我的D3D11CreateDeviceAndSwapChain()有問題。我以爲我在prev線程中得到了一個解決方案,所以我已經將它標記爲已解決。 [Create Swap Chain Failed創建交換鏈失敗2.0
貌似我騙了自己,當我不小心返回HRESULT爲bool ...
我一直在爭取這個問題&整天還沒有計算出來。這裏有大量關於輸入輸出&調試信息...
1]以建議使用未知與非空vAdapter: Debug Pic http://content.wuala.com/contents/RandomClown/Public/RandomCrap/Debug%201.png
2]繼離開DX樣本它空&使用類型的硬件: Debug Pic http://content.wuala.com/contents/RandomClown/Public/RandomCrap/Debug%202.png
的圖片可能足以有人發現了這個問題,但如果是別的東西,代碼:
012從該代碼// This is some relevant stuff [anything referenced] in the class.
Graphics(){
selectedVAdapter=NULL;
deviceInterface=NULL;
deviceContext=NULL;
swapChain=NULL;
}
bool initDevice(HWND &hWnd){
HRESULT success=S_OK;
D3D_FEATURE_LEVEL featureLevels[]={
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
};
uint featuresSize=ARRAYSIZE(featureLevels);
D3D_DRIVER_TYPE driverTypes[]={
D3D_DRIVER_TYPE_UNKNOWN, // Needed for manual vid adapter setting
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
uint driversSize=ARRAYSIZE(driverTypes);
refreshVideoAdapters();
setVideoAdapter();
//setSampleQuality();
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = settings.bufferCount;
sd.BufferDesc.Width = settings.width;
sd.BufferDesc.Height = settings.height;
sd.BufferDesc.Format = settings.colorDepth;
sd.BufferDesc.RefreshRate.Numerator = settings.rateNumerator;
sd.BufferDesc.RefreshRate.Denominator = settings.rateDenominator;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = settings.sampleCount;
sd.SampleDesc.Quality = settings.sampleQuality;
sd.Windowed = !settings.fullScreen;
uint flag=0;
#ifdef _DEBUG
flag|=D3D11_CREATE_DEVICE_DEBUG;
#endif
for(uint i=0; i<driversSize; i++){ // SwapChain: http://msdn.microsoft.com/en-us/library/ff476083%28v=vs.85%29.aspx
D3D_DRIVER_TYPE driver=driverTypes[i];
success=D3D11CreateDeviceAndSwapChain(
//NULL,
selectedVAdapter, driver, NULL, flag,
featureLevels, featuresSize, D3D11_SDK_VERSION, &sd,
&swapChain, &deviceInterface, &selectedFeatureLevel, &deviceContext);
if(SUCCEEDED(success)) break;
}
return SUCCEEDED(success);
}
// Methods to manage video adapters
void refreshVideoAdapters(){
IDXGIAdapter1* pAdapter;
IDXGIFactory1* pFactory=NULL;
uint lastID=0;
if(selectedVAdapter){
DXGI_ADAPTER_DESC1* desc=NULL;
selectedVAdapter->GetDesc1(desc);
lastID=desc->DeviceId;
releaseVideoAdapters();
}
if(FAILED(CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory))) return;
for(uint i=0; pFactory->EnumAdapters1(i, &pAdapter)!=DXGI_ERROR_NOT_FOUND; i++){
vAdapters.push_back(pAdapter);
if(lastID){
DXGI_ADAPTER_DESC1* desc=NULL;
pAdapter->GetDesc1(desc);
if(lastID==desc->DeviceId){
selectedVAdapter=pAdapter;
lastID=0;
}
}
}
if(pFactory) pFactory->Release();
}
void releaseVideoAdapters(){
for(uint i=0; i<vAdapters.size(); i++){
vAdapters[i]->Release();
vAdapters[i]=NULL;
}
vAdapters.clear();
selectedVAdapter=NULL;
}
IDXGIAdapter1* getVideoAdapter(){return selectedVAdapter;}
bool setVideoAdapter(uint num=0){
if(num<vAdapters.size()){
selectedVAdapter=vAdapters[num];
return 1;
}
return 0;
}
// Member vars
private:
SettingsGraphicsDevice settings;
D3D_FEATURE_LEVEL selectedFeatureLevel;
vector<IDXGIAdapter1*> vAdapters;
IDXGIAdapter1* selectedVAdapter;
ID3D11Device* deviceInterface;
ID3D11DeviceContext* deviceContext;
IDXGISwapChain* swapChain;
設置結構:
struct SettingsGraphicsDevice{
uint width, height;
bool fullScreen, vsync;
uint rateNumerator;
uint rateDenominator;
uint bufferCount;
uint sampleCount, sampleQuality;
DXGI_FORMAT colorDepth;
float minDist, maxDist;
SettingsGraphicsDevice(){
width=height=0;
fullScreen=0;
vsync=0;
rateNumerator=0;
rateDenominator=1;
bufferCount=1;
sampleCount=1, sampleQuality=0;
colorDepth=DXGI_FORMAT_R8G8B8A8_UINT;
minDist=0.1f;
maxDist=1000.0f;
}
};
感謝閱讀。希望這次能找到解決方案。
很抱歉聽到。您忽略了MSDN中某處提供的另一條建議:當您使用全屏時,您應該創建一個窗口化交換鏈並在之後將其設置爲全屏。無論哪種方式,因爲你沒有做全屏:你是否嘗試將刷新率值保持爲0?此外,快速瀏覽我的代碼表明我使用DXGI_FORMAT_R8G8B8A8_UNORM,但我目前不知道這是否是正確的模式。正在進行中:-) –
是的,我處於窗口模式,並且我的刷新率爲0.我將嘗試該顏色模式。 – RandomClown