OpenCV convertToD3D11Texture2D函数导致访问冲突

时间:2019-07-11 16:03:10

标签: c++ windows opencv graphics directx

我正在使用DirectX创建一个C ++ Windows应用程序,以在HDR中显示PPM图像。我正在使用cv::imread将文件读入Mat,然后创建一个ID3D11Texture2D*纹理。但是,当我运行它时,我在运行cv::directx::convertToD3D11Texture2D(mat, tex)时遇到访问冲突,它说texNULL

据我了解,CreateTexture2D初始化纹理,convertToD3D11Texture2D将图像复制到纹理。

这是相关代码:

auto mat = cv::imread("fileL.ppm", cv::IMREAD_ANYCOLOR | cv::IMREAD_ANYDEPTH);

D3D11_TEXTURE2D_DESC desc;
desc.Width = 3840;
desc.Height = 2160;
desc.MipLevels = desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;

ID3D11Texture2D* tex = nullptr;

m_resources->GetDevice()->CreateTexture2D(&desc, nullptr, &tex);


cv::directx::convertToD3D11Texture2D(mat, tex);

具体来说,错误是:

0x00007FFC4750A839 in file.exe: Microsoft C++ exception: _com_error at memory location 0x00000045A28FF340.
Exception thrown at 0x00007FFBCD08A390 (opencv_world410d.dll) in file.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

编辑:添加了desc.SampleDesc.quality = 0之后,我不再遇到CreateTexture2D的错误,但是在convertToD3D11Texture2D: Exception at memory location 0x0000002A3836E8D0上却得到了一个通用异常

编辑2 :缓存异常后,异常消息为:

OpenCV(4.1.0) c:\build\master_winpack-build-win64-vc15\opencv\modules\core\src\directx.cpp:1040: error: (-215:Assertion failed) textureType == srcType in function 'cv::directx::__convertToD3D11Texture2DNV'

1 个答案:

答案 0 :(得分:0)

在终于能够正确调试该错误之后,我发现问题是由于我的输入矩阵具有3个通道而不是4个通道。要解决此问题,我使用了cv::mixChannels添加了一个空的alpha通道,并且所以现在我的纹理和矩阵的类型匹配了。

工作代码:

cv::Mat mat = cv::imread("file.ppm", cv::IMREAD_ANYCOLOR | cv::IMREAD_ANYDEPTH);
    cv::Mat as4channelMat(mat.size(), CV_MAKE_TYPE(mat.depth(), 4));

    int conversion[] = { 0, 0, 1, 1, 2, 2, -1, 3 };
    cv::mixChannels(&mat, 1, &as4channelMat, 1, conversion, 4);

    D3D11_TEXTURE2D_DESC desc;
    desc.Width = 3840;
    desc.Height = 2160;
    desc.MipLevels = desc.ArraySize = 1;
    desc.Format = DXGI_FORMAT_R16G16B16A16_UNORM;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;
    desc.Usage = D3D11_USAGE_DEFAULT;
    desc.BindFlags = 0;
    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
    desc.MiscFlags = 0;

    ID3D11Texture2D* tex = nullptr;

    auto hr = m_resources->GetDevice()->CreateTexture2D(&desc, nullptr, &tex);

    if FAILED(hr)
    {
        _com_error err(hr);
        LPCTSTR errMsg = err.ErrorMessage();
    }

    try {
        cv::directx::convertToD3D11Texture2D(as4channelMat, tex);
    } catch (cv::Exception& e)
    {
        std::cerr << "ERROR: " << e.msg << std::endl;
        throw e;
    }