I want to render a video frame-by-frame using DirectX 10. The frames would be processed later by some other tool like mencoder or ffmpeg.
I had no problems doing so in DX9 using D3DXSaveSurfaceToFile
.
Now, in DX10 I've found D3DX10SaveTextureToFile
, but had no luck using it to save my backbuffer.
I use the following code:
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();
This creates a .dds image that can not be opened by any sort of DDS view/editor I know of.
What's wrong with my code?
All the credit goes to sepul of gamedev.net.
Now, the problems:
texDesc.CPUAccessFlags
should be 0texDesc.Format
should be DXGI_FORMAT_R8G8B8A8_UNORM
texDesc.SampleDesc.Count
should be 1texDesc.SampleDesc.Quality
should be 0texDesc.Usage
should be D3D10_USAGE_DEFAULT
This way D3DX10SaveTextureToFile
will save to BMP even to PNG.
The complete code is:
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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