我已经开始学习 DirectX12,并尝试制作某种简单的引擎。我遵循 Frank D. Luna 的“DirectX12 3D 编程简介”,但遇到了一些问题。首先在创建swapChain时,填写如下描述:
DXGI_SWAP_CHAIN_DESC swapChainDesc;
swapChainDesc.BufferDesc.Width = Core::displayWidth;
swapChainDesc.BufferDesc.Height = Core::displayHeight;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferDesc.Format = Core::pixelDefinitionFormat;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = Core::multiSamplingLevel ? 4 : 1;
swapChainDesc.SampleDesc.Quality = Core::multiSamplingEnabled ? (Core::multiSamplingLevel - 1) : 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = (INT) Core::buffering;
swapChainDesc.OutputWindow = Core::mainWindow;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// Note: Swap chain uses queue to perform flush.
ThrowIfFailed(Core::factory->CreateSwapChain(
Core::commandQueue.Get(),
&swapChainDesc,
Core::swapChain.GetAddressOf()
));
我收到“错误参数”错误。我已经在 MSDN 上找到了解决方案,但我想知道我做错了什么。
第二个问题是为什么我有:
D3D12 ERROR: ID3D12GraphicsCommandList::*: A single command list cannot write to multiple buffers within a particular swapchain. [ STATE_SETTING ERROR #904: COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES]
在执行此清除屏幕代码片段期间:
void Renderer::drawSomething() {
// Reuse the memory associated with command recording.
// We can only reset when the associated command lists have finished
// execution on the GPU.
ThrowIfFailed(Core::commandAllocator->Reset());
// A command list can be reset after it has been added to the
// command queue via ExecuteCommandList. Reusing the command list reuses memory.
ThrowIfFailed(Core::commandList->Reset(Core::commandAllocator.Get(), NULL));
// Set the viewport and scissor rect. This needs to be reset
// whenever the command list is reset.
Core::commandList->RSSetViewports(1, &Core::viewport);
Core::commandList->RSSetScissorRects(1, &Core::scissorsRectangle);
// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET
)
);
// Specify the buffers we are going to render to.
Core::commandList->OMSetRenderTargets(
1,
&Core::getCurrentBackBufferView(),
true,
&Core::getDSVHeapStartDescriptorHandle()
);
// Clear the back buffer and depth buffer.
Core::commandList->ClearRenderTargetView(
Core::getCurrentBackBufferView(),
DirectX::Colors::LightSteelBlue,
0,
NULL
);
Core::commandList->ClearDepthStencilView(
Core::getDSVHeapStartDescriptorHandle(),
D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_STENCIL,
1.0f,
0,
0,
NULL
);
//// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT
)
);
// Done recording commands.
ThrowIfFailed(Core::commandList->Close());
// Add the command list to the queue for execution.
ID3D12CommandList* cmdsLists[] = {Core::commandList.Get()};
Core::commandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
// swap the back and front buffers
ThrowIfFailed(Core::swapChain->Present(0, 0));
UINT buffering = Core::buffering;
Core::currentBackBuffer = (Core::currentBackBuffer + 1) % buffering;
Core::flushCommandQueue();
}
为了不把这篇文章弄得一团糟,我不会把所有的代码都放在这里,但是如果你想看看它是什么样子的,或者在这种情况下它很重要,我的整个存储库都在这里: repository
它很小很简单,几乎所有的代码都放在 Core 类中。
先感谢您!
编辑: 我找到了第二个问题的解决方案。问题出在这个循环中:
void Core::createSwapChainBuffersIntoRTVHeap() {
for (UINT i = 0; i < Core::buffering; i++) {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}
}
我只做了一个动作使这段代码看起来像这样:
void Core::createSwapChainBuffersIntoRTVHeap() {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < Core::buffering; i++) {
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}
}
在那之后。当 commandList 关闭正确时,我在 D3D12.dll 中有 AccessViolationException:
ThrowIfFailed(Core::swapChain->Present(0, 0));
经过几个小时的互联网研究,我通过使用“dxcpl.exe”在此应用程序上强制 WARP 来修复。我认为那是因为我在使用 HD4000 和 Nvidia 作为第二张卡的笔记本电脑上工作,但我不确定。