How to save backbuffer to file in DirectX 10?

不问归期 提交于 2019-11-28 06:04:55

All the credit goes to sepul of gamedev.net.

Now, the problems:

  • texDesc.CPUAccessFlags should be 0
  • texDesc.Format should be DXGI_FORMAT_R8G8B8A8_UNORM
  • texDesc.SampleDesc.Count should be 1
  • texDesc.SampleDesc.Quality should be 0
  • texDesc.Usage should be D3D10_USAGE_DEFAULT

This way D3DX10SaveTextureToFile will save to BMP even to PNG.

The complete code is:

HRESULT hr;
ID3D10Resource *backbufferRes;
_defaultRenderTargetView->GetResource(&backbufferRes);

D3D10_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = 0;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.Width = 640;  // must be same as backbuffer
texDesc.Height = 480; // must be same as backbuffer
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D10_USAGE_DEFAULT;

ID3D10Texture2D *texture;
V( _device->CreateTexture2D(&texDesc, 0, &texture) );
_device->CopyResource(texture, backbufferRes);

V( D3DX10SaveTextureToFile(texture, D3DX10_IFF_PNG, L"test.png") );
texture->Release();
backbufferRes->Release();
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