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mliu

DXGI_FORMAT convert

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Hi, ALL
I got a ID3D10Texture2D, its format is DXGI_FORMAT_B8G8R8X8_UNORM, How could I create a ID3D10Texture2D whose format is DXGI_FORMAT_R8G8B8A8_UNORM using the data of the first texture? thanks for answers.

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Something like this, if the texture is mappable (CPU read misc flags):

unsigned char data[width*height*4];
pB8G8R8X8Texture->Map(..);
for(y < height) {
unsigned char *row = (unsigned char*)map.pData + y * map.RowPitch;
for(x < width) {
data[y*width*4 + x*4 + 0] = row[x*4 + 2];// b->r
data[y*width*4 + x*4 + 1] = row[x*4 + 1];// g->g
data[y*width*4 + x*4 + 2] = row[x*4 + 0];// r->b
data[y*width*4 + x*4 + 3] = 255;// a
}
}
Unmap();

D3D10_SUBRESOURCE_DATA initData;
initData.pSysMem = data;
initData.SysMemPitch = width*4;
CreateTexture2D(..., &initData, &pR8G8B8A8Texure);


If the texture is not mappable, start by creating another B8G8R8X8 texture with D3D10_USAGE_STAGING usage and use CopyResource to copy your texture to it. Then map that staging texture and convert it to the new texture.

Another way is to create the R8G8B8A8 texture as a render target and bind the B8G8R8X8 texture as a shader resource, then render a textured quad to the new texture.

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Thank you Erik
The first advice you give sounds easily for me. but its performance is worse than the second advice.
But I am very very fresh to d3d10. So I dont know how to ..bind the B8G8R8X8 texture as a shader resource, then render a textured quad to the new texture.
Could anybody give me some documents or code snippets about this?
Thank you!

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