Draw RGB pixel array to DirectX-11 render view
IF you can make sure your staging resource matches the exact resolution and format of the render target you are given:
-
Create a staging resource
-
Map the staging resource, and copy your data into it.
-
Unmap the staging resource
-
Use
GetResource
on the RTV to get the resource -
CopyResource
from your staging to that resource.
Otherwise, IF you can count on Direct3D Hardware Feature level 10.0 or better, the easiest way would be:
-
Create a texture with
USAGE_DYNAMIC
. -
Map it and copy your data into the texture.
-
Unmap the resource
-
Render the dynamic texture as a ‘full-screen’ quad using the ‘big-triangle’ self-generation trick in the vertex shader:
SamplerState PointSampler : register(s0);
Texture2D<float4> Texture : register(t0);
struct Interpolators
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
};
Interpolators main(uint vI : SV_VertexId)
{
Interpolators output;
// We use the 'big triangle' optimization so you only Draw 3 verticies instead of 4.
float2 texcoord = float2((vI << 1) & 2, vI & 2);
output.TexCoord = texcoord;
output.Position = float4(texcoord.x * 2 - 1, -texcoord.y * 2 + 1, 0, 1);
return output;
}
and a pixel shader of:
float4 main(Interpolators In) : SV_Target0
{
return Texture.Sample(PointSampler, In.TexCoord);
}
Then draw with:
ID3D11ShaderResourceView* textures[1] = { texture };
context->PSSetShaderResources(0, 1, textures);
// You need a sampler object.
context->PSSetSamplers(0, 1, &sampler);
// Depending on your desired result, you may need state objects here
context->OMSetBlendState(nullptr, nullptr, 0xffffffff);
context->OMSetDepthStencilState(nullptr, 0);
context->RSSetState(nullptr);
context->IASetInputLayout(nullptr);
contet->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Draw(3, 0);
For full source for the “Full Screen Quad” drawing, see GitHub.
Read more here: Source link