d3d12 渲染超大图片代码
时间: 2023-07-09 20:36:13 浏览: 180
在 D3D12 中,渲染超大图片可以使用纹理切割技术,将大型纹理分成多个小型纹理,并将它们分别加载到显存中。然后,在渲染时,可以使用纹理数组来绘制超过功能级别最大纹理大小的图片。
下面是使用纹理切割渲染超大图片的代码示例:
```c++
// 定义纹理大小
const UINT textureWidth = 4096;
const UINT textureHeight = 4096;
// 加载大型纹理
ComPtr<ID3D12Resource> textureResource;
ThrowIfFailed(CreateTextureFromFile(device, commandList, L"large_texture.png", textureResource.GetAddressOf()));
// 创建小型纹理
const UINT subTextureWidth = 512;
const UINT subTextureHeight = 512;
for (UINT y = 0; y < textureHeight; y += subTextureHeight)
{
for (UINT x = 0; x < textureWidth; x += subTextureWidth)
{
// 计算子纹理的大小和位置
const UINT subTextureX = x;
const UINT subTextureY = y;
const UINT subTextureW = min(subTextureWidth, textureWidth - x);
const UINT subTextureH = min(subTextureHeight, textureHeight - y);
// 创建子纹理资源
ComPtr<ID3D12Resource> subTextureResource;
ThrowIfFailed(device->CreateCommittedResource(..., D3D12_RESOURCE_STATE_COPY_DEST, ...));
// 将大型纹理的子区域复制到小型纹理中
D3D12_TEXTURE_COPY_LOCATION srcLocation = CD3DX12_TEXTURE_COPY_LOCATION(textureResource.Get(), subTextureX, subTextureY, 0);
D3D12_TEXTURE_COPY_LOCATION dstLocation = CD3DX12_TEXTURE_COPY_LOCATION(subTextureResource.Get(), 0, 0, 0);
commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
// 添加小型纹理到纹理数组中
m_textureArray.push_back(subTextureResource);
}
}
// 绑定纹理数组到着色器资源视图
CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_srvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < m_textureArray.size(); i++)
{
device->CreateShaderResourceView(m_textureArray[i].Get(), nullptr, srvHandle);
srvHandle.Offset(m_srvDescriptorSize);
}
// 绘制超大图片
const UINT numVertices = 4;
const UINT vertexBufferSize = sizeof(Vertex) * numVertices;
Vertex quadVertices[] =
{
{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f } },
{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 0.0f } },
{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 1.0f } },
{ { 1.0f, -1.0f, 0.0f }, { 1.0f, 1.0f } }
};
ComPtr<ID3D12Resource> vertexBuffer;
ThrowIfFailed(device->CreateCommittedResource(..., D3D12_RESOURCE_STATE_COPY_DEST, ...));
ComPtr<ID3D12Resource> vertexUploadBuffer;
ThrowIfFailed(device->CreateCommittedResource(..., D3D12_RESOURCE_STATE_GENERIC_READ, ...));
D3D12_SUBRESOURCE_DATA vertexData = {};
vertexData.pData = reinterpret_cast<BYTE*>(quadVertices);
vertexData.RowPitch = vertexBufferSize;
vertexData.SlicePitch = vertexBufferSize;
UpdateSubresources(commandList, vertexBuffer.Get(), vertexUploadBuffer.Get(), 0, 0, 1, &vertexData);
commandList->ResourceBarrier(..., D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, ...);
commandList->IASetVertexBuffers(...);
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
CD3DX12_GPU_DESCRIPTOR_HANDLE srvGpuHandle(m_srvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
commandList->SetGraphicsRootDescriptorTable(0, srvGpuHandle);
commandList->DrawInstanced(numVertices, 1, 0, 0);
// 清理资源
m_textureArray.clear();
```
在这个示例中,我们首先加载大型纹理,然后将其分成多个小型纹理。然后,我们将每个小型纹理复制到单独的资源中,并将它们添加到纹理数组中。最终,我们绑定纹理数组到着色器资源视图中,并使用它来绘制超过功能级别最大纹理大小的图片。
需要注意的是,纹理切割技术会增加额外的资源开销和绘制开销,因此应该尽可能地避免使用超过功能级别最大纹理大小的图片。
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