9

我想使用 DirectX 10 逐帧渲染视频。这些帧稍后将由 mencoder 或 ffmpeg 等其他工具处理。

我在 DX9 中使用D3DXSaveSurfaceToFile.

现在,在 DX10 中我找到D3DX10SaveTextureToFile了 ,但没有运气使用它来保存我的后备缓冲区。

我使用以下代码:

ID3D10Resource *backbufferRes;
_defaultRenderTargetView->GetResource(&backbufferRes);

D3D10_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
texDesc.Format = backbufferSurfDesc.Format;
texDesc.Height = backbufferSurfDesc.Height;
texDesc.Width = backbufferSurfDesc.Width;
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc = backbufferSurfDesc.SampleDesc;
texDesc.Usage = D3D10_USAGE_STAGING;

ID3D10Texture2D *texture;
HRESULT hr;
V( _device->CreateTexture2D(&texDesc, 0, &texture) );
_device->CopyResource(texture, backbufferRes);

V( D3DX10SaveTextureToFile(texture, D3DX10_IFF_DDS, filename) );
texture->Release();

这会创建一个 .dds 图像,我所知道的任何类型的 DDS 视图/编辑器都无法打开它。

我的代码有什么问题?

4

1 回答 1

12

所有的功劳都归功于 gamedev.net 的 sepul。

现在,问题:

  • texDesc.CPUAccessFlags应该是 0
  • texDesc.Format应该DXGI_FORMAT_R8G8B8A8_UNORM
  • texDesc.SampleDesc.Count应该是 1
  • texDesc.SampleDesc.Quality应该是 0
  • texDesc.Usage应该D3D10_USAGE_DEFAULT

这种方式D3DX10SaveTextureToFile将保存到 BMP,甚至保存到 PNG。

完整的代码是:

HRESULT hr;
ID3D10Resource *backbufferRes;
_defaultRenderTargetView->GetResource(&backbufferRes);

D3D10_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = 0;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.Width = 640;  // must be same as backbuffer
texDesc.Height = 480; // must be same as backbuffer
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D10_USAGE_DEFAULT;

ID3D10Texture2D *texture;
V( _device->CreateTexture2D(&texDesc, 0, &texture) );
_device->CopyResource(texture, backbufferRes);

V( D3DX10SaveTextureToFile(texture, D3DX10_IFF_PNG, L"test.png") );
texture->Release();
backbufferRes->Release();
于 2010-11-26T16:27:37.077 回答