我执行 Direct3D 后台缓冲区的捕获。当我下载像素时,图像帧沿其垂直轴翻转。复制资源或创建目标时是否可以“告诉”D3D 翻转帧ID3D11Texture2D
?
我是这样做的:
我将帧缓冲区复制到其中的纹理是这样创建的:
D3D11_TEXTURE2D_DESC description =
{
desc.BufferDesc.Width, desc.BufferDesc.Height, 1, 1,
DXGI_FORMAT_R8G8B8A8_UNORM,
{ 1, 0 }, // DXGI_SAMPLE_DESC
D3D11_USAGE_STAGING,//transder from GPU to CPU
0, D3D11_CPU_ACCESS_READ, 0
};
D3D11_SUBRESOURCE_DATA data = { buffer, desc.BufferDesc.Width * PIXEL_SIZE, 0 };
device->CreateTexture2D(&description, &data, &pNewTexture);
然后在每一帧上我做:
pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast< void** >(&pSurface));
pContext->CopyResource(pNewTexture, pSurface);
D3D11_MAPPED_SUBRESOURCE resource;
pContext->Map(pNewTexture, 0, D3D11_MAP_READ , 0, &resource);
//reading from resource.pData
//...
PS:我无法控制渲染管道。我用这段代码挂接一个外部应用程序。
另外,我不想弄乱CPU上的像素缓冲区,比如循环中的反向复制等。复制的低延迟是高优先级的。
UPDATE:
我也尝试过这个:
D3D11_BOX box;
box.left = 0;
box.right = desc.BufferDesc.Width;
box.top = desc.BufferDesc.Height;
box.bottom = 0;
box.front = 0;
box.back = 1;
pContext->CopySubresourceRegion(pNewTexture, 0, 0, 0, 0, pSurface, 0, &box);
这会导致框架的内容为空。