d3d12图片渲染纹理数据实现代码
时间: 2023-10-26 10:30:08 浏览: 270
图像纹理识别方法编程实现
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以下是使用DirectX 12实现图片渲染纹理数据的示例代码:
```cpp
// 初始化纹理资源
ID3D12Resource* textureResource = nullptr;
D3D12_RESOURCE_DESC textureDesc = {};
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
textureDesc.Width = textureWidth;
textureDesc.Height = textureHeight;
textureDesc.DepthOrArraySize = 1;
textureDesc.MipLevels = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
ThrowIfFailed(device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&textureResource)));
// 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(textureResource, 0, 1)),
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 = {};
textureData.pData = imageData; // 图像数据指针
textureData.RowPitch = textureWidth * 4; // 每行字节数
textureData.SlicePitch = textureData.RowPitch * textureHeight;
UpdateSubresources(commandList, textureResource, textureUploadHeap, 0, 0, 1, &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(
textureResource,
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 = textureDesc.Format;
textureViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
textureViewDesc.Texture2D.MipLevels = 1;
device->CreateShaderResourceView(textureResource, &textureViewDesc, textureDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
```
这个示例代码包括以下步骤:
1. 创建纹理资源,使用R8G8B8A8_UNORM格式存储像素数据。
2. 创建上传堆,将像素数据复制到上传堆中。
3. 使用`UpdateSubresources`函数将上传堆中的数据复制到纹理资源中。
4. 使用`CD3DX12_RESOURCE_BARRIER`将纹理资源从复制目标状态转换为常量状态。
5. 创建纹理描述符堆和纹理资源视图,使其在着色器中可见。
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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