From File Extra Quality — Nd3d11 Texture Create
if (FAILED(hr)) return hr;
| Error Code | Meaning | Solution | |------------|---------|----------| | HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND) | File missing | Check file path | | WINCODEC_ERR_UNKNOWNIMAGEFORMAT | Unsupported format | Convert to PNG/JPG/DDS | | E_OUTOFMEMORY | Texture too large | Reduce resolution or use tiling | | DXGI_ERROR_UNSUPPORTED | Format not supported | Use CreateTexture with conversion flags | nd3d11 texture create from file
#include <DirectXTex.h> ID3D11Texture2D* pTexture = nullptr; ID3D11ShaderResourceView* pSRV = nullptr; DirectX::TexMetadata metadata; DirectX::ScratchImage scratchImage; if (FAILED(hr)) return hr; | Error Code |
hr = DirectX::CreateTexture( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pTexture ); if (FAILED(hr)) return hr
return hr; ID3D11Texture2D* pTexture = nullptr; ID3D11ShaderResourceView* pSRV = nullptr; HRESULT hr = CreateTextureFromFile( g_pd3dDevice, L"assets/texture.png", &pTexture, &pSRV ); 4. Method 2: Manual WIC + Direct3D (Without External Library) If you cannot use DirectXTex, you can manually decode and upload. Step 1: Initialize WIC IWICImagingFactory* pWICFactory = nullptr; CoInitializeEx(nullptr, COINIT_APARTMENTTHREADED); CoCreateInstance( CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&pWICFactory) ); Step 2: Load and Decode Image IWICBitmapDecoder* pDecoder = nullptr; IWICBitmapFrameDecode* pFrame = nullptr; IWICFormatConverter* pConverter = nullptr; pWICFactory->CreateDecoderFromFilename( L"image.png", nullptr, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &pDecoder ); pDecoder->GetFrame(0, &pFrame);
if (FAILED(hr))