迈克老狼2012 发表于 2012-12-12 00:27:38

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

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

<div class="postbody"><div id="cnblogs_post_body">     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);      
                   for( UINT col = 0; col < WIDTH; col++ )      
                       {      
                       fprintf(fp,"%08x,",pTexels);      
                       }      
                   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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