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我想从纹理创建一个渲染目标视图,用于多目标渲染。我目前能够为后台缓冲区创建一个渲染目标视图——所有这些都很好。此外,我能够创建纹理。但是,当我尝试从中构建视图时,出现错误。

首先,这是代码:

D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));

textureDesc.ArraySize = 1;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.Format = DXGI_FORMAT_R32_FLOAT;
textureDesc.Height = m_renderTargetSize.Height;
textureDesc.Width = m_renderTargetSize.Width;
textureDesc.MipLevels = 1;
textureDesc.MiscFlags = 0;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;

ComPtr<ID3D11Texture2D> texture;
DX::ThrowIfFailed(
    m_d3dDevice->CreateTexture2D(
        &textureDesc,
        nullptr,
        &texture
        )
    );

D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDescription;
ZeroMemory(&renderTargetViewDescription, sizeof(renderTargetViewDescription));
renderTargetViewDescription.Format = textureDesc.Format;

DX::ThrowIfFailed(
    m_d3dDevice->CreateRenderTargetView(
        texture,
        &renderTargetViewDescription,
        &m_renderTargetView[1]
        )
    );

我在调用以下行时从编译器收到以下错误CreateRenderTargetView

错误:不存在从“Microsoft::WRL::ComPtr”到“ID3D11Resource *”的合适转换函数。

根据 MSDN,ID3D11Texture2D 继承自 ID3D11Resource。我必须先以某种方式向上吗?

我正在使用 DirectX 11,并使用 vc110 进行编译。

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1 回答 1

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WRL 的 ComPtr 似乎不支持隐式转换为 T*(与 ATL 的 CComPtr 不同),因此您需要使用 Get 方法:

DX::ThrowIfFailed(
    m_d3dDevice->CreateRenderTargetView(
        texture.Get(),
        &renderTargetViewDescription,
        &m_renderTargetView[1]
        )
    );
于 2013-03-09T04:24:34.547 回答