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August 25, 2019 19:20
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Creating a texture for pixel shader and updating the texture in DirectX 11.
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//------------------------------------------------ | |
// Creating texture for rendering video | |
//------------------------------------------------ | |
// ID3D11Device* Device | |
ID3D11Texture2D* texture = nullptr; | |
D3D11_TEXTURE2D_DESC td; | |
RtlZeroMemory(&td, sizeof(D3D11_TEXTURE2D_DESC)); | |
td.Width = textureWidth; | |
td.Height = textureHeight; | |
td.MipLevels = 1; | |
td.ArraySize = 1; | |
td.Format = DXGI_FORMAT_R8_UNORM; | |
td.SampleDesc.Count = 1; | |
td.Usage = D3D11_USAGE_DYNAMIC; | |
td.BindFlags = D3D11_BIND_SHADER_RESOURCE; | |
td.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
hr = Device->CreateTexture2D(&td, nullptr, &texture); | |
//------------------------------------------------ | |
// Updating texture | |
//------------------------------------------------ | |
// ID3D11DeviceContext* DeviceContext | |
D3D11_MAPPED_SUBRESOURCE resource; | |
UINT subresource = D3D11CalcSubresource(0, 0, 0); | |
HRESULT hr = DeviceContext->Map(texture, subresource, D3D11_MAP_WRITE_DISCARD, 0, &resource); | |
// update using data pointer | |
BYTE* ptr = reinterpret_cast<BYTE*>(resource.pData); | |
DeviceContext->Unmap(texture, subresource); | |
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