Directx11 - DeviceContext::ClearRenderTargetView 崩溃
Directx11 - DeviceContext::ClearRenderTargetView crashes
发生的事情是 ClearRenderTarget 在我的代码上不断崩溃,我想知道为什么。
这是我初始化 directX 和所有代码的代码:
#include "d3d.h"
D3DClass::D3DClass(): m_depthStencilState(0), m_depthStencilView(0), m_device(0), m_deviceContext(0),
m_swapChain(0), m_rasterState(0), m_renderTargetView(0), m_depthStencilBuffer(0)
{ }
D3DClass::D3DClass(const D3DClass& other)
{ }
D3DClass::~D3DClass()
{ }
bool D3DClass::initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, numerator, denominator, stringLength;
DXGI_MODE_DESC* displayModeList;
DXGI_ADAPTER_DESC adapterDesc;
int error;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
D3D_FEATURE_LEVEL featureLevel;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_VIEWPORT viewport;
float fieldOfView, screenAspect;
m_vsync_enabled = vsync;
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(result)) return false;
if (FAILED(factory->EnumAdapters(0, &adapter))) return false;
if (FAILED(adapter->EnumOutputs(0, &adapterOutput))) return false;
if (FAILED(adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, 0))) return false;
displayModeList = new DXGI_MODE_DESC[numModes];
if (!displayModeList) return false;
if (FAILED(adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList))) return false;
for (int i = 0; i < numModes; ++i)
{
if (displayModeList[i].Height == static_cast<unsigned int>(screenHeight))
{
numerator = displayModeList[i].RefreshRate.Numerator;
denominator = displayModeList[i].RefreshRate.Denominator;
}
}
if (FAILED(adapter->GetDesc(&adapterDesc))) return false;
m_videoCardMemory = static_cast<int>(adapterDesc.DedicatedVideoMemory) / 1024 / 1024;
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
if (error != 0) return false;
delete[] displayModeList;
displayModeList = 0;
adapterOutput->Release();
adapterOutput = 0;
adapter->Release();
adapter = 0;
factory->Release();
factory = 0;
memset(&swapChainDesc, 0, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
if(m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = 0;
featureLevel = D3D_FEATURE_LEVEL_11_0;
if (FAILED(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &featureLevel, 1,
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, 0, &m_deviceContext))) return false;
if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr))) return false;
if (FAILED(m_device->CreateRenderTargetView(backBufferPtr, 0, &m_renderTargetView))) return false;
backBufferPtr->Release();
backBufferPtr = 0;
memset(&depthBufferDesc, 0, sizeof(depthBufferDesc));
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
if (FAILED(m_device->CreateTexture2D(&depthBufferDesc, 0, &m_depthStencilBuffer))) return false;
memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
if (FAILED(m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState))) return false;
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
memset(&depthStencilViewDesc, 0, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
if (FAILED(m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView))) return false;
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = true;
rasterDesc.SlopeScaledDepthBias = 0.0f;
if (FAILED(m_device->CreateRasterizerState(&rasterDesc, &m_rasterState))) return false;
m_deviceContext->RSSetState(m_rasterState);
viewport.Width = static_cast<float>(screenWidth);
viewport.Height = static_cast<float>(screenHeight);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
m_deviceContext->RSSetViewports(1, &viewport);
fieldOfView = static_cast<float>(D3DX_PI) / 4.0f;
screenAspect = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
D3DXMatrixIdentity(&m_worldMatrix);
D3DXMatrixOrthoLH(&m_orthoMatrix, static_cast<float>(screenWidth), static_cast<float>(screenHeight), screenNear, screenDepth);
return true;
}
void D3DClass::shutdown()
{
if (m_swapChain)
{
m_swapChain->SetFullscreenState(false, 0);
}
if (m_rasterState)
{
m_rasterState->Release();
m_rasterState = 0;
}
if (m_depthStencilView)
{
m_depthStencilView->Release();
m_depthStencilView = 0;
}
if (m_depthStencilState)
{
m_depthStencilState->Release();
m_depthStencilState = 0;
}
if (m_depthStencilBuffer)
{
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
}
if (m_renderTargetView)
{
m_renderTargetView->Release();
m_renderTargetView = 0;
}
if (m_deviceContext)
{
m_deviceContext->Release();
m_deviceContext = 0;
}
if (m_device)
{
m_device->Release();
m_device = 0;
}
if (m_swapChain)
{
m_swapChain->Release();
m_swapChain = 0;
}
}
void D3DClass::beginScene(float red, float green, float blue, float alpha)
{
float color[4];
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
}
void D3DClass::endScene()
