Directx SharpDX:是否从D3D10.Texture2D创建D3D11.Texture2D?
我正在使用SharpDX并尝试创建一个Directx SharpDX:是否从D3D10.Texture2D创建D3D11.Texture2D?,directx,sharpdx,Directx,Sharpdx,我正在使用SharpDX并尝试创建一个D3D11.Texture2D,它指向与现有D3D10.Texture2D相同的数据。我想我需要得到一个DXGI.Surface,并使用它来创建新的纹理,但我总是会遇到这样一个毫无帮助的错误: HRESULT:[0x80070057],模块:[未知],ApiCode:[未知/未知],消息:参数不正确 以下是我当前编译但不起作用的代码: private D3D11.Texture2D CreateD3D11Texture2D(D3D10.Texture2D d
D3D11.Texture2D
,它指向与现有D3D10.Texture2D
相同的数据。我想我需要得到一个DXGI.Surface
,并使用它来创建新的纹理,但我总是会遇到这样一个毫无帮助的错误:
HRESULT:[0x80070057],模块:[未知],ApiCode:[未知/未知],消息:参数不正确
以下是我当前编译但不起作用的代码:
private D3D11.Texture2D CreateD3D11Texture2D(D3D10.Texture2D d3d10Texture2D)
{
var texDesc = new D3D11.Texture2DDescription
{
ArraySize = 1,
BindFlags = D3D11.BindFlags.ShaderResource | D3D11.BindFlags.UnorderedAccess,
CpuAccessFlags = D3D11.CpuAccessFlags.None,
Format = DXGI.Format.B8G8R8A8_UNorm,
Height = d3d10Texture2D.Description.Height,
MipLevels = 1,
OptionFlags = D3D11.ResourceOptionFlags.None,
SampleDescription = new DXGI.SampleDescription(1, 0),
Usage = D3D11.ResourceUsage.Default,
Width = d3d10Texture2D.Description.Width
};
SharpDX.DataRectangle dataRectangle;
using (var surface = d3d10Texture2D.QueryInterface<DXGI.Surface>())
{
int pitch = d3d10Texture2D.Description.Width
* (int)DXGI.FormatHelper.SizeOfInBytes(d3d10Texture2D.Description.Format);
dataRectangle = new SharpDX.DataRectangle(surface.NativePointer, pitch);
}
return new D3D11.Texture2D(this.d3d11Device, texDesc, dataRectangle);
}
它似乎起作用了。这是最好的方法吗?要在多个纹理之间共享数据,请获取一个
DXGI.Resource
接口,然后调用OpenSharedResource()
。以下是如何使用SharpDX:
private D3D11.Texture2D CreateD3D11Texture2D(D3D10.Texture2D d3d10Texture2D)
{
using (var resource = d3d10Texture2D.QueryInterface<DXGI.Resource>())
{
return this.d3d11Device.OpenSharedResource<D3D11.Texture2D>(resource.SharedHandle);
}
}
private D3D11.Texture2D创建D3D11Texture2D(D3D10.Texture2D d3d10Texture2D)
{
使用(var resource=d3d10Texture2D.QueryInterface())
{
返回此.d3d11设备.OpenSharedResource(resource.SharedHandle);
}
}
有关在不同DirectX设备之间共享曲面的更多一般信息,请转到另一个问题。要在多个纹理之间共享数据,请获取
DXGI.Resource
接口,然后调用OpenSharedResource()
。以下是如何使用SharpDX:
private D3D11.Texture2D CreateD3D11Texture2D(D3D10.Texture2D d3d10Texture2D)
{
using (var resource = d3d10Texture2D.QueryInterface<DXGI.Resource>())
{
return this.d3d11Device.OpenSharedResource<D3D11.Texture2D>(resource.SharedHandle);
}
}
private D3D11.Texture2D创建D3D11Texture2D(D3D10.Texture2D d3d10Texture2D)
{
使用(var resource=d3d10Texture2D.QueryInterface())
{
返回此.d3d11设备.OpenSharedResource(resource.SharedHandle);
}
}
有关在不同DirectX设备之间共享曲面的更多一般信息,请转到另一个问题