如何在DirectX 10中保存backbuffer文件?

shi*_*jin 9 screenshot directx-10

我想使用DirectX 10逐帧渲染视频.稍后将通过mencoder或ffmpeg等其他工具处理这些帧.

我在使用DX9时没有遇到任何问题D3DXSaveSurfaceToFile.

现在,在DX10中我发现了D3DX10SaveTextureToFile,但没有运气用它来保存我的后备箱.

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();
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这会创建一个.dds图像,无法通过我所知道的任何类型的DDS视图/编辑器打开.

我的代码出了什么问题?

shi*_*jin 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甚至可以保存到BMP.

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();
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