I followed this solution for my project : How to create bitmap from Surface (SharpDX)
I don't have enough reputation to comment so I'm opening a new question here.
My project is basically in Direct 2D, I have a Surface buffer, a swapchain. I want to put my buffer into a datastream and reads it's value to put it into a bitmap and save it on disk ( like a screen capture), but my code won't work since all the bytes values are 0 (which is black) and this doesn't make sense since my image is fully white with a bit of blue.
Here is my code :
SwapChainDescription description = new SwapChainDescription()
{
ModeDescription = new ModeDescription(this.Width, this.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.RenderTargetOutput,
BufferCount = 1,
SwapEffect = SwapEffect.Discard,
IsWindowed = true,
OutputHandle = this.Handle
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport, description, out device, out swapChain);
SharpDX.DXGI.Device dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device>();
SharpDX.DXGI.Adapter dxgiAdapter = dxgiDevice.Adapter;
SharpDX.Direct2D1.Device d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice);
d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);
SharpDX.Direct3D11.DeviceContext d3DeviceContext = new SharpDX.Direct3D11.DeviceContext(device);
properties = new BitmapProperties(new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied),
96, 96);
Surface backBuffer = swapChain.GetBackBuffer<Surface>(0);
d2dTarget = new SharpDX.Direct2D1.Bitmap(d2dContext, backBuffer, properties);
d2dContext.Target = d2dTarget;
playerBitmap = this.LoadBitmapFromContentFile(@"C:\Users\ndesjardins\Desktop\wave.png");
//System.Drawing.Bitmap bitmapCanva = new System.Drawing.Bitmap(1254, 735);
d2dContext.BeginDraw();
d2dContext.Clear(SharpDX.Color.White);
d2dContext.DrawBitmap(playerBitmap, new SharpDX.RectangleF(0, 0, playerBitmap.Size.Width, playerBitmap.Size.Height), 1f, SharpDX.Direct2D1.BitmapInterpolationMode.NearestNeighbor);
SharpDX.Direct2D1.SolidColorBrush brush = new SharpDX.Direct2D1.SolidColorBrush(d2dContext, SharpDX.Color.Green);
d2dContext.DrawRectangle(new SharpDX.RectangleF(200, 200, 100, 100), brush);
d2dContext.EndDraw();
swapChain.Present(1, PresentFlags.None);
Texture2D backBuffer3D = backBuffer.QueryInterface<SharpDX.Direct3D11.Texture2D>();
Texture2DDescription desc = backBuffer3D.Description;
desc.CpuAccessFlags = CpuAccessFlags.Read;
desc.Usage = ResourceUsage.Staging;
desc.OptionFlags = ResourceOptionFlags.None;
desc.BindFlags = BindFlags.None;
var texture = new Texture2D(device, desc);
d3DeviceContext.CopyResource(backBuffer3D, texture);
byte[] data = null;
using (Surface surface = texture.QueryInterface<Surface>())
{
DataStream dataStream;
var map = surface.Map(SharpDX.DXGI.MapFlags.Read, out dataStream);
int lines = (int)(dataStream.Length / map.Pitch);
data = new byte[surface.Description.Width * surface.Description.Height * 4];
dataStream.Position = 0;
int dataCounter = 0;
// width of the surface - 4 bytes per pixel.
int actualWidth = surface.Description.Width * 4;
for (int y = 0; y < lines; y++)
{
for (int x = 0; x < map.Pitch; x++)
{
if (x < actualWidth)
{
data[dataCounter++] = dataStream.Read<byte>();
}
else
{
dataStream.Read<byte>();
}
}
}
dataStream.Dispose();
surface.Unmap();
int width = surface.Description.Width;
int height = surface.Description.Height;
byte[] bytewidth = BitConverter.GetBytes(width);
byte[] byteheight = BitConverter.GetBytes(height);
Array.Copy(bytewidth, 0, data, 0, 4);
Array.Copy(byteheight, 0, data, 4, 4);
}
Do you guys have any idea why the byte array that is returned at the end is full of 0 since it should be mostly 255? All I did in my backbuffer was to draw a bitmap image and a rectangle form. Array.Copy is to add the width and height header to the byte array, therefore I could create a bitmap out of it.