我正在编写一个非常简单的建模软件,这更像是一个挑战。大约 3 周前,我对 SwapChain.ResizeBuffers() 函数没有真正的问题。
我更换了 PC,切换到 Visual Studio Express 2012(从 Pro 9),并使用相应的 SlimDX.dll 将我的解决方案切换到 x64。
它仍然运行良好,但是当我调整托管视口的窗口大小时,它得到:DXGI_ERROR_INVALID_CALL (-2005270527)。
谷歌上的快速搜索告诉我,战地 3 也可能与某些特定驱动程序有这个问题。是否可以?
我已经阅读了我能找到的关于该功能的所有内容,但不知何故,我找不到现在正在搞砸的变化。希望有人能看到我做错了什么。
// Form we are attached to.
private Dockable dock;
// Rendering stuff.
private Device device;
private Viewport viewport;
private SwapChain swapChain;
private RenderTargetView renderView;
private DepthStencilView depthView;
public Renderer(Dockable form)
{
if (form == null)
return;
dock = form;
CreateSwapchain();
Resize();
}
private void CreateSwapchain()
{
// Swap Chain & Device
SwapChainDescription description = new SwapChainDescription()
{
BufferCount = 1,
Usage = Usage.RenderTargetOutput,
OutputHandle = dock.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(dock.ClientSize.Width, dock.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
}
private void CreateRenderView()
{
// Dispose before resizing.
if (renderView != null)
renderView.Dispose();
if (depthView != null)
depthView.Dispose();
swapChain.ResizeBuffers(0, 0, 0, Format.Unknown, 0); // ERROR : DXGI_ERROR_INVALID_CALL when resizing the window, but not when creating it.
renderView = new RenderTargetView(device, Resource.FromSwapChain<Texture2D>(swapChain, 0));
Texture2DDescription depthBufferDesc = new Texture2DDescription()
{
ArraySize = 1,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
Format = Format.D16_UNorm,
Height = dock.ClientSize.Height,
Width = dock.ClientSize.Width,
MipLevels = 1,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default
};
depthView = new DepthStencilView(device, new Texture2D(device, depthBufferDesc));
}
public void Resize()
{
CreateRenderView();
viewport = new Viewport(0.0f, 0.0f, dock.ClientSize.Width, dock.ClientSize.Height);
device.ImmediateContext.Rasterizer.SetViewports(viewport);
device.ImmediateContext.OutputMerger.SetTargets(depthView, renderView);
}