DirectX function "screen->m_swapChain->GetBuffer(0,uuidof(lD3D11Texture2D),(void**)&backBuffer.assignGetQ)"failed with DXGI_ERROR INVALID_CALL ("The application provided invalid parameter data; this must be debugged and fixed before the application is released."). GPU: "NVIDIA GeForce RIX307...
My game works fine when it is not in full screen. I have 3 monitors on two GTX 970's (SLI) running max graphics paired with a 1920x1080 144Hz monitor no problem. But when I try to go into fullscreen on any Hz or resolution it loads but doesnt show correctly, like i...
pSwapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),(void**)(&backBuffer)); pDevice->CreateRenderTargetView(backBuffer,0,&pRTV); ReleaseCOM(backBuffer); 第三:使用swapChain。1:清空RenderTarget,主要是清空上一帧在render target中绘制的东西,以开始重新绘制新的一帧内容。 在程序中具体使用方法,在每...
hr = m_pDXGISwapChain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (void**) &m_pBackBuffer); m_pBackBuffer->GetDesc(&m_bbDesc); ZeroMemory(&m_viewport, sizeof(D3D11_VIEWPORT)); m_viewport.Height = (float) m_bbDesc.Height; m_viewport.Width = (float) m_bbDesc.Wi...
&mRenderTargetView);//通过指针返回了创建后的渲染目标视图对象。//释放后台缓冲区,每调用一次 IDXGISwapChain::GetBuffer 方法,后台缓冲区的 COM 引用计数就会向上递增一次,在代码片段的结尾处释放它(ReleaseCOM)。ReleaseCOM(backBuffer); 第六步:创建深度/模板缓冲区及其视图 ...
前台缓冲区和后台缓冲区互相交换显示构成了交换链(swap chain)。Direct3D中用IDXGISwapChain接口表示。这个接口不仅存储了前台缓冲区和后台缓冲区两种纹理,而且还提供了修改缓冲区大小(IDXGISwapChain::ResizeBuffers)和呈现缓冲区内容(IDXGISwapChain::Present)的方法。
您可使用IDXGISwapChain1::SetRotation呼叫,設定交換鏈結上的旋轉類型,如下所示: m_swapChain->SetRotation(rotation); 現在,在您的轉譯方法中實作類似下方的程式碼: syntax複製 struct ConstantBuffer // This struct is provided for illustration. { // Other constant buffer matrices and data are defined here....
ID3D11Texture2D*backBuffer;// 获取一个交换链的后台缓冲区指针mSwapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast<void**>(&backBuffer));// 创建渲染目标视图md3dDevice->CreateRenderTargetView(backBuffer,0,&mRenderTargetView);// 每调用一次GetBuffer方法,后台缓冲区的COM引用计数就会...
ComPtr<ID3D11Device> m_pd3dDevice; Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_pd3dDeviceContext;// immediate contextMicrosoft::WRL::ComPtr<IDXGISwapChain> m_pDXGISwapChain;//---// DXGI swap chain device resources//---Microsoft::WRL::ComPtr < ID3D11Texture2D> m_pBackBuffer; ...
ComPtr<ID3D11Texture2D> backBuffer; DX::ThrowIfFailed( m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)) ); DX::ThrowIfFailed( m_d3dDevice->CreateRenderTargetView( backBuffer.Get(), nullptr, &m_d3dRenderTargetView ) ); // ... // Set up other window size dependent resources like...