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  • Directx11教程(50) 输出depth/stencil buffer的内容

         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http://www.cppblog.com/GameAcademe/articles/DirectX11.html这篇blog。

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  • 原文地址:https://www.cnblogs.com/mikewolf2002/p/2502286.html
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