Directx 无法从Direct3D 11中的内存正确初始化2D纹理

Directx 无法从Direct3D 11中的内存正确初始化2D纹理,directx,textures,directx-11,direct3d,direct3d11,Directx,Textures,Directx 11,Direct3d,Direct3d11,我试图在系统内存中生成一个简单的数组,表示R8G8B8A8纹理,然后将该纹理传输到GPU内存 首先,我分配一个数组并用所需的绿色数据填充它: frame.width = 3; frame.height = 1; auto components = 4; auto length = components * frame.width * frame.height; frame.data = new uint8_t[length]; frame.dat

我试图在系统内存中生成一个简单的数组,表示R8G8B8A8纹理,然后将该纹理传输到GPU内存

首先,我分配一个数组并用所需的绿色数据填充它:

    frame.width = 3;
    frame.height = 1;
    auto components = 4;
    auto length = components * frame.width * frame.height;
    frame.data = new uint8_t[length];

    frame.data[0 + 0 * frame.width] = 0;  frame.data[1 + 0 * frame.width] = 255;  frame.data[2 + 0 * frame.width] = 0;  frame.data[3 + 0 * frame.width] = 255;
    frame.data[0 + 1 * frame.width] = 0;  frame.data[1 + 1 * frame.width] = 255;  frame.data[2 + 1 * frame.width] = 0;  frame.data[3 + 1 * frame.width] = 255;
    frame.data[0 + 2 * frame.width] = 0;  frame.data[1 + 2 * frame.width] = 255;  frame.data[2 + 2 * frame.width] = 0;  frame.data[3 + 2 * frame.width] = 255;
然后,我创建纹理对象并将其设置为像素着色器资源:

    D3D11_TEXTURE2D_DESC textureDescription;

    textureDescription.Width = frame.width;
    textureDescription.Height = frame.height;

    textureDescription.MipLevels = textureDescription.ArraySize = 1;
    textureDescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    textureDescription.SampleDesc.Count = 1;
    textureDescription.SampleDesc.Quality = 0; 
    textureDescription.Usage = D3D11_USAGE_DYNAMIC;
    textureDescription.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    textureDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    textureDescription.MiscFlags = 0;


    D3D11_SUBRESOURCE_DATA initialTextureData;
    initialTextureData.pSysMem = frame.data;
    initialTextureData.SysMemPitch = frame.width * components;
    initialTextureData.SysMemSlicePitch = 0;

    DX_CHECK(m_device->CreateTexture2D(&textureDescription, &initialTextureData, &m_texture));
    DX_CHECK(m_device->CreateShaderResourceView(m_texture, NULL, &m_textureView));
    m_context->PSSetShaderResources(0, 1, &m_textureView);
我的期望是,GPU内存将包含一个3x1绿色纹理,每个纹理将有1.0f的阿尔法香奈儿。但是,情况并非如此,通过Visual Studio图形调试器检查加载的纹理对象可以查看:


有人能解释一下发生了什么事吗?如何解决此问题?

让我们看一看您的阵列寻址方案索引随您提供的维度而减少:

frame.data[0] = 0;  frame.data[1] = 255;  frame.data[2] = 0;  frame.data[3] = 255;
frame.data[3] = 0;  frame.data[4] = 255;  frame.data[5] = 0;  frame.data[6] = 255;
frame.data[6] = 0;  frame.data[7] = 255;  frame.data[8] = 0;  frame.data[9] = 255;
如果重新订购,我们将获得

data[ 0] = 0                  B pixel 1
data[ 1] = 255                G pixel 1
data[ 2] = 0                  R pixel 1
data[ 3] = 0  (overwritten)   A pixel 1
data[ 4] = 255                  pixel 2
data[ 5] = 0
data[ 6] = 0
data[ 7] = 255
data[ 8] = 0                    pixel 3
data[ 9] = 255
data[10] = undefined
data[11] = undefined
如您所见,这正是调试器显示给您的数据

所以你只需要修改你的地址方案。正确的公式是:

index = component + x * components + y * pitch,
你定义了一个稠密的填充

pitch = width * components

为了推导这个公式,您只需要考虑当您增加一个变量时,您必须跳过多少个索引。例如,当您增加当前组件时,您只需进一步增加一个条目,因为所有组件都紧挨着彼此。另一方面,如果增加y坐标,则需要跳过一行中尽可能多的条目。这称为节距,即图像的宽度乘以密集堆积的组件数。

让我们看一看您的阵列寻址方案。索引会随着您提供的维度而减少:

frame.data[0] = 0;  frame.data[1] = 255;  frame.data[2] = 0;  frame.data[3] = 255;
frame.data[3] = 0;  frame.data[4] = 255;  frame.data[5] = 0;  frame.data[6] = 255;
frame.data[6] = 0;  frame.data[7] = 255;  frame.data[8] = 0;  frame.data[9] = 255;
如果重新订购,我们将获得

data[ 0] = 0                  B pixel 1
data[ 1] = 255                G pixel 1
data[ 2] = 0                  R pixel 1
data[ 3] = 0  (overwritten)   A pixel 1
data[ 4] = 255                  pixel 2
data[ 5] = 0
data[ 6] = 0
data[ 7] = 255
data[ 8] = 0                    pixel 3
data[ 9] = 255
data[10] = undefined
data[11] = undefined
如您所见,这正是调试器显示给您的数据

所以你只需要修改你的地址方案。正确的公式是:

index = component + x * components + y * pitch,
你定义了一个稠密的填充

pitch = width * components
为了推导这个公式,您只需要考虑当您增加一个变量时,您必须跳过多少个索引。例如,当您增加当前组件时,您只需进一步增加一个条目,因为所有组件都紧挨着彼此。另一方面,如果增加y坐标,则需要跳过一行中尽可能多的条目。这称为间距,即图像宽度乘以密集堆积的组件数