注意:因为大多数显示器不支持超过24位以上的颜色,再多的颜色也是浪费,所以我们将后台缓冲区的像素格式设置为DXGI_FORMAT_R8G8B8A8_UNORM(红、绿、蓝、alpha各8位)。额外的8位alpha并不会输出在显示器上,但在后台缓冲区中可以用于特定的用途。 4 . 创建交换链 交换链(IDXGISwapChain)是通过 IDXGIFactory 实例...
在dx11中,可以使用ID3D11Device::CheckMultiSampleQualityLevels(...)去查询硬件的多重采样能力. 来段示例: 1UINT msaaQuality;2HR(pD3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4, &msaaQuality));3assert(msaaQuality >0); 由于quality这个指标不同硬件厂商会有细微差别,同时quality...
DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); //一个back buffer scd.BufferCount = 1; scd.BufferDesc.Width = SCREEN_WIDTH; scd.BufferDesc.Height = SCREEN_HEIGHT; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferDesc.RefreshRate.Numerator = 60...
swapChainDesc.BufferDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;// 设置刷新率,设置让系统尽快刷新swapChainDesc.BufferDesc.RefreshRate.Numerator=0;swapChainDesc.BufferDesc.RefreshRate.Denominator=1;// 设置后台缓冲区的使用目的swapChainDesc.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT;// 设置要渲染到的窗口句柄...
对于给定的像素格式,一个输出设备可以支持许多种显示模式(DXGI_MODE_DESC),通过它可以看到全屏宽度、高度、刷新率。尝试使用IDXGIOutput::GetDisplayModeList方法观察所有支持的模式(传递DXGI_FORMAT_R8G8B8A8_UNORM格式进去)。 在下面添加代码 UINT num = 0; ...
std::shared_ptr<Texture2D>m_pTexture_ShadowMap;std::shared_ptr<Depth2D>m_pTexture_ShadowMapDepth;m_pTexture_ShadowMap=std::make_shared<Texture2D>(m_pd3dDevice.Get(),2048,2048,DXGI_FORMAT_R8G8B8A8_UNORM);m_pTexture_ShadowMapDepth=std::make_shared<Depth2D>(m_pd3dDevice.Get(),2048,...
swapChainDesc.BufferDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator=60; swapChainDesc.BufferDesc.RefreshRate.Denominator=1; swapChainDesc.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow=hwnd_; ...
SlimDX.DXGI.Format.R8G8B8A8_UNorm, new SampleDescription(1,0),60,1); }if(this.resized) {this.swapchain[context].Resize(); }if(this.FEnabled[0]) { context.CurrentDeviceContext.ClearRenderTargetView(this.swapchain[context].RTV,new SlimDX.Color4(0,0,0,0)); ...
{ GUID_WICPixelFormat64bppRGBA, DXGI_FORMAT_R16G16B16A16_UNORM }, { GUID_WICPixelFormat32bppRGBA, DXGI_FORMAT_R8G8B8A8_UNORM }, { GUID_WICPixelFormat32bppBGRA, DXGI_FORMAT_B8G8R8A8_UNORM }, // DXGI 1.1 { GUID_WICPixelFormat32bppBGR, DXGI_FORMAT_B8G8R8X8_UNORM }, // DXGI 1.1...
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; ID3D11Texture2D* pTexture = NULL; D3D11_SUBRESOURCE_DATA subResource; ...