"DirectX Error"、"DirectX function"和"E OUTOFMEMORY"这些错误的含义可能指向一些共同的问题:1. DirectX 是一个用于创建游戏和应用软件的平台。它处理与图形硬件相关的许多任务。出现“DirectX Error”通常表示该软件或驱动程序存在问题。“DirectX function”可能是指特定于DirectX的功能未正确执行。2. “OUTOFMEMORY...
我暂时不能理解图片,但根据文本内容我可以提供以下回答 "DirectX Error"通常表示在游戏中出现了与DirectX相关的错误。DirectX是Microsoft开发的一套用于多媒体应用(如游戏、视频等)的软件开发包,它可以让开发者使用统一的接口来访问各种不同的硬件设备,例如显卡、声卡等等。出现这个问题的原因可能有很多种:1. DirectX安装...
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DirectX Error --- DirectX function "device->CreateBuffer(&dxDesc, &resourceData, &buffer->m_buf...
--- HRESULT DeviceResources::CreateWindowResources(HWND hWnd) { HRESULT hr = S_OK; DXGI_SWAP_CHAIN_DESC desc; ZeroMemory(&desc, sizeof(DXGI_SWAP_CHAIN_DESC)); desc.Windowed = TRUE; // Sets the initial state of full-screen mode. desc.BufferCount = 2; desc.BufferDesc.F...
1/1DirectX错误DirectX函数"m_devicePlat->CreateCommitedResource(&heapProps、D3D12 HEAP Flag None、&platDesc、CreationState、nullptr、_uuidof(***(&resource))),IID_PPV_ARGS_Helper(&resource))"失败,原因为E_OUTOFMEMORY("Direct3D无法分配足够的内存来完成调用。")。GPU:"AMD Radeon RX 6700 XT",驱动...
There might be more space available than you might have thought. You should create resources and check for 'out of memory' errors, then scale back on the textures. For example, you could remove the top mip-levels of your textures.
已经一天了,快要被弄吐血了DirectX function "m_devicePlat->CreateCommittedResourcel&heapProps, D3D12_HEAP_FLAG_NONE, &platDesc, creationState,clearValuePtr,_uuidof(**(&resource)),IID_PPV_ARGS_Helper(&resource))" failed with E_OUTOFMEMORY("Direct3D could not aliocate sufficient memory to ...
// pThunk->u1.Function = VA to APIfor(;pThunk->u1.Function;pThunk++){if(pThunk->u1.Function==(DWORD)pfnOrg){VirtualProtect((LPVOID)&pThunk->u1.Function,4,PAGE_EXECUTE_READWRITE,&dwOldProtect);pThunk->u1.Function=(DWORD)pfnNew;VirtualProtect((LPVOID)&pThunk->u1.Function,4,dwOld...
{::<< __FUNCTION__ <<<::; InitImGui(pd3dDevice);; }(); BeginScene();pEndscene(pd3dDevice); } HRESULT __stdcall{once = []() {::<< __FUNCTION__ <<<::;; }(); ImGui_ImplDX9_InvalidateDeviceObjects();ImGui_ImplDX9_CreateDeviceObjects();pReset(pd3dDevice, pPresentationParamet...