A D3D11_USAGE_STAGING无法通过D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX共享资源

问题描述 投票:1回答:1

我尝试创建新的ID3D11Texture2D以便将其进一步映射到DXGI_MAPPED_RECT。我收到一些ID3D11Texture2D,但它们没有电源(无法更改其创建方式)。

这里是代码的一部分:

CComPtr<IDXGIResource> cpDXGIResource;
RET_HR_NULL(_pTexIn->QueryInterface(__uuidof(IDXGIResource), (void**)&cpDXGIResource), cpDXGIResource);

HANDLE sharedHandle;
cpDXGIResource->GetSharedHandle(&sharedHandle);

CComPtr<ID3D11Texture2D> cpTexIn;
cpD3D11Device->OpenSharedResource(sharedHandle, __uuidof(ID3D11Resource), (void**)(&cpTexIn));

D3D11_TEXTURE2D_DESC td;
cpTexIn->GetDesc(&td);
td.Usage = D3D11_USAGE_STAGING;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

CComPtr<ID3D11Texture2D> cpNewTexture;
RET_HR_NULL(cpD3D11Device->CreateTexture2D(&td, NULL, &cpNewTexture), cpNewTexture);

cpD3D11DeviceContext->CopyResource(cpNewTexture, cpTexIn);

CComPtr<IDXGISurface> cpDXGISurface;
RET_HR_NULL(cpNewTexture->QueryInterface(&cpDXGISurface), cpDXGISurface);

DXGI_MAPPED_RECT bitmap2Dmap;
RET_HR(cpDXGISurface->Map(&bitmap2Dmap, DXGI_MAP_READ));

_pTexIn是输入ID3D11Texture2D。CreateTexture2D()时出现以下错误:

D3D11错误:ID3D11Device :: CreateTexture2D:A D3D11_USAGE_STAGING无法通过D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX或D3D11_RESOURCE_MISC_SHARED。 [STATE_CREATION错误#103:CREATETEXTURE2D_INVALIDMISCFLAGS]

这里是D3D11_TEXTURE2D_DESC的内容:

Width   0x00000354  unsigned int
Height  0x000001e0  unsigned int
MipLevels   0x00000001  unsigned int
ArraySize   0x00000001  unsigned int
Format  DXGI_FORMAT_B8G8R8A8_UNORM (0x00000057) DXGI_FORMAT
SampleDesc  {Count=0x00000001 Quality=0x00000000 }  DXGI_SAMPLE_DESC
Usage   D3D11_USAGE_STAGING (0x00000003)    D3D11_USAGE
BindFlags   0x00000008  unsigned int
CPUAccessFlags  0x00020000  unsigned int
MiscFlags   0x00000002  unsigned int
c++ directx direct3d11 dxgi
1个回答
1
投票

这正是调试层所说的

A D3D11_USAGE_STAGING无法通过D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX或D3D11_RESOURCE_MISC_SHARED共享资源。 [STATE_CREATION错误#103:CREATETEXTURE2D_INVALIDMISCFLAGS]

表示如果需要同时具有共享和暂存功能,则需要在一台设备上创建两个单独的纹理。一个将是可共享的,另一个将是临时的,您将按照数据流的逻辑将数据从一个复制到另一个。您不能通过设计拥有分阶段的可共享纹理。

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