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我正在尝试开始使用 DirectX 11 游戏编程,但由于某种原因,我根本无法使用 ID3D11Device::CreateRenderTargetView() 创建渲染目标视图。

(顺便说一句,我使用 VS for Desktop 2013,我的 GPU 支持的最高功能级别是 11_0。我正在运行 Windows 8.1。)

这是我认为相关的代码:

D3D11_TEXTURE2D_DESC backBufferDesc;
    ZeroMemory(&backBufferDesc, sizeof(backBufferDesc));
    backBufferDesc.ArraySize = 1;
    backBufferDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
    backBufferDesc.CPUAccessFlags = 0;
    backBufferDesc.Format = DXGI_FORMAT_R32_FLOAT;
    backBufferDesc.Height = nHeight;
    backBufferDesc.Width = nWidth;
    backBufferDesc.MipLevels = 1;
    backBufferDesc.MiscFlags = 0;
    backBufferDesc.SampleDesc.Count = 1;
    backBufferDesc.SampleDesc.Quality = 0;
    backBufferDesc.Usage = D3D11_USAGE_DEFAULT;

    ID3D11Texture2D* backBufferTexture;
    result = d3dDevice_ -> CreateTexture2D(&backBufferDesc, 0, &backBufferTexture);
    if (FAILED(result))
    {
        MessageBox(0, "Failed to create the back buffer texture!", "DirectX Error", MB_OK);
        return false;
    }

    result = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
    if (FAILED(result))
    {
        MessageBox(0, "Failed to get the swap chain back buffer!", "DirectX Error", MB_OK);
        return false;
    }

    D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
    ZeroMemory(&rtvDesc, sizeof(rtvDesc));
    rtvDesc.Format = backBufferDesc.Format;

    result = d3dDevice_->CreateRenderTargetView(backBufferTexture, &rtvDesc, &backBufferTarget_);
    if (backBufferTexture)
        backBufferTexture->Release();
    if (FAILED(result))
    {
        MessageBox(0, "Failed to create the render target view!", "DirectX Error", MB_OK);
        return false;
    }
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1 回答 1

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使用调试设备会给你一个人类可读的错误。

根据我对代码的阅读,您尚未填写 rtvDesc 的 ViewDimension 字段。

于 2015-05-10T09:09:10.110 回答