How would you convert a Directx11 Texture2d into an image on the cpu that I can process?
I have tried searching the issue and google comes up with unity answers that use exclusive API's or the answers reflect to System.Drawing.Texture2
How would you convert a Directx11 Texture2d into an image on the cpu that I can process?
I have tried searching the issue and google comes up with unity answers that use exclusive API's or the answers reflect to System.Drawing.Texture2
You need to create a staging texture, that you can then access through cpu.
To do so, I assume that you already have an existing SharpDX texture :
public static StagingTexture2d FromTexture(Texture2D texture)
{
if (texture == null)
throw new ArgumentNullException("texture");
//Get description, and swap a few flags around (make it readable, non bindable and staging usage)
Texture2DDescription description = texture.Description;
description.BindFlags = BindFlags.None;
description.CpuAccessFlags = CpuAccessFlags.Read;
description.Usage = ResourceUsage.Staging;
return new StagingTexture2d(texture.Device, description);
}
This new texture will allow read operations.
Next you need to copy your GPU texture into the staging Texture using the device context :
deviceContext.CopyResource(gpuTexture, stagingTexture);
Once this is done, you can map the staging texture to access it's content on the CPU :
DataStream dataStream;
DataBox dataBox = deviceContext.MapSubresource(stagingTexture,0, MapMode.Read, MapFlags.None, out dataStream);
//Use either datastream to read data, or dataBox.DataPointer
//generally it's good to make a copy of that data immediately and unmap asap
//Very important, unmap once you done
deviceContext.UnmapSubresource(stagingTexture, 0);