我正在尝试使用 SharpDX (DX11) 在屏幕上绘制一个三角形。无论出于何种原因,三角形似乎仅每隔一帧绘制一次。我的设备初始化代码如下所示:
public void Init()
{
renderForm = new RenderForm(Engine.GameTitle);
renderForm.ClientSize = new Size(Engine.Settings.Screen.Width, Engine.Settings.Screen.Height);
renderForm.MaximizeBox = false;
var desc = new SwapChainDescription()
{
BufferCount = 2,
ModeDescription = new ModeDescription(renderForm.ClientSize.Width, renderForm.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Sequential,
Usage = Usage.RenderTargetOutput
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
deviceContext = device.ImmediateContext;
var factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);
backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, backBuffer);
backBuffer.Dispose();
deviceContext.OutputMerger.SetTargets(renderView);
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.ClientSize.Width, renderForm.ClientSize.Height, 0.0f, 1.0f));
ProjectionMatrix = Matrix.PerspectiveFovLH(
(float)(Math.PI / 4),
(float)(renderForm.ClientSize.Width / renderForm.ClientSize.Height),
nearPlane,
farPlane);
WorldMatrix = Matrix.Identity;
renderForm.Location = new Point(Screen.PrimaryScreen.Bounds.Width / 2 - Engine.Settings.Screen.Width / 2, Screen.PrimaryScreen.Bounds.Height / 2 - Engine.Settings.Screen.Height / 2);
}
渲染三角形的代码如下所示:
public void Render()
{
DeviceContext context = D3DRenderer.Instance.GetDevice().ImmediateContext;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, Utilities.SizeOf<Vertex>(), 0));
context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
}
public void RenderShader(int indexCount)
{
device.ImmediateContext.DrawIndexed(indexCount, 0, 0);
}
而 Render() 在 RenderShader() 之前被调用。除 Direct3D 警告外,任何函数均未返回错误消息:
D3D11:警告:ID3D11DeviceContext::DrawIndexed:顶点着色器单元插槽 0 处的常量缓冲区的大小太小(提供 64 字节,预计至少 192 字节)。
我的 MatrixBuffer 结构如下所示:
[StructLayout(LayoutKind.Sequential)]
internal struct MatrixBuffer
{
public Matrix world;
public Matrix view;
public Matrix projection;
}
我一直在用不同的颜色每隔一帧清除一次后台缓冲区,以确保不正确交换后台缓冲区不是问题。这工作正常。
我很困惑为什么这现在不起作用。我希望有人知道这个问题的答案。