First time trying to render something and I have big troubles... I am using DirectN library and SwapChainSurface class from KlearTouch.MediaPlayer. I am trying to render BGRA32 frame using D3D11Device.
For this I have slightly modified OnNewSurfaceAvailable:
public void OnNewSurfaceAvailable2(Action<ID3D11Device, ID3D11DeviceContext> updateSurface)
{
if (rendering)
{
return;
}
try
{
if (this.swapChain is null || swapChainComObject is null)
{
return;
}
swapChainComObject.GetDesc(out var swapChainDesc).ThrowOnError();
if (swapChainDesc.BufferDesc.Width != PanelWidth || swapChainDesc.BufferDesc.Height != PanelHeight)
{
swapChainComObject.ResizeBuffers(2, PanelWidth, PanelHeight, DXGI_FORMAT.DXGI_FORMAT_UNKNOWN, 0).ThrowOnError();
}
var device = swapChain.Object.GetDevice1().Object.As<ID3D11Device>();
device.GetImmediateContext(out var context);
// context.ClearRenderTargetView(renderTargetView.Object, new []{0f, 1f, 1f, 1f});
updateSurface(device, context);
swapChainComObject.Present(1, 0).ThrowOnError();
}
catch (ObjectDisposedException)
{
Reinitialize();
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("\nException: " + ex, nameof(SwapChainSurface) + '.' + nameof(OnNewSurfaceAvailable));
}
rendering = false;
}
OnSurfaceAvailable2 is called from:
void VideoFrameArrived(Bgra32VideoFrame frame)
{
DispatcherQueue.TryEnqueue(() =>
{
previewSurface.OnNewSurfaceAvailable2((device, context) =>
{
var size = frame.m_height * frame.m_height * 4;
D3D11_TEXTURE2D_DESC td;
td.ArraySize = 1;
td.BindFlags = (uint) D3D11_BIND_FLAG.D3D11_BIND_SHADER_RESOURCE;
td.Usage = D3D11_USAGE.D3D11_USAGE_DYNAMIC;
td.CPUAccessFlags = (uint) D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE;
td.Format = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;
td.Height = (uint) frame.m_height;
td.Width = (uint) frame.m_width;
td.MipLevels = 1;
td.MiscFlags = 0;
td.SampleDesc.Count = 1;
td.SampleDesc.Quality = 0;
D3D11_SUBRESOURCE_DATA srd;
srd.pSysMem = frame.m_pixelBuffer;
srd.SysMemPitch = (uint) frame.m_height;
srd.SysMemSlicePitch = 0;
var texture = device.CreateTexture2D<ID3D11Texture2D>(td, new []{srd});
var mappedResource = context.Map(texture.Object, 0, D3D11_MAP.D3D11_MAP_WRITE_DISCARD);
var mappedData = mappedResource.pData;
unsafe
{
Buffer.MemoryCopy(frame.m_pixelBuffer.ToPointer(), mappedData.ToPointer(), size, size);
}
// Just for debug
var pixelsInFrame = new byte[size];
var pixelsInResource = new byte[size];
Marshal.Copy(frame.m_pixelBuffer, pixelsInFrame, 0, size);
Marshal.Copy(mappedResource.pData, pixelsInResource, 0, size);
context.Unmap(texture.Object, 0);
});
});
}
Problem is that I can't see anything rendered and surface stay black and I assume it should not be.
Update: Project repository
Update 2:
I solved my issue. I had too little knowledge about DX11 so I had to study more how things work there. With this knowledge I updated repository which can display preview from black magic design card. It is just example with many issues so be careful and feel free to look for or inspiration there.