当我尝试在某些 pc 上将交换链纹理中的渲染内容读取到 byte[] 时,返回的数组大小大于预期

when i try read renderd content from the texture of swapchain into byte[] on some pc's the returned array size bigger then expected

所以情况是这样的
我现在使用 sharp dx 创建链接到 XAML 元素 SwapchainPanel 的交换链 我在上面渲染了一些东西,然后我尝试将渲染数据抓取到 byte[] 中以放入图像缓冲区 为此,我使用这个函数 ReadBuffer

    private D3D11.Texture2D OffscreenstagingTexture;
    private D3D11.Texture2D GetTexture(D3D11.Device _Device,
                             D3D11.DeviceContext _Context,
                             D3D11.Texture2DDescription _Desc)
    {
        if (OffscreenstagingTexture == null ||
            OffscreenstagingTexture.Description.Width != _Desc.Width ||
            OffscreenstagingTexture.Description.Height != _Desc.Height)
        {
            RemoveAndDispose(ref OffscreenstagingTexture);
            D3D11.Texture2DDescription _2DDesc = new D3D11.Texture2DDescription
            {
                Format = DXGI.Format.B8G8R8A8_UNorm,
                Height = _Desc.Height,
                Width = _Desc.Width,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                ArraySize = _Desc.ArraySize,
                BindFlags = D3D11.BindFlags.None,
                CpuAccessFlags = D3D11.CpuAccessFlags.Read | D3D11.CpuAccessFlags.Write,
                Usage = D3D11.ResourceUsage.Staging,
                MipLevels = _Desc.MipLevels
            };
            OffscreenstagingTexture = ToDispose(new D3D11.Texture2D(_Device, _2DDesc));
        }

        return OffscreenstagingTexture;
    }


    public byte[] ReadBuffer(D3D11.Texture2D _2DTexture)
    {
        byte[] data = null;
        D3D11.Texture2DDescription _Desc = _2DTexture.Description;
        D3D11.Device _Device = _2DTexture.Device;
        D3D11.DeviceContext _Context = _Device.ImmediateContext;
        D3D11.Texture2D _2DMappedTexture = GetTexture(_Device, _Context, _Desc);
        try
        {
            _Context.CopyResource(_2DTexture, _2DMappedTexture);
            int size = _Desc.Width * _Desc.Height * 4;
            DataBox box = _Context.MapSubresource(_2DMappedTexture, 0, 0, D3D11.MapMode.Read, D3D11.MapFlags.None, out DataStream stream);
            data = ToByteArray(stream);
            stream.Dispose();
        }
        catch (Exception)
        {

        }
        return data;
    }

    private byte[] ToByteArray(Stream inputStream)
    {
        using (MemoryStream ms = new MemoryStream())
        {
            inputStream.CopyTo(ms);
            return ms.ToArray();
        }
    }

现在,在大多数电脑上,它工作正常,但有一些电脑 SwapChainPanle 返回比预期更大的字节[] 如果我有 100 * 100 SwapChainPanel 那么预期的字节数组大小是 100 * 100 * 4 但它 returns 比那个更大的数组并且因为在某些电脑上我的应用程序崩溃了 我也在我的戴尔 Vostro 3558 上检查了同样的崩溃

所以我找到了修复方法,我必须更新 Readbuffer 函数

public byte[] ReadBuffer(D3D11.Texture2D _2DTexture)
{
    D3D11.Texture2DDescription _Desc = _2DTexture.Description;
    D3D11.Device _Device = _2DTexture.Device;
    D3D11.DeviceContext _Context = _Device.ImmediateContext;
    D3D11.Texture2D _2DMappedTexture = GetTexture(_Device, _Context, _Desc);
    _Context.CopyResource(_2DTexture, _2DMappedTexture);
    DataBox box = _Context.MapSubresource(_2DMappedTexture, 0, 0, D3D11.MapMode.Read, D3D11.MapFlags.None, out DataStream stream);
    var dataRectangle = new DataRectangle
    {
        DataPointer = stream.DataPointer,
        Pitch = box.RowPitch
    };
    var strid = _Desc.Width * 4;
    int size = _Desc.Width * _Desc.Height * 4;
    using (var bitmap = new Bitmap(manager.WICFactory,
                                   _2DMappedTexture.Description.Width,
                                   _2DMappedTexture.Description.Height,
                                   PixelFormat.Format32bppBGRA,
                                   dataRectangle))
    {
        var data = new byte[size];
        bitmap.CopyPixels(data, strid);
        _Context.UnmapSubresource(_2DMappedTexture, 0);
        return data;
    }
}

而且效果很好