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Starkman

DIRECTX9 - SURFACE TO TEXTURE

9 posts in this topic

hi

i want to capture my Backbuffer into LPDIRECT3DSURFACE9 and then copy the surface into IDirect3DTexture9 finally use texture as my 3dobject skin . i wrote the codes but just received black pixels.it seems im wrong way on filling texture by surface .

 

Thanks for your help

 

 

IDirect3DTexture9* texture;
LPDIRECT3DSURFACE9 pd3dsBack = NULL;
 
void init() 
{
 
D3DXCreateTexture(g_pd3dDevice,640,480,D3DUSAGE_DYNAMIC,
0,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&texture);
 
}
 
void render() 
{
 
//scene (1)
g_pd3dDevice->BeginScene();
 
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f), 1.0f, 0);
 
//my 3d objects codes for draw into scene (1) .
 
g_pd3dDevice->EndScene();
 
//now try to get back-buffer into surface
 
g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pd3dsBack)  ;
 
//i add this Save section to ensure the backbuffer data received complete and work.(it was ok and save complete true picture of Scene(1) ).
D3DXSaveSurfaceToFileA("BackbufferImage.BMP", D3DXIFF_BMP,pd3dsBack, NULL, NULL);
 
 
//this line fill the surface into texture ; if u think this way is false please give me a simple code to fill texture by surface.thanks 
 
texture->GetSurfaceLevel(0, &pd3dsBack);
 
pd3dsBack->Release();//release my surface
 
 
//scene(2)
    g_pd3dDevice->BeginScene();
 
     g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f), 1.0f, 0);
 
//now render my scene(2) and useing the texture object for draw it as skin of my 3d     object
g_pd3dDevice->SetTexture( 0, texture );
 
g_pd3dDevice->EndScene();
 
 
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
 
}
Edited by Starkman
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LPDIRECT3DSURFACE9 dstsurf = NULL;
LPDIRECT3DSURFACE9 srcsurf = pYourSurface; //This can be your backbuffer
 
if (SUCCEEDED (pYourTexture->GetSurfaceLevel (0, &dstsurf)))
{
D3DXLoadSurfaceFromSurface (
dstsurf,
NULL,
NULL,
srcsurf,
NULL,
NULL,
D3DX_DEFAULT,
0
);

}
 
if (dstsurf) dstsurf->Release ();
if (srcsurf) srcsurf->Release ();
Edited by Tispe
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worked and thanks Tispe.

 

but i need to a faster way (low fps) sad.png  is there any way to copy backbuffer into texture ?

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If you use 0 as the value for the MipLevels parameter in D3DXCreateTexture() it tells DirectX to automatically generate an entire mipmap chain, which is likely the cause of your slow down. If you don't want mipmaps, use a value of 1 instead.

 

Incidentally, it seems like you have the MipLevels and Usage parameters passed to D3DXCreateTexture around the wrong way.

 

Try this line instead:

 

 

D3DXCreateTexture(g_pd3dDevice,640,480,1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&texture);

 

 

It's also good practise to test the return value of DirectX functions, since they can fail.

 

Lastly. you're not falling into the trap of writing the debugging bitmap to disk every frame are you? That amount of disk access to is sure to be slow. I normally hook them up to a key event, such as the shift key being held down. That way you can get the debug bitmap whenever you need it, but it doesn't affect your frame rate under normal conditions.

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Thank you guys smile.pngyour solutions are true and in finally i used  GetRenderTarget with StretchRect() and it's work so fast now.happy.png thanks again.

Edited by Starkman
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Why would there be a performance gain using StretchRect() instead of CopySurfaceToSurface() ?

Is StretchRect() done on the GPU? Edited by Tispe
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i think it done on GPU cause i'm not set my texture or surface as a D3DPOOL_SYSTEMMEM.

Edited by Starkman
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StretchRect is done on the GPU if both source and destination reside on the GPU memory, and the driver/hardware supports it.

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