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我的 D3D11CreateDeviceAndSwapChain() 有问题。我以为我在上一个帖子中找到了解决方案,所以我已经将其标记为已解决。[创建交换链失败

当我不小心将 HRESULT 作为布尔值返回时,看起来我自欺欺人了......

我整天都在与这个问题作斗争,但仍然没有弄清楚。这里有一堆关于输入和输出的调试信息......

1] 建议将 UNKNOWN 与非空 vAdapter 一起使用: 调试图片 http://content.wuala.com/contents/RandomClown/Public/RandomCrap/Debug%201.png

2] 按照 DX 示例将其保留为空并使用类型硬件: 调试图片 http://content.wuala.com/contents/RandomClown/Public/RandomCrap/Debug%202.png

这些图片可能足以让某人发现问题,但如果是其他问题,代码:

//      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;

来自该代码的设置结构:

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;
    }

};

谢谢阅读。希望这次能找到解决办法。

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2 回答 2

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从我的评论中复制和粘贴:“另外,快速查看我的代码显示我使用 DXGI_FORMAT_R8G8B8A8_UNORM,尽管我目前不知道这是否是正确的模式。”。好的,所以现在有答案了:-)

是的,格式... DXGI_FORMAT 是一个相当大的枚举,但在许多情况下,只允许使用某些格式。仅允许显示某些格式(无论是否全屏)都不足为奇。

我从文档中得到了我使用的值(像往常一样),特别是DXGI_MODE_DESC描述中的列表。我实际上不知道我是否正在创建一个 blt 块传输交换链,但我决定这些值与任何开始时一样好,即使我不关心功能级别 9,它似乎也很安全:- )

我不知道为什么您的代码似乎可以使用空适配器;我认为这很令人困惑。也许调试运行时会抓住它?

于 2012-09-29T09:41:02.393 回答
0

切换到该颜色模式 [DXGI_FORMAT_R8G8B8A8_UNORM] 有效。我现在得到 S_OK。如果其他颜色模式不起作用,为什么会存在其他颜色模式?

于 2012-09-28T18:15:33.573 回答