I would like to capture the contents of my front or back buffer using DirectX 11 into an array of bytes which I can then use as a texture or as a source for creating a file.
Swap chain buffers can be easily saved with D3D11 as shown below.
- Create a Texture2D as same as the swap chain's back buffer you are trying to save
- Call CopyResource on the device context to copy from back buffer to the newly created texture
- Call D3DX11SaveTextureToFile(...) with file name
contrived code fragment:
ID3D11Texture2D* pBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBuffer);
if(texture_to_save == NULL)
{
D3D11_TEXTURE2D_DESC td;
pBuffer->GetDesc(&td);
device->CreateTexture2D(&td, NULL, &texture_to_save);
}
deviceContext->CopyResource(texture_to_save, pBuffer);
D3DX11SaveTextureToFile(deviceContext,texture_to_save,D3DX11_IFF_PNG,filename);