【发布时间】:2017-10-31 07:54:52
【问题描述】:
我正在尝试在系统内存中生成一个表示 R8G8B8A8 纹理的简单数组,然后将该纹理传输到 GPU 内存。
首先,我分配一个数组并用所需的绿色数据填充它:
frame.width = 3;
frame.height = 1;
auto components = 4;
auto length = components * frame.width * frame.height;
frame.data = new uint8_t[length];
frame.data[0 + 0 * frame.width] = 0; frame.data[1 + 0 * frame.width] = 255; frame.data[2 + 0 * frame.width] = 0; frame.data[3 + 0 * frame.width] = 255;
frame.data[0 + 1 * frame.width] = 0; frame.data[1 + 1 * frame.width] = 255; frame.data[2 + 1 * frame.width] = 0; frame.data[3 + 1 * frame.width] = 255;
frame.data[0 + 2 * frame.width] = 0; frame.data[1 + 2 * frame.width] = 255; frame.data[2 + 2 * frame.width] = 0; frame.data[3 + 2 * frame.width] = 255;
然后,我创建纹理对象并将其设置为像素着色器资源:
D3D11_TEXTURE2D_DESC textureDescription;
textureDescription.Width = frame.width;
textureDescription.Height = frame.height;
textureDescription.MipLevels = textureDescription.ArraySize = 1;
textureDescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDescription.SampleDesc.Count = 1;
textureDescription.SampleDesc.Quality = 0;
textureDescription.Usage = D3D11_USAGE_DYNAMIC;
textureDescription.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
textureDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initialTextureData;
initialTextureData.pSysMem = frame.data;
initialTextureData.SysMemPitch = frame.width * components;
initialTextureData.SysMemSlicePitch = 0;
DX_CHECK(m_device->CreateTexture2D(&textureDescription, &initialTextureData, &m_texture));
DX_CHECK(m_device->CreateShaderResourceView(m_texture, NULL, &m_textureView));
m_context->PSSetShaderResources(0, 1, &m_textureView);
我的期望是 GPU 内存将包含 3x1 绿色纹理,并且每个纹理元素在 alpha 通道中将具有 1.0f。但是,情况并非如此,可以通过 Visual Studio 图形调试器检查加载的纹理对象来查看:
有人可以解释发生了什么吗?我该如何解决这个问题?
【问题讨论】:
标签: directx textures directx-11 direct3d direct3d11