我确实对后台缓冲区的像素格式的概念有所了解。但是,使用未知格式和指定格式有什么区别:
(在 DirectX 11 中)DXGI_FORMAT_UNKNOWN 与 DXGI_FORMAT_R8G8B8A8_UNORM
(在 DirectX 9 中)D3DFMT_UNKNOWN 与 D3DFMT_X8R8G8B8
未知格式是否允许图形适配器选择最合适的格式或什么?
谢谢!
编辑:
我已经在 DirectX 9 中尝试了未知格式,它可以工作:
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferWidth = 640;
d3dpp.hDeviceWindow = mHWnd;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.EnableAutoDepthStencil = TRUE;
我在 DirectX 11 中尝试了未知格式,但它不起作用:
DXGI_SWAP_CHAIN_DESC sd;
sd.BufferDesc.Width = 640;
sd.BufferDesc.Height = 480;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_UNKNOWN;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = mhMainWnd;
sd.Windowed = true;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;