windows - How is buffer data accessed in D3D10? -
basically, i'm trying copy front or buffer texture, grab 1x1 mipmap level of said texture, , spew color of resulting arduino control room's lighting. else , running, , i've gotten work via getdc(null) , stretchblt. 15fps, , windows gui ran choppy.
the downsampling demanding used on gpu.
in d3d9, seemed there getbackbuffer() or that, see nothing similar in d3d10. , i'm not sure grab windows gui.
questions:
-what function(s) use?:
-do need explicitly create swapchain beforehand?
-would capture data other d3d programs?
okay, here's i'm @ far creating texture goes i'm not seeing gets me textures:
//create texture d3d10_texture2d_desc tbufferdesc; id3d10texture2d *tbuffer = null; dxgi_sample_desc ibuffersamples = {1,0}; tbufferdesc.width = iscreensizex; tbufferdesc.height = iscreensizey; tbufferdesc.miplevels = 0; tbufferdesc.arraysize = 1; tbufferdesc.format = dxgi_format_b8g8r8a8_typeless; tbufferdesc.sampledesc = ibuffersamples; tbufferdesc.usage = d3d10_usage_default; tbufferdesc.bindflags = d3d10_bind_shader_resource | d3d10_bind_render_target; tbufferdesc.cpuaccessflags = 0; tbufferdesc.miscflags = d3d10_resource_misc_generate_mips; hresult tbufferresult = pdevice->createtexture2d(&tbufferdesc, null , &tbuffer); hrresult(tbufferresult); id3d10rendertargetview *rtbuffer; id3d10resource *rsbuffer; pdevice->omgetrendertargets(1, &rtbuffer, null); rtbuffer->getresource(&rsbuffer); rsbuffer->
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