获得的replacements。
除了MSAA问题,您可能会遇到D3DX11
选择的WIC格式的问题。根据您的渲染目标格式和渲染,它可能会写出一个全0字母通道的图像,这可能会导致“空白”输出图像。 DirectX工具包 ScreenGrab模块使您能够明确指定输出格式,并且出于这个原因,默认尝试使用非alpha输出文件格式。
不使用遗留D3DX11
的另一个原因:它从未针对DXGI 1.1格式进行更新,因此它不支持写出DXGI_FORMAT_B8G8R8A8_UNORM
或DXGI_FORMAT_B8G8R8A8_UNORM
等BGRA格式资源,即使底层WIC容器文件格式支持它们。如果上面代码中的渲染目标是DXGI_FORMAT_B8G8R8A8_UNORM
而不是DXGI_FORMAT_R8G8B8A8_UNORM
,那么D3DX11
将失败,而ScreenGrab将正常工作。
我提到D3DX11
是否已经疯狂了,自2009年以来没有对它做过任何修改?
以下是 ScreenGrab 的一些示例用法:
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" );
}
答案 1 :(得分:2)
在设置所有值之前,您的说明已声明但未初始化为任何内容。它的MiscFlags
成员可能有垃圾,它正在破坏你的创作。尝试先设置description.MiscFlags = 0;
或将整个说明归零。如果没有这样做,这里是我当前的一个库中的一个精简代码示例:
试试这个:
HRESULT hr;
ID3D11Resource* pSurface = nullptr;
m_pRenderTargetView->GetResource(&pSurface);
if (pSurface)
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Width = clientWidth;
desc.Height = clientHeight;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BindFlags = 0;
desc.CPUAccessFlags = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
ID3D11Texture2D* pTexture = nullptr;
hr = m_pDevice->CreateTexture2D(&desc, nullptr, &pTexture);
if (pTexture)
{
m_pContext->CopyResource(pTexture, pSurface);
hr = D3DX11SaveTextureToFileA(m_pContext, pTexture, D3DX11_IFF_PNG, "ss.png");
pTexture->Release();
}
pSurface->Release();
}
答案 2 :(得分:0)
要编写MSAA缓冲区(在交换链中为后缓冲区),需要使用“ ResolveSubresource”而不是“ CopyResource”。
这是一个简单的代码段:
declare module 'grapesjs'