I have an custom texture class:
class Texture{
ID3D11Texture2D * renderTargetTexture;
public:
...
void saveToTGA(std::wstring filePath);
};
I am using this texture as render target between render passes. I want to write the saveToTGA(std::wstring filePath)
method which saves the texture to file (kind of a screenshot).
MSDN says that D3DX11SaveTextureToFile(...)
is depreciated so I decided to use DirectXTex library as they suggested.
I know I have to use:
DirectX::Image image = ...
DirectX::SaveToTGAFile(image, filePath.c_str());
But the problem is: how to get the DirectX::Image
(from DirectXTex) structure based on ID3D11Texture2D
?
From MSDN document you could use
Blockquote we recommend that you use the DirectXTex library, CaptureTexture then SaveToXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).
So, first you capture your texture from the texture buffer using
HRESULT hr = DirectX::CaptureTexture(m_D3D->GetDevice(), m_D3D->GetDeviceContext(), resourceContext, image);
and follow with Save function
hr = DirectX::SaveToDDSFile(image.GetImages(),image.GetImageCount(), image.GetMetadata(), DirectX::DDS_FLAGS_NONE, Filename);
Please see this reference https://github.com/Microsoft/DirectXTex/wiki/CaptureTexture