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CaptureTexture
DirectXTex |
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Captures a Direct3D render target and returns an image.
This function is intended for use with tools or editor programs. For runtime/engine use, we strongly recommend using ScreenGrab DX11 / DX12 instead of DirectXTex.
HRESULT CaptureTexture(
ID3D11Device* pDevice, ID3D11DeviceContext* pContext,
ID3D11Resource* pSource,
ScratchImage& result );
HRESULT CaptureTexture(
ID3D12CommandQueue* pCommandQueue,
ID3D12Resource* pSource,
bool isCubeMap,
ScratchImage& result,
D3D12_RESOURCE_STATES beforeState = D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATES afterState = D3D12_RESOURCE_STATE_RENDER_TARGET );
ScratchImage image;
HRESULT hr = CaptureTexture( device, context, pResource, image );
if ( SUCCEEDED(hr) )
{
hr = SaveToDDSFile( image.GetImages(),
image.GetImageCount(), image.GetMetadata(),
DDS_FLAGS_NONE, filename );
if ( FAILED(hr) )
{
...
This function can support capturing 1D, 1D array, 2D, 2D array, cubemap, cubemap array, and 3D textures in the full range of DXGI formats.
MSAA textures are resolved before being captured.
If support for DirectX 12 is required, you must explicitly include
#include <d3d12.h>
before including#include "DirectXTex.h"
DirectX 12 version does not support capturing textures from depth/stencil planar formats.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11