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我正在尝试创建另一个渲染目标视图并渲染它

之前,我只是从交换链获取缓冲区,然后从中创建 rtv,这很好。但只有在从自定义资源创建 rtv 时,我才会遇到问题。

    D3D11_TEXTURE2D_DESC bb_desc;
    bb_desc.Width = width;
    bb_desc.Height = height;
    bb_desc.MipLevels = 1;
    bb_desc.ArraySize = 1;
    bb_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    bb_desc.Usage = D3D11_USAGE_DEFAULT;
    bb_desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
    bb_desc.CPUAccessFlags = 0;
    bb_desc.MiscFlags = 0;
    bb_desc.SampleDesc.Count = msCount;
    bb_desc.SampleDesc.Quality = msQuality;

    R_CHECK(device->CreateTexture2D(
        &bb_desc,
        nullptr,
        backBuffer.GetAddressOf()));

    D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
    rtv_desc.Format = bb_desc.Format;
    rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
    rtv_desc.Texture2D.MipSlice = 0;
    R_CHECK(device->CreateRenderTargetView(
        backBuffer.Get(),
        &rtv_desc,
        bbRTV.GetAddressOf()));

    D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
    srv_desc.Format = bb_desc.Format;
    srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    srv_desc.Texture2D.MostDetailedMip = 0;
    srv_desc.Texture2D.MipLevels = 1;
    R_CHECK(device->CreateShaderResourceView(
        backBuffer.Get(),
        &srv_desc,
        bbSRV.GetAddressOf()));

    dContext->OMSetRenderTargets(1, bbRTV.GetAddressOf(), nullptr);

我渲染它

    float bgColor[3] = { 1,0,0 };
    dContext->ClearRenderTargetView(bbRTV.Get(), bgColor);

    swapchain->Present(1, NULL);

期待红屏,但它只显示黑色。而且也没有错误日志。任何建议将不胜感激~

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1 回答 1

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的第二个参数ClearRenderTargetView无效。它必须是指向 4 个float值数组的第一个元素的指针。由于您将指针传递给 3float值数组的第一个元素,因此发生缓冲区溢出,这会导致未定义的行为。

但最重要的是,当您渲染到纹理时,它不会在您调用时显示在屏幕上,Present因为它不是交换链后台缓冲区。您可以使用 DirectX 调试器检查纹理内容。

于 2019-05-21T19:52:27.623 回答