ID3D10Texture2D* pBackBuffer = NULL; HRESULT hRes = m_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&pBackBuffer ); if (FAILED(hRes)) { DEBUG_ERR(( "DX10:GetFramePre:m_pSwapChain->GetBuffer Failed 0x%x" LOG_CR,hRes)); return hRes; } DEBUG_MSG(( "DX10:GetFramePre:m_pSwapChain->GetBuffer OK " LOG_CR)); //Test OK ID3D10Texture2D* pSurfTemp = NULL; D3D10_TEXTURE2D_DESC desc; ZeroMemory( &desc, sizeof(desc) ); desc.Width = frame.m_Size.cx; desc.Height = frame.m_Size.cy; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = s_bbFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hRes = m_pDevice->CreateTexture2D( &desc, NULL, &pSurfTemp ); if(FAILED(hRes)) { DEBUG_ERR(("DX10:GetFrame:m_pDevice->CreateTexture2D() Failed 0x%x" LOG_CR,hRes)); return hRes; } m_pDevice->CopyResource(pSurfTemp,pBackBuffer); DEBUG_ERR(("DX10:GetFrame:m_pDevice->CopyResource() OK " LOG_CR));// Test OK D3D10_MAPPED_TEXTURE2D ImageTemp; hRes = pSurfTemp->Map( 0 , D3D10_MAP_READ, 0 ,&ImageTemp);//this returns an error; if(FAILED(hRes)) { DEBUG_ERR(("DX10:GetFrame:pSurfTemp->Map Failed 0x%x" LOG_CR, hRes)); return hRes; } DEBUG_MSG(("DX10:GetFrame:pSurfTemp->Map OK " LOG_CR));
var
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