我在调用 CreateSwapChain 时收到 DXGI_ERROR_INVALID_CALL。这是我创建命令队列的代码。
D3D12_COMMAND_QUEUE_DESC cqDesc = {};
cqDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
cqDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
hr = g_pDevice->CreateCommandQueue(&cqDesc, IID_PPV_ARGS(&g_pCommandQueue));
if (FAILED(hr)) {
return false;
}
这就是我调用 CreateSwapChain 的地方。
DXGI_MODE_DESC bBuffDesc = {}; //To describe the display model.
SecureZeroMemory(&bBuffDesc, sizeof(bBuffDesc));
bBuffDesc.Height = Height; // ** Might have to give condition for windowed mode
bBuffDesc.Width = Width;
bBuffDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bBuffDesc.RefreshRate.Denominator = Denominator;
bBuffDesc.RefreshRate.Numerator = Numerator;
bBuffDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bBuffDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
DXGI_SAMPLE_DESC sampleDesc; //To describe multi-sampling preference.
sampleDesc.Count = 1; //We are not using multi-sampling. We take 1 sample per pixel.
sampleDesc.Quality = 0; // no antialiasing
DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; //To describe the swap chain.
swapChainDesc.BufferCount = g_cnFrameBufferCount;
swapChainDesc.BufferDesc = bBuffDesc;
swapChainDesc.SampleDesc = sampleDesc;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; //Tells the pipeline that this is a remder target and not a shader input.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; //Discard the buffer after calling present.
swapChainDesc.OutputWindow = hwnd;
//swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY;
//swapChainDesc.Windowed = false;
if (g_bWindowed) { // Windowed mode
swapChainDesc.Windowed = true;
}
else { //Full-Screen mode
swapChainDesc.Windowed = false;
}
IDXGISwapChain * tempSwapChain = nullptr;
hr = dxgiFactory->CreateSwapChain(g_pCommandQueue, &swapChainDesc, &tempSwapChain);
我的hr返回上述错误。任何帮助,将不胜感激。
更新(问题仍然存在)
- 删除了亚当在评论中指出的对 SecureZeroMemory 的不必要使用
- 发现 hr 返回 S_OK 窗口模式。似乎问题与全屏模式有关