我一直在搜寻各种网站,寻找正确的方式来管理切换。DirectX 11从全屏切换 - >窗口问题
我以为我已经破解了它,但现在我已经注意到了一个奇怪的问题,那就是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切换到全屏模式,一切正常,可以退出空白窗口或正确渲染,但不会继续渲染任何更新。
即,它将基本上呈现一帧,并且任何输入都被注册但屏幕上不可见,直到您切换到全屏。
它清楚我可能会丢失swapchain或devicecontext的东西,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。
渲染函数片断,它被传递的高度/宽度从WM_SIZE情况下
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);
交换链设置与此
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;
我一直在测试这个
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);
大小功能与D3D11_CREATE_DEVICE_DEBUG和没有错误/警告/泄漏,任何评论或输入欢迎。
出于好奇,我添加了D3D10_CREATE_DEVICE_SINGLETHREADED标志以及调试标志,这些似乎解决了这个问题。 我猜我需要检查以确保另一个线程交换时不活动? – wookey 2011-02-18 15:17:36