{
if (m_vsync_enabled)
{
m_swapChain->Present(1, 0);
}
else
{
m_swapChain->Present(0, 0);
}
}
ID3D11Device* D3DClass::getDevice() const
{
return m_device;
}
ID3D11DeviceContext* D3DClass::getDeviceContext() const
{
return m_deviceContext;
}
void D3DClass::getProjectionMatrix(D3DXMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
}
void D3DClass::getWorldMatrix(D3DXMATRIX& worldMatrix)
{
worldMatrix = m_worldMatrix;
}
void D3DClass::getOrthoMatrix(D3DXMATRIX& orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
}
void D3DClass::getVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, m_videoCardDescription);
memory = m_videoCardMemory;
}
d3d.h
#ifndef D3D_H
#define D3D_H
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <dxgi.h>
#include <d3dcommon.h>
#include <d3d11.h>
#include <d3dx10math.h>
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool initialize(int, int, bool, HWND, bool, float, float);
void shutdown();
void beginScene(float, float, float, float);
void endScene();
ID3D11Device* getDevice() const;
ID3D11DeviceContext* getDeviceContext() const;
void getProjectionMatrix(D3DXMATRIX&);
void getWorldMatrix(D3DXMATRIX&);
void getOrthoMatrix(D3DXMATRIX&);
void getVideoCardInfo(char*, int&);
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
IDXGISwapChain* m_swapChain;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
D3DXMATRIX m_projectionMatrix,
m_worldMatrix,
m_orthoMatrix;
};
#endif
它被调用的地方:
graphics.cpp
#include "graphics.h"
GraphicsClass::GraphicsClass() : m_D3D(0)
{ }
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{ }
GraphicsClass::~GraphicsClass()
{ }
bool GraphicsClass::initialize(int screenWidth, int screenHeight, HWND hwnd)
{
m_D3D = new D3DClass;
if (!m_D3D) return false;
if (!(m_D3D->initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULLSCREEN, SCREEN_DEPTH, SCREEN_NEAR)))
{
MessageBox(hwnd, "Could not initialize DirectX", "Error", 0);
return false;
}
return true;
}
bool GraphicsClass::frame()
{
if (!render()) return false;
return true;
}
void GraphicsClass::shutdown()
{
if (m_D3D)
{
m_D3D->shutdown();
delete m_D3D;
m_D3D = 0;
}
}
bool GraphicsClass::render()
{
m_D3D->beginScene(0.5f, 0.5f, 0.5f, 0.0f);
m_D3D->endScene();
return true;
}
D3DClass::initialize
中的 D3D11CreateDeviceAndSwapChain()
调用失败 DXGI_ERROR_INVALID_CALL
。
在 swapChainDesc
变量中设置 OutputWindow
、SampleDesc
和 BufferUsage
的值应该可以解决问题。
发生的事情是 ClearRenderTarget 在我的代码上不断崩溃,我想知道为什么。
这是我初始化 directX 和所有代码的代码:
#include "d3d.h"
D3DClass::D3DClass(): m_depthStencilState(0), m_depthStencilView(0), m_device(0), m_deviceContext(0),
m_swapChain(0), m_rasterState(0), m_renderTargetView(0), m_depthStencilBuffer(0)
{ }
D3DClass::D3DClass(const D3DClass& other)
{ }
D3DClass::~D3DClass()
{ }
bool D3DClass::initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, numerator, denominator, stringLength;
DXGI_MODE_DESC* displayModeList;
DXGI_ADAPTER_DESC adapterDesc;
int error;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
D3D_FEATURE_LEVEL featureLevel;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_VIEWPORT viewport;
float fieldOfView, screenAspect;
m_vsync_enabled = vsync;
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(result)) return false;
if (FAILED(factory->EnumAdapters(0, &adapter))) return false;
if (FAILED(adapter->EnumOutputs(0, &adapterOutput))) return false;
if (FAILED(adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, 0))) return false;
displayModeList = new DXGI_MODE_DESC[numModes];
if (!displayModeList) return false;
if (FAILED(adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList))) return false;
for (int i = 0; i < numModes; ++i)
{
if (displayModeList[i].Height == static_cast<unsigned int>(screenHeight))
{
numerator = displayModeList[i].RefreshRate.Numerator;
denominator = displayModeList[i].RefreshRate.Denominator;
}
}
if (FAILED(adapter->GetDesc(&adapterDesc))) return false;
m_videoCardMemory = static_cast<int>(adapterDesc.DedicatedVideoMemory) / 1024 / 1024;
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
if (error != 0) return false;
delete[] displayModeList;
displayModeList = 0;
adapterOutput->Release();
adapterOutput = 0;
adapter->Release();
adapter = 0;
factory->Release();
factory = 0;
memset(&swapChainDesc, 0, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
if(m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = 0;
featureLevel = D3D_FEATURE_LEVEL_11_0;
if (FAILED(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &featureLevel, 1,
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, 0, &m_deviceContext))) return false;
if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr))) return false;
