我編程基於DirectX11的遊戲框架,但我發現了一個問題,我的紋理嚴重屏幕上顯示,這是截圖:窗口時DirectX11交換鏈紋理渲染問題?
正如你所看到的圖像不完美,但我注意到,只有當我初始化交換鏈爲窗口,如果我沒有,並且我初始化爲全屏,精靈顯示正確,即使在運行時,我從全屏切換到窗口它仍然正確顯示,這是屏幕上顯示的圖像:
還有就是我swapchain的初始化:
RECT dimensions;
GetClientRect(game->Window, &dimensions);
unsigned int width = dimensions.right - dimensions.left;
unsigned int height = dimensions.bottom - dimensions.top;
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
D3D_DRIVER_TYPE_SOFTWARE
};
unsigned int totalDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
unsigned int totalFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = DXGI_SWAP_EFFECT_SEQUENTIAL;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = game->Window;
swapChainDesc.Windowed = true;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
unsigned int creationFlags = 0;
#ifdef _DEBUG
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
HRESULT result;
unsigned int driver = 0;
pin_ptr<IDXGISwapChain*> swapChainPointer;
swapChainPointer = &swapChain_;
pin_ptr<ID3D11Device*> d3dDevicePointer;
d3dDevicePointer = &d3dDevice_;
pin_ptr<D3D_FEATURE_LEVEL> featureLevelPointer;
featureLevelPointer = &featureLevel_;
pin_ptr<ID3D11DeviceContext*> d3dContextPointer;
d3dContextPointer = &d3dContext_;
for (driver = 0; driver < totalDriverTypes; ++driver)
{
result = D3D11CreateDeviceAndSwapChain(0, driverTypes[driver], 0, creationFlags, featureLevels, totalFeatureLevels,
D3D11_SDK_VERSION, &swapChainDesc, swapChainPointer,
d3dDevicePointer, featureLevelPointer, d3dContextPointer);
if (SUCCEEDED(result))
{
driverType_ = driverTypes[driver];
break;
}
}
這是切換全屏代碼:
swapChain_->SetFullscreenState(isFullScreen, NULL);
哪裏IsFullScreen是傳遞給containig功能的布爾值。
任何人都可以幫助我嗎?提前致謝!
編輯:
解決:
我已經在我的窗口創建變化WS_OVERLAPPED參數:
RECT rc = { 0, 0, WindowWidth, WindowHeight };
AdjustWindowRect(&rc, WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU, FALSE);
LPCTSTR title = Utilities::StringToLPCSTR(Title);
HWND hwnd = CreateWindowA("BSGame", title, WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, windowHandler, NULL);
要WS_OVERLAPPEDWINDOW
你調整你交換鏈,釋放意見,復位你打電話設置全屏時的視口? – catflier
不,這是功能; inline void GraphicsDevice :: FullScreen(bool isFullScreen) { \t swapChain _-> SetFullscreenState(isFullScreen,NULL); } – ThomasSquall