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Directx11教程(50) 输出depth/stencil buffer的内容
阅读量:6237 次
发布时间:2019-06-22

本文共 1636 字,大约阅读时间需要 5 分钟。

     有时候,我们需要查看depth/stencil buffer的内容,比如上一章中,我们要查看stencil buffer,看看我们设置的stencil值是否起作用,这时就要输出depth/stencil buffer内容,但这些内容在gpu中,我们并不能直接查看,需要通过纹理copy,资源映射的方式,拷贝到system memory中才可以直接查看。

     下面是输出depth/stencil buffer的代码,最终结果被输出到一个csv文件中,便于用excel 查看。该函数我加在了D3DClass类中:

    bool D3DClass::SaveDepthStencilBuffer()

        {
           D3D11_TEXTURE2D_DESC dsDesc, destTexDesc;
           ID3D11Texture2D*    destTex;
            HRESULT result;

           if(m_depthStencilBuffer)

               {
               m_depthStencilBuffer->GetDesc(&dsDesc);
              // 使目的和源的描述一致
                memcpy(&destTexDesc,&dsDesc,sizeof(destTexDesc));
               destTexDesc.Usage            = D3D11_USAGE_STAGING;
               destTexDesc.BindFlags        = 0;
               destTexDesc.CPUAccessFlags    = D3D11_CPU_ACCESS_READ;   
               result = m_device->CreateTexture2D(&destTexDesc, 0, &destTex);
               if(FAILED(result))
                   {
                   HR(result);
                   return false;
                   }

               //depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;

              
               m_deviceContext->CopyResource(destTex, m_depthStencilBuffer);

               D3D11_MAPPED_SUBRESOURCE mappedResource;

               result = m_deviceContext->Map(destTex, 0, D3D11_MAP_READ, 0, &mappedResource);

               if(FAILED(result))
                   {
                   return false;
                   }

               FILE *fp = fopen("depth-stencil.csv","w");

               const UINT WIDTH = destTexDesc.Width ;

               const UINT HEIGHT = destTexDesc.Height;
               //映射为32位的dword
               DWORD* pTexels = (DWORD*)mappedResource.pData;
               for( UINT row = 0; row < HEIGHT; row++ )
                   {
                   UINT rowStart = row * mappedResource.RowPitch/sizeof(pTexels[0]);
                   for( UINT col = 0; col < WIDTH; col++ )
                       {
                       fprintf(fp,"%08x,",pTexels[rowStart + col]);
                       }
                   fprintf(fp,"\n");
                   }

               fclose(fp);

               m_deviceContext->Unmap(destTex, 0);
               }
               return true;
       
        }

在GraphicClass类的Render函数中,调用该函数,我们就可以得到depth/stencil buffer的内容了。

本文参考了这篇blog。

转载于:https://www.cnblogs.com/mikewolf2002/archive/2012/05/15/2502286.html

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