d3d12纹理数组渲染超大图片实现代码
时间: 2024-03-20 08:41:00 浏览: 192
以下是一个简单的使用D3D12纹理数组渲染超大图片的示例代码,其中包括了纹理数组资源的创建,描述符堆的创建,渲染目标视图的创建等:
```c++
// 创建纹理数组资源
ID3D12Resource* textureArray = nullptr;
CD3DX12_HEAP_PROPERTIES heapProp(D3D12_HEAP_TYPE_DEFAULT);
CD3DX12_RESOURCE_DESC texArrayDesc(D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, width, height, arraySize, 1, format, 1, 0, D3D12_TEXTURE_LAYOUT_UNKNOWN, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &texArrayDesc, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&textureArray));
// 创建描述符堆
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = arraySize;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&rtvHeap));
// 创建渲染目标视图
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart());
UINT rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
for (UINT i = 0; i < arraySize; i++)
{
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = format;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.FirstArraySlice = i;
rtvDesc.Texture2DArray.ArraySize = 1;
rtvDesc.Texture2DArray.MipSlice = 0;
rtvDesc.Texture2DArray.PlaneSlice = 0;
device->CreateRenderTargetView(textureArray, &rtvDesc, rtvHandle);
rtvHandle.Offset(1, rtvDescriptorSize);
}
// 渲染时绑定纹理数组索引
commandList->SetGraphicsRootDescriptorTable(0, rtvHeap->GetGPUDescriptorHandleForHeapStart());
commandList->OMSetRenderTargets(1, &rtvHeap->GetCPUDescriptorHandleForHeapStart(index), FALSE, nullptr);
```
需要注意的是,这只是一个简单的示例代码,实际使用时需要根据具体的场景进行修改和调整。同时,纹理数组的创建和操作也需要考虑到内存和性能的限制。