XNA 4.0 - 分配渲染目标时的奇怪行为

XNA 4.0 - strange behaviour when assigning render target

我目前面临以下奇怪的问题: 以下代码片段可以按预期完美呈现:

private void DoRenderSkybox (GameTime Time) {
  this.Device.SetRenderTarget(this.GridTexture);
  this.Device.SetRenderTarget(null);


  // compute a temporary transformation matrix containing
  // the combined world and projection transfromation
  Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;

  // set the render target to the back buffer in any case
  this.Device.SetRenderTarget(null);

  // assign the vertex - declaration and the vertex- and the index - buffer
  this.Device.SetVertexBuffer(this.SkyboxVertices);
  this.Device.Indices = this.SkyboxIndices;

  // choose the appropriate technique for the current render pass
  this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
  this.SceneEffect.CurrentTechnique.Passes[0].Apply();
  this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);

  // finally render the sykbox with disabled depth stencil buffering
  this.Device.DepthStencilState = DepthStencilState.None;
  this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
  this.Device.DepthStencilState = DepthStencilState.Default;


  //this.Device.SetRenderTarget(this.GridTexture);
  //this.Device.SetRenderTarget(null);
}

但是,如果我在函数末尾分配(并立即取消分配)渲染目标,如下所示:

private void DoRenderSkybox (GameTime Time) {
  //this.Device.SetRenderTarget(this.GridTexture);
  //this.Device.SetRenderTarget(null);


  // compute a temporary transformation matrix containing
  // the combined world and projection transfromation
  Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;

  // set the render target to the back buffer in any case
  this.Device.SetRenderTarget(null);

  // assign the vertex - declaration and the vertex- and the index - buffer
  this.Device.SetVertexBuffer(this.SkyboxVertices);
  this.Device.Indices = this.SkyboxIndices;

  // choose the appropriate technique for the current render pass
  this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
  this.SceneEffect.CurrentTechnique.Passes[0].Apply();
  this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);

  // finally render the sykbox with disabled depth stencil buffering
  this.Device.DepthStencilState = DepthStencilState.None;
  this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
  this.Device.DepthStencilState = DepthStencilState.Default;


  this.Device.SetRenderTarget(this.GridTexture);
  this.Device.SetRenderTarget(null);
}

未呈现任何内容 - 我看到了紫色屏幕! 这对你有意义吗!

P.S。 我知道该示例没有多大意义(例如分配和立即取消分配渲染目标)。这里的真实情况要复杂得多,但我能够将问题的本质缩小到这种奇怪的行为,我可以在这个非常简单的例子中证明这一点!

刚刚通过进一步检查 API 找到了解决方案:将 Params.RenderTargetUsage = RenderTargetUsage.PreserveContents 添加到 PresentationParameter 结构中解决了问题。

在我看来,后台缓冲区的内容就像渲染目标一样,只要您切换到另一个渲染目标就会被销毁。