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大家好,我有一个问题,我找不到任何文件。
预期的资源类型究竟是什么? 我知道在Direct X示例中它通常是D3D表面, 如果我尝试注册D3D纹理会发生什么? 我问这个是因为我正在尝试编码一个Unity Engine渲染纹理,它给出了一个IDirect3DTexture9 ptr。 如果我可以直接传递它,而不必实际获得一个D3D9Surface,这将安全我一段时间。 如果不是,我可能需要编写一个原生插件来获取D3D表面。 谢谢 以上来自于谷歌翻译 以下为原文 Hi all, I have a question that I can't find any documentation on. What exactly is the resource type expected to be? I know in the Direct X examples it is usually a D3D surface, what happens if I try to register a D3D Texture instead? I'm asking this because I'm trying to encode a Unity Engine render texture which gives a IDirect3DTexture9 ptr. If i could pass this directly in and not have to actually get a D3D9Surface that would safe me some time. If not I probably need to write a native plugin to get at the D3D surface. Thanks |
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以上来自于谷歌翻译 以下为原文 Hi vincentnagi, If you want to register a D3D texture, even nvEncRegisterResource() succeeds, the following nvEncMapInputResource() will fail. So D3D9 texture can't be used as the input resource type. In your use case, please call IDirect3DTexture9::GetSurfaceLevel to get a surface pointer from the texture. Gary |
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感谢Gary的回复,你对D3D11,ID3DView还是ID3D11Resource有什么看法?
一个人去哪里寻找这些细节? 我浏览了nvEnc指南和参考文献,他们没有这些细节。 问候, 文斯 编辑:在更多的谷歌搜索似乎NvEncoder不支持直接与D3D11互操作,我可以a)通过手动缓冲区复制桥接D3D9 / D3D11差距,或b)使用IFR返回编码纹理。 以上来自于谷歌翻译 以下为原文 Thanks for the response Gary, would you have any inkling what this would be for D3D11, a ID3DView or ID3D11Resource? Where does one go about finding these details? I skimmed the nvEnc guide and references and they don't have these details. Regards, Vince Edit: Upon more googling it would seem that NvEncoder does not support interop with D3D11 directly, and I could either a) bridge the D3D9/D3D11 gap by doing a manual buffer copy, or b) use IFR do return the encoded texture. |
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