无法创建登台Texture3D

时间:2016-01-01 17:38:00

标签: c# directx-11 sharpdx

我想创建staging Texture3D并将其绑定到无序访问视图以使用DirectCompute执行某些计算,然后使用CPU读取它们。不幸的是,在使用以下描述创建Texture3D时出现错误:

Texture3DDescription desc = new Texture3DDescription()
{
    BindFlags = BindFlags.UnorderedAccess,
    CpuAccessFlags = CpuAccessFlags.Read | CpuAccessFlags.Write,
    Depth = sunAngleIterations,
    Format = SharpDX.DXGI.Format.R32G32B32_Float,
    Height = viewAngleIterations,
    MipLevels = 1,
    OptionFlags = ResourceOptionFlags.None,
    Usage = ResourceUsage.Staging,
    Width = heightIterations
};

texture = new Texture3D(device, desc);

抛出的异常是:

{HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: Parameter jest niepoprawny.}

这里有什么想法吗?

1 个答案:

答案 0 :(得分:3)

暂存纹理无法绑定到着色器管道,因此您需要首先创建一个默认纹理(也不是所有卡都支持3个通道,所以我也改变了格式,尝试采样3个通道纹理可能无法正常工作或让你的司机崩溃)

Texture3DDescription desc = new Texture3DDescription()
{
    BindFlags = BindFlags.UnorderedAccess,
    CpuAccessFlags = CpuAccessFlags.None,
    Depth = sunAngleIterations,
    Format = SharpDX.DXGI.Format.R32G32B32A32_Float,
    Height = viewAngleIterations,
    MipLevels = 1,
    OptionFlags = ResourceOptionFlags.None,
    Usage = ResourceUsage.Default,
    Width = heightIterations
};

texture = new Texture3D(device, desc);

然后执行计算并使用分段纹理来检索数据:

Texture3DDescription stagingdesc = new Texture3DDescription()
{
    BindFlags = BindFlags.None,
    CpuAccessFlags = CpuAccessFlags.Read,
    Depth = sunAngleIterations,
    Format = SharpDX.DXGI.Format.R32G32B32A32_Float,
    Height = viewAngleIterations,
    MipLevels = 1,
    OptionFlags = ResourceOptionFlags.None,
    Usage = ResourceUsage.Staging,
    Width = heightIterations
};

stagingtexture = new Texture3D(device, stagingdesc);

然后您需要使用deviceContext.CopyResource将默认rexture的内容复制到您的登台纹理。

完成后,您可以使用deviceContext.MapSubresource(带有读取标志)来访问纹理数据。