我试图在系统内存中生成一个表示R8G8B8A8纹理的简单数组,然后将该纹理传输到GPU内存。
首先,我分配一个数组并用所需的绿色数据填充它:
frame.width = 3;
frame.height = 1;
auto components = 4;
auto length = components * frame.width * frame.height;
frame.data = new uint8_t[length];
frame.data[0 + 0 * frame.width] = 0; frame.data[1 + 0 * frame.width] = 255; frame.data[2 + 0 * frame.width] = 0; frame.data[3 + 0 * frame.width] = 255;
frame.data[0 + 1 * frame.width] = 0; frame.data[1 + 1 * frame.width] = 255; frame.data[2 + 1 * frame.width] = 0; frame.data[3 + 1 * frame.width] = 255;
frame.data[0 + 2 * frame.width] = 0; frame.data[1 + 2 * frame.width] = 255; frame.data[2 + 2 * frame.width] = 0; frame.data[3 + 2 * frame.width] = 255;
然后,我创建纹理对象并将其设置为像素着色器资源:
D3D11_TEXTURE2D_DESC textureDescription;
textureDescription.Width = frame.width;
textureDescription.Height = frame.height;
textureDescription.MipLevels = textureDescription.ArraySize = 1;
textureDescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDescription.SampleDesc.Count = 1;
textureDescription.SampleDesc.Quality = 0;
textureDescription.Usage = D3D11_USAGE_DYNAMIC;
textureDescription.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
textureDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initialTextureData;
initialTextureData.pSysMem = frame.data;
initialTextureData.SysMemPitch = frame.width * components;
initialTextureData.SysMemSlicePitch = 0;
DX_CHECK(m_device->CreateTexture2D(&textureDescription, &initialTextureData, &m_texture));
DX_CHECK(m_device->CreateShaderResourceView(m_texture, NULL, &m_textureView));
m_context->PSSetShaderResources(0, 1, &m_textureView);
我的期望是GPU内存将包含3x1绿色纹理,并且每个纹素在alpha chanel中将具有1.0f。但是,情况并非如此,可以通过Visual Studio图形调试器检查加载的纹理对象来查看:
有人可以解释发生了什么吗?我该如何解决这个问题?
答案 0 :(得分:3)
让我们来看看你的数组寻址方案(索引会随你提供的尺寸而减少):
frame.data[0] = 0; frame.data[1] = 255; frame.data[2] = 0; frame.data[3] = 255;
frame.data[3] = 0; frame.data[4] = 255; frame.data[5] = 0; frame.data[6] = 255;
frame.data[6] = 0; frame.data[7] = 255; frame.data[8] = 0; frame.data[9] = 255;
重新订购,我们得到
data[ 0] = 0 B pixel 1
data[ 1] = 255 G pixel 1
data[ 2] = 0 R pixel 1
data[ 3] = 0 (overwritten) A pixel 1
data[ 4] = 255 pixel 2
data[ 5] = 0
data[ 6] = 0
data[ 7] = 255
data[ 8] = 0 pixel 3
data[ 9] = 255
data[10] = undefined
data[11] = undefined
如您所见,这正是您的调试器向您显示的数据。
所以你只需要修改你的地址方案。正确的公式是:
index = component + x * components + y * pitch,
您使用
定义了密集包装pitch = width * components
为了得到这个公式,您只需要考虑在增加其中一个变量时必须跳过多少个索引。例如。当你增加当前组件时,你只需要进一步输入一个条目(因为所有组件都紧挨着彼此)。另一方面,如果增加y坐标,则需要跳过与行中一样多的条目(这称为音高,即图像的宽度乘以密集包装的组件数量)。