d3d12超大图片渲染纹理数组实现代码
时间: 2024-03-17 08:46:50 浏览: 229
以下是使用DirectX 12实现超大图片渲染纹理数组的示例代码:
```cpp
// 初始化纹理资源数组
ID3D12Resource* textureArrayResource = nullptr;
D3D12_RESOURCE_DESC textureArrayDesc = {};
textureArrayDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
textureArrayDesc.Width = textureWidth;
textureArrayDesc.Height = textureHeight;
textureArrayDesc.DepthOrArraySize = textureCount; // 纹理数量
textureArrayDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureArrayDesc.SampleDesc.Count = 1;
textureArrayDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
ThrowIfFailed(device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&textureArrayDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&textureArrayResource)));
// 创建上传堆
ID3D12Resource* textureUploadHeap = nullptr;
ThrowIfFailed(device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(GetRequiredIntermediateSize(textureArrayResource, 0, textureCount)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&textureUploadHeap)));
// 将纹理数据复制到上传堆
D3D12_SUBRESOURCE_DATA textureData[textureCount];
for (int i = 0; i < textureCount; i++)
{
textureData[i].pData = imageData[i]; // 每个纹理的数据指针
textureData[i].RowPitch = textureWidth * 4; // 每行字节数
textureData[i].SlicePitch = textureData[i].RowPitch * textureHeight;
}
UpdateSubresources(commandList, textureArrayResource, textureUploadHeap, 0, 0, textureCount, textureData);
// 将纹理资源从复制目标状态转换为常量状态
CD3DX12_RESOURCE_BARRIER textureBarrier = CD3DX12_RESOURCE_BARRIER::Transition(
textureArrayResource,
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
commandList->ResourceBarrier(1, &textureBarrier);
// 创建纹理描述符堆
CD3DX12_DESCRIPTOR_HEAP_DESC textureHeapDesc(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
ID3D12DescriptorHeap* textureDescriptorHeap = nullptr;
ThrowIfFailed(device->CreateDescriptorHeap(&textureHeapDesc, IID_PPV_ARGS(&textureDescriptorHeap)));
// 创建纹理资源视图
D3D12_SHADER_RESOURCE_VIEW_DESC textureViewDesc = {};
textureViewDesc.Format = textureArrayDesc.Format;
textureViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
textureViewDesc.Texture2DArray.MipLevels = 1;
textureViewDesc.Texture2DArray.ArraySize = textureCount;
textureViewDesc.Texture2DArray.FirstArraySlice = 0;
textureViewDesc.Texture2DArray.PlaneSlice = 0;
textureViewDesc.Texture2DArray.MostDetailedMip = 0;
device->CreateShaderResourceView(textureArrayResource, &textureViewDesc, textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
```
这个示例代码与之前的代码类似,只是创建的是纹理资源数组,需要在纹理描述符堆和纹理资源视图中指定数组大小。在复制纹理数据时,需要为每个纹理指定相应的数据指针。
请注意,这只是一个示例代码,并且需要根据您的具体需要进行修改。
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