How to copy depth buffer to CPU memory in DirectX?
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by
Ashwin
on Game Development
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or by Ashwin
Published on 2013-08-02T08:50:57Z
Indexed on
2013/08/02
16:07 UTC
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Hit count: 398
directx
I have code in OpenGL that uses glReadPixels
to copy the depth buffer to a CPU memory buffer:
glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf);
How do I achieve the same in DirectX?
I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer:
IDirect3DSurface9* d3dSurface;
d3dDevice->GetDepthStencilSurface(&d3dSurface);
D3DSURFACE_DESC d3dSurfaceDesc;
d3dSurface->GetDesc(&d3dSurfaceDesc);
IDirect3DSurface9* d3dOffSurface;
d3dDevice->CreateOffscreenPlainSurface(
d3dSurfaceDesc.Width,
d3dSurfaceDesc.Height,
D3DFMT_D32F_LOCKABLE,
D3DPOOL_SCRATCH,
&d3dOffSurface,
NULL);
// FAILS: D3DERR_INVALIDCALL
D3DXLoadSurfaceFromSurface(
d3dOffSurface,
NULL,
NULL,
d3dSurface,
NULL,
NULL,
D3DX_FILTER_NONE,
0);
// Copy from offscreen surface to CPU memory ...
The code fails on the call to D3DXLoadSurfaceFromSurface
. It returns the error value D3DERR_INVALIDCALL
.
What is wrong with my code?
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