【问题标题】:How to save backbuffer to file in DirectX 10?如何在 DirectX 10 中将 backbuffer 保存到文件中?
【发布时间】:2010-11-07 22:45:06
【问题描述】:

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 这样做没有问题。

现在,我在 DX10 中找到了 D3DX10SaveTextureToFile,但没有运气使用它来保存我的后台缓冲区。

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();

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

我的代码有什么问题?

【问题讨论】:

    标签: screenshot directx-10


    【解决方案1】:

    所有功劳归于 gamedev.net 的 sepul。

    现在,问题来了:

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

    这样D3DX10SaveTextureToFile 将保存为 BMP 甚至 PNG。

    完整代码为:

    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();
    

    【讨论】:

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