我一直在搜寻各种网站,寻找管理切换的正确方法。
我以为我已经破解了它,但现在我注意到一个奇怪的问题,因为我正在为绘制调用设置顶点和像素着色器。
我可以使用 alt-enter 切换到全屏,一切都很好,切换回来要么留下空白窗口,要么正确渲染,但永远不会继续渲染任何更新。
即它基本上会渲染一帧,并且任何输入都已注册,但在您切换到全屏之前在屏幕上不可见。
很明显,我可能在交换链或设备上下文中遗漏了一些东西,因为我注意到使用 Flush() 它会强制它工作,但我意识到这显然不是解决方案。
渲染函数片段
cube_.setToContext(context);
context->VSSetConstantBuffers( 0, 1, &cb_NeverChanges_ );
context->VSSetConstantBuffers( 1, 1, &cb_ResizeChanges_ );
context->VSSetConstantBuffers( 2, 1, &cb_FrameChanges_ );
context->PSSetConstantBuffers( 0, 1, &cb_NeverChanges_ );
context->PSSetConstantBuffers( 1, 1, &cb_ResizeChanges_ );
context->PSSetConstantBuffers( 2, 1, &cb_FrameChanges_ );
context->VSSetShader( vertexShader_, nullptr, 0 );
context->PSSetShader( pixelShader_, nullptr, 0 );
context->Draw(cube_.getVertexTotal(), 0);
dx_.getSwapChain()->Present(0,0);
调整从 WM_SIZE 案例传递的高度/宽度的函数
if(FAILED(swapChain_->GetFullscreenState(&fullScreen, nullptr)))
OutputDebugStringA("Failed to get fullscreen state.\n");
swapChain_->GetDesc(&swapChainDesc);
swapChainDesc.Windowed = !fullScreen;
swapChainDesc.Flags = 0;
if(fullScreen)
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
//Release renderTarget, depth stencil, depth stencil view, etc
depthStencilView_->Release();
depthStencil_->Release();
renderTarget_->Release();
if(FAILED(swapChain_->ResizeBuffers(swapChainDesc.BufferCount,width,height, swapChainDesc.BufferDesc.Format ,swapChainDesc.Flags)))
{
MessageBox( NULL, "Failed to resize buffers.", "Error", MB_OK );
return false;
}
//recreate everything that was released
if(!createRenderTarget())
return false;
if(!createDepthStencils(width,height))
return false;
context_->OMSetRenderTargets( 1, &renderTarget_, depthStencilView_);
D3D11_VIEWPORT vp; //Should be a member of dx!
vp.Width = (float)width;
vp.Height = (float)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
context_->RSSetViewports( 1, &vp );
用这个交换链设置
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory( &swapChainDesc, sizeof( swapChainDesc ) );
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; //auto =0, originally 60
swapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = hWnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = TRUE;
我一直在用 D3D11_CREATE_DEVICE_DEBUG 对此进行测试,没有错误/警告/泄漏,欢迎任何评论或输入。