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我正在尝试将我的 DirectX 程序的每一帧都转换为 YUV(用于视频编码)。因此,我首先需要每帧上每个像素的 RGB(A) 值。我需要从后台缓冲区中获取这些。

因为 DirectX 中没有 glReadPixels,所以我执行以下操作:

  1. 获取指向 backbuffer 的 renderTargetView 的指针并获取 backbuffer 资源
  2. 将此资源投射到ID3D10Texture2D
  3. 制作一个暂存纹理​​和CopyResource上一步的纹理 2D。

此时我可以使用D3DX10SaveTextureToFile这个暂存纹理​​将正确地将后台缓冲区保存为图像。

但是,我不想用磁盘绕道,我想马上得到RGB数据,所以我做了以下操作:

  1. 映射暂存资源
  2. 读取映射纹理的 pData 以获取 RGB(A) 值

问题:RGB值是垃圾。这是像素 (1,1) 的示例

(1,1)=(-17014118346046923000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000来方

这特别奇怪,因为我使用相同的代码来映​​射另一个暂存纹理​​(来自另一个屏幕外渲染目标)并且该代码在那里工作得很好。

这是我的代码:

// Get resource pointer to backbuffer
ID3D10Resource *backbufferRes;
m_D3D->GetRenderTargetView()->GetResource(&backbufferRes);

// Cast backbuffer resource to texture2D
ID3D10Texture2D* tempTexture = 0;
backbufferRes->QueryInterface(__uuidof(ID3D10Texture2D),(LPVOID*) &tempTexture);
backbufferRes->Release();

// Get the descriptor of this texture2D
D3D10_TEXTURE2D_DESC descDefault; 
tempTexture->GetDesc(&descDefault);

// Create a staging texture desc based on the texture of the backbuffer
D3D10_TEXTURE2D_DESC descStaging;
descStaging = descDefault;
descStaging.Usage = D3D10_USAGE_STAGING;
descStaging.CPUAccessFlags = D3D10_CPU_ACCESS_READ;  
descStaging.BindFlags = 0;

// Create the new empty staging texture
ID3D10Texture2D *texture = 0;
m_D3D->GetDevice()->CreateTexture2D( &descStaging, NULL, &texture);

// Copy the backbuffer texture data (tempTexture) to the staging texture (texture)
m_D3D->GetDevice()->CopyResource(texture, tempTexture);

// This call works perfectly, image is correct!
// D3DX10SaveTextureToFile(texture, D3DX10_IFF_BMP, L"D:\\img.bmp");

// We want to avoid disk access, so instead let's map the texture and read its RGB data
D3D10_MAPPED_TEXTURE2D mappedTexture;
hr = texture->Map(D3D10CalcSubresource(0, 0, 1), D3D10_MAP_READ, 0, &mappedTexture);
FLOAT* m_pBits = (FLOAT*) malloc(4 * descStaging.Width * descStaging.Height * sizeof(FLOAT));
if(!FAILED(hr)) {
    memcpy(m_pBits, mappedTexture.pData, 4 * descStaging.Width * descStaging.Height);
    texture->Unmap(D3D10CalcSubresource(0, 0, 1));
}
texture->Release();
tempTexture->Release();

fp = fopen("D:\\output.txt", "a");
for( UINT row = 0; row < descStaging.Height; row++ )
{
    UINT rowStart = row * mappedTexture.RowPitch / 4;
    for( UINT col = 0; col < descStaging.Width; col++ )
    {
        r = m_pBits[rowStart + col*4 + 0]; // Red (X)
        g = m_pBits[rowStart + col*4 + 1]; // Green (Y)
        b = m_pBits[rowStart + col*4 + 2]; // Blue (Z)
        a = m_pBits[rowStart + col*4 + 3]; // Alpha (W)

        // Save pixel values to disk
        fprintf(fp, "%d %d - %f %f %f\n",  col + 1, row + 1, r, g, b);
    }
}
fclose(fp);

有谁知道问题可能是什么?非常感谢所有帮助。

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1 回答 1

2

老问题,但我认为这可能是问题所在:

使用 映射纹理后texture->Map(),您尝试将其一次性复制到m_pBits所有文件中。除非映射纹理的 RowPitch 与其宽度相同(参见此处),否则这将不起作用。

相反,您必须逐行复制图像:

BYTE* source = static_cast<BYTE*>(mappedTexture.pData);
BYTE& dest = m_pBits;
for (int i = 0; i < IMAGE_HEIGHT; ++i) {
    memcpy(dest, source, IMAGE_WIDTH * 4); // for 4 bytes per pixel
    source += mappedTexture.RowPitch;
    dest += IMAGE_WIDTH * 4;
}
于 2017-04-01T10:28:07.500 回答