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我正在编写一个基于 DirectX11 的游戏框架,但我遇到了一个问题,我的纹理在屏幕上显示得很糟糕,这是一个屏幕截图:

初始化为窗口的交换链上的纹理显示不佳

如您所见,图像并不完美,但我注意到只有当我将交换链初始化为窗口时才会发生这种情况,如果我不将其初始化为全屏,则即使在运行时我从全屏切换到窗口它仍然正确显示,这是屏幕上显示的图像:

在交换链上正确显示的纹理初始化为全屏,然后切换到窗口

有我的交换链的初始化:

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;
    }
}

这是切换全屏的代码:

swapChain_->SetFullscreenState(isFullScreen, NULL);

其中 IsFullScreen 是传递给 containsig 函数的布尔值。

谁能帮我?提前致谢!

编辑:

解决了:

我在创建窗口时更改了 WS_OVERLAPPED 参数:

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);

到 WS_OVERLAPPEDWINDOW

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2 回答 2

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就我而言,问题出在窗口创建期间,这是我的情况:

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);

为了解决我已将 WS_OVERLAPPED 更改为 WS_OVERLAPPEDWINDOW

于 2014-01-12T20:11:30.867 回答
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当您在 SwapChain 上调用 SetFullScreen 时,您只请求更改模式。

通常在调用之后,您应该会从主窗体收到一条 WM_SIZE 消息,然后您需要执行以下操作:

释放绑定到您的交换链的任何关联资源(例如:Texture 和 RenderTargetView)确保您还在设备上下文中调用 ClearState,因为如果您的 SwapChain 仍然绑定到管道,您也会遇到问题(运行时不会破坏资源,如果它绑定到管道)。

接下来,您在交换链上调用 resize,例如:

 HRESULT result = mSwapChain->ResizeBuffers(0,0,0,DXGI_FORMAT_UNKNOWN,0);

最后,您可以再次查询纹理:

ID3D11Texture2D* texture;
mSwapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),(void**)(&texture));
//Get Buffer does an AddRef on top so we release
texture->Release();

并创建一个新的 RenderTargetView,并将您的 ViewPort 更新为新的大小(从纹理中获取描述)。

于 2014-01-12T19:10:35.090 回答