I have a BYTE buffer of a 32 bit red colored simple texture. I want to create a texture in DirectX 11 where target texture format is DXGI_FORMAT_R32_FLOAT. I was trying with device context Map() function but while saving the resource to dds file it shows black. Would someone give me a guideline how can I write a simple 32 bit red texture in DirectX 11 ?
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If you want a 1x1 texture in the DXGI_FORMAT_R32_FLOAT
format with a red pixel, you can just create it in code:
using Microsoft::WRL::ComPtr;
static const float s_pixel = 1.f;
D3D11_SUBRESOURCE_DATA initData = { &s_pixel, sizeof(float), 0 };
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = desc.Height = desc.MipLevels = desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R32_FLOAT;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ComPtr<ID3D11Texture2D> tex;
HRESULT hr = mDevice->CreateTexture2D(&desc, &initData, tex.GetAddressOf());
if (SUCCEEDED(hr))
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
SRVDesc.Format = desc.Format;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = 1;
hr = mDevice->CreateShaderResourceView(tex.Get(), &SRVDesc, pResult);
}
return hr;
The reason for the 'black texture' has already been addressed here. You are using the wrong kind of texture and map flags.

Chuck Walbourn
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