Id3d11texture2d

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Id3d11texture2d

Type: UINT. Texture width in texels. However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks. Texture height in texels.

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The maximum number of mipmap levels in the texture. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

id3d11texture2d

Number of textures in the texture array. The range is actually constrained by the feature level at which you create the rendering device. Structure that specifies multisampling parameters for the texture.

Value that identifies how the texture is to be read from and written to. The flags can be combined by a logical OR. Use 0 if CPU access is not required.

These flags can be combined with a logical OR. Use 0 if none of these flags apply. These flags can be combined by using a logical OR. The device places some size restrictions must be multiples of a minimum size for a subsampled, block compressed, or bit-format resource. The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version.

Resource Structures.

ID3D11Texture2D interface

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I'm writing a native plugin for Unity that is responsible for presenting the rendered Unity scene in a separate window with its own swap chain and an associated device and context all owned by the plugin. I'm rendering the Unity scene to a texture and passing the native pointer of the texture to the plugin. I'm facing issues while doing this copy. To test this pipeline, I'm working with the SpriteBatch example in DirectXTK tweaking it a little bit - create a texture using one device, and pass it on to another device the original example uses the same device to create the first texture which is responsible for rendering it on the screen.

Then I copy the contents of the first texture to the second texture, and create a ID3D11ShaderResourceView bound to the second texture. As long as OpenSharedResource is used properly, the code does not break but the end result is the same blank screen.

Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Asked 2 years, 2 months ago. Active 2 years, 2 months ago.

Viewed times. GetL"cat. Format; sharedTextureDesc. Getcat. Format; sbSRVDesc. The code goes through fine, but there's no image rendered onto the window when I do this. Papouh Papouh 1 1 bronze badge. You'll note that CopyResource doesn't return success or failure, so if it fails it does so silently. Active Oldest Votes.Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. Hi, Related to the AnswerHub question hereis there a way for us to supply our own textures and have the engine use them directly without going through the process of copying the data to memory then copying it to unreal's memory where it then gets copied to a driver temp space before finally getting loaded as a texture.

I have some streaming data that is going directly to a texture in a hardware accelerated way and I would really like to use it directly.

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Is there any existing class to support This use-case or a simple way to subclass an existing one like Texture2D to support this? Thanks for any suggestions or help offered!

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Tags: id3d11texture2dnative textureopenglstreamingtexture. I would also like to know the answer to this question as this seems necessary for hardware accelerated video decoding. Comment Post Cancel.

id3d11texture2d

This sounds exactly what I am intending to do so would also be extremely interested in hearing some explanations or ideas! Originally posted by hesham View Post. I would love this as well, if it is possible. I found and just tried out ' UpdateTextureRegions ' which according to my timings is plenty fast for me!

ID3D11Texture2D::GetDesc method

I used QueryPerformanceCounter for my timings and am getting some very low numbers if I'm doing it right, which I think I am. You guys should try it if you haven't already. The problem with that is that is it not available for a cooked build. Engine Programmer www. Would any engine dev's be able to chip in and and tell us a bit more please?

Is there a way to get this working somehow ourselves? Can this be made to work in the near future? It seems like a bunch of people are wanting to have this functionality!

It should probably be removed from the wiki if it is not working. Last edited by Fredrum ;PM. I'm currently using that.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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I have this piece of code :. Thank you! Microsoft provides a rather detailed Desktop Duplication API usage sample implementing all the steps mentioned above. Hi here is the code which helps for your requirement. How are we doing? Please help us improve Stack Overflow. Take our short survey. Learn more. Ask Question. Asked 2 years, 11 months ago. Active 2 years, 4 months ago. Viewed 5k times.

id3d11texture2d

DevAndroid DevAndroid 7 7 silver badges 19 19 bronze badges. Active Oldest Votes. Krish Krish 1 1 silver badge 12 12 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook.

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I have this piece of code :. Thank you!

id3d11texture2d

Microsoft provides a rather detailed Desktop Duplication API usage sample implementing all the steps mentioned above. Hi here is the code which helps for your requirement. Learn more. Ask Question. Asked 2 years, 11 months ago.

Active 2 years, 4 months ago. Viewed 5k times. DevAndroid DevAndroid 7 7 silver badges 19 19 bronze badges. Active Oldest Votes. Krish Krish 1 1 silver badge 12 12 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook.

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Dark Mode Beta - help us root out low-contrast and un-converted bits. Related Hot Network Questions. Question feed. Stack Overflow works best with JavaScript enabled.A Direct3D 11 2D texture save routine for generating a "screenshot" from a render target texture. There is a function that will dump the 2D texture to a.

These writers do not support array textures, 1D textures, 3D volume textures, cubemaps, or cubemap arrays. Mipmaps are also ignored. For those scenarios, use the DirectXTex library functionality. The ScreenGrab module is really designed to make a quick and light-weight solution for capturing screenshots at runtime.

A standalone version is included in the DirectXTex package. The library assumes that the client code will have already called CoInitializeCoInitializeExor Windows::Foundation::Initialize as needed by the application before calling any Windows Imaging Component functionality. Saves a texture to a DDS file on disk.

It performs no format conversions, but will try to favor writing legacy. DDS files when possible for improved tool support. Saves a texture to a WIC-supported bitmap file on disk. If no WIC pixel format GUID is provided as the targetFormat parameter, it will default to a non-alpha format since 'screenshots' usually ignore the alpha channel in render targets.

C++ (Cpp) ID3D11Texture2D Examples

You only use it with the render target view if doing gamma-correct rendering. Therefore, when writing PNG screenshots directly from the swapchain backbuffer you can end up with a washed-out image. You solve this by using the optional parameter forceSRGB to influence the image metadata:.

It always converts floating-point data to unorm when encoding. WIC2 is available on Windows 10, Windows 8.

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See Windows Imaging Component and Windows 8. For Windows Store apps and Universal Windows Platform UWP app, the file access permissions are rather restricted so you'll need to make sure you use a fully qualified path to a valid write folder. A good location to use is the app data folder:. If you are going to immediately copy it to another location via StorageFolder::MoveAndReplaceAsyncthen use the app's temporary folder:.

TemporaryFolder property.Toggle navigation Hot Examples. You can rate examples to help us improve the quality of examples. Frequently Used Methods. Show Hide. Release GetDesc AddRef 2. GetPrivateData 1. QueryInterface 1. SetPrivateData 1. SetPrivateDataInterface 1. Related in langs.

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CalendarEventRecurrenceType C. EventQueue C. SafeParse Go. Median Go. File Java. Example 1. Show file. File: GraphicsDriver. Example 2. Example 3.

File: D3D. BufferCount, swapChainDesc.


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