当SampleDesc.Count>时,Direct3D11 DEBUG MODE在最终COM Release上崩溃。 1

时间:2014-03-08 11:46:06

标签: c++ directx direct3d directx-11 direct3d11

*** FML:它是FRAPS。停止DX屏幕录制软件,它的工作原理。 特别感谢@zdd进行了一些联合测试,这有助于我解决这个问题。 ***

  

记住:FRAPS + D3D11_CREATE_DEVICE_DEBUG + SampleDesc.Count > 1不要混用。

我真的很喜欢DX ......就像一周前一样。但这个问题很容易描述,即使我的语言和理解有限。我保持DEBUG层,因为它提供了有价值的反馈。但反过来又造成了一个我无法克服的问题。我花了一天时间一条一根地拉着毛发