我是direct3d 编程的新手,我一直在构建一个简单的Windows 应用程序,用d3d12 依次显示4 个图像。我对 D3D12 架构有基本的了解,到目前为止,我已经创建了四个命令分配器 (backb buffer size = 4)、一个命令列表、一个命令队列、描述符堆和一个栅栏。我还使用 WIC 从文件中加载了我的图像。我知道我必须以某种方式将图像纹理数据作为资源。虽然那部分还不清楚,但我想澄清一下如何从 d3d12 中加载的图像中制作纹理。
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DirectX-Graphics-Samples GitHub reproD3D12HelloTexture
上的示例演示了 Direct3D 12 纹理上传的基础知识。
ComPtr<ID3D12Resource> textureUploadHeap;
// Create the texture.
{
// Describe and create a Texture2D.
D3D12_RESOURCE_DESC textureDesc = {};
textureDesc.MipLevels = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.Width = TextureWidth;
textureDesc.Height = TextureHeight;
textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
textureDesc.DepthOrArraySize = 1;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&m_texture)));
const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_texture.Get(), 0, 1);
// Create the GPU upload buffer.
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&textureUploadHeap)));
// Copy data to the intermediate upload heap and then schedule a copy
// from the upload heap to the Texture2D.
std::vector<UINT8> texture = GenerateTextureData();
D3D12_SUBRESOURCE_DATA textureData = {};
textureData.pData = &texture[0];
textureData.RowPitch = TextureWidth * TexturePixelSize;
textureData.SlicePitch = textureData.RowPitch * TextureHeight;
UpdateSubresources(m_commandList.Get(), m_texture.Get(), textureUploadHeap.Get(), 0, 0, 1, &textureData);
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_texture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
// Describe and create a SRV for the texture.
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = textureDesc.Format;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
m_device->CreateShaderResourceView(m_texture.Get(), &srvDesc, m_srvHeap->GetCPUDescriptorHandleForHeapStart());
}
它使用D3DX12.h C++ 仅内联实用程序头的UpdateSubresources
辅助函数。
作为使用 Direct3D 12 而不是 Direct3D 11 的复杂性的示例,此代码仅在为像素着色器加载纹理时才能正常工作。如果将纹理用于顶点着色器或几何着色器,则它可能会崩溃。或者它可能会起作用。或者它有时可能会起作用,而其他时候则不起作用。这也只是在 Direct3D 12 中加载纹理的一种方式,甚至不是最有效的方式。
更新: DirectX12的 DirectX 工具包现已推出。看看DDSTextureLoader和WICTextureLoader。
于 2016-02-23T06:04:51.087 回答