if (FAILED(m_device->CreateRenderTargetView(backBufferPtr, 0, &m_renderTargetView))) return false;
backBufferPtr->Release();
backBufferPtr = 0;
memset(&depthBufferDesc, 0, sizeof(depthBufferDesc));
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
if (FAILED(m_device->CreateTexture2D(&depthBufferDesc, 0, &m_depthStencilBuffer))) return false;
memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
if (FAILED(m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState))) return false;
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
memset(&depthStencilViewDesc, 0, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
if (FAILED(m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView))) return false;
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = true;
rasterDesc.SlopeScaledDepthBias = 0.0f;
if (FAILED(m_device->CreateRasterizerState(&rasterDesc, &m_rasterState))) return false;
m_deviceContext->RSSetState(m_rasterState);
viewport.Width = static_cast<float>(screenWidth);
viewport.Height = static_cast<float>(screenHeight);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
m_deviceContext->RSSetViewports(1, &viewport);
fieldOfView = static_cast<float>(D3DX_PI) / 4.0f;
screenAspect = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
D3DXMatrixIdentity(&m_worldMatrix);
D3DXMatrixOrthoLH(&m_orthoMatrix, static_cast<float>(screenWidth), static_cast<float>(screenHeight), screenNear, screenDepth);
return true;
}
void D3DClass::shutdown()
{
if (m_swapChain)
{
m_swapChain->SetFullscreenState(false, 0);
}
if (m_rasterState)
{
m_rasterState->Release();
m_rasterState = 0;
}
if (m_depthStencilView)
{
m_depthStencilView->Release();
m_depthStencilView = 0;
}
if (m_depthStencilState)
{
m_depthStencilState->Release();
m_depthStencilState = 0;
}
if (m_depthStencilBuffer)
{
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
}
if (m_renderTargetView)
{
m_renderTargetView->Release();
m_renderTargetView = 0;
}
if (m_deviceContext)
{
m_deviceContext->Release();
m_deviceContext = 0;
}
if (m_device)
{
m_device->Release();
m_device = 0;
}
if (m_swapChain)
{
m_swapChain->Release();
m_swapChain = 0;
}
}
void D3DClass::beginScene(float red, float green, float blue, float alpha)
{
float color[4];
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
}
void D3DClass::endScene()
{
if (m_vsync_enabled)
{
m_swapChain->Present(1, 0);
}
else
{
m_swapChain->Present(0, 0);
}
}
ID3D11Device* D3DClass::getDevice() const
{
return m_device;
}
ID3D11DeviceContext* D3DClass::getDeviceContext() const
{
return m_deviceContext;
}
void D3DClass::getProjectionMatrix(D3DXMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
}
void D3DClass::getWorldMatrix(D3DXMATRIX& worldMatrix)
{
worldMatrix = m_worldMatrix;
}
void D3DClass::getOrthoMatrix(D3DXMATRIX& orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
}
void D3DClass::getVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, m_videoCardDescription);
memory = m_videoCardMemory;
}
d3d.h
#ifndef D3D_H
#define D3D_H
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <dxgi.h>
#include <d3dcommon.h>
#include <d3d11.h>
#include <d3dx10math.h>
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool initialize(int, int, bool, HWND, bool, float, float);
void shutdown();
void beginScene(float, float, float, float);
void endScene();
ID3D11Device* getDevice() const;
ID3D11DeviceContext* getDeviceContext() const;
void getProjectionMatrix(D3DXMATRIX&);
void getWorldMatrix(D3DXMATRIX&);
void getOrthoMatrix(D3DXMATRIX&);
void getVideoCardInfo(char*, int&);
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
IDXGISwapChain* m_swapChain;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
D3DXMATRIX m_projectionMatrix,
m_worldMatrix,
m_orthoMatrix;
};
#endif
它被调用的地方:
graphics.cpp
#include "graphics.h"
GraphicsClass::GraphicsClass() : m_D3D(0)
{ }
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{ }
GraphicsClass::~GraphicsClass()
{ }
bool GraphicsClass::initialize(int screenWidth, int screenHeight, HWND hwnd)
{
m_D3D = new D3DClass;
if (!m_D3D) return false;
if (!(m_D3D->initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULLSCREEN, SCREEN_DEPTH, SCREEN_NEAR)))
{
MessageBox(hwnd, "Could not initialize DirectX", "Error", 0);
return false;
}
return true;
}
bool GraphicsClass::frame()
{
if (!render()) return false;
return true;
}
void GraphicsClass::shutdown()
{
if (m_D3D)
{
m_D3D->shutdown();
delete m_D3D;
m_D3D = 0;
}
}
bool GraphicsClass::render()
{
m_D3D->beginScene(0.5f, 0.5f, 0.5f, 0.0f);
m_D3D->endScene();
return true;
}
D3DClass::initialize
中的 D3D11CreateDeviceAndSwapChain()
调用失败 DXGI_ERROR_INVALID_CALL
。
在 swapChainDesc
变量中设置 OutputWindow
、SampleDesc
和 BufferUsage
的值应该可以解决问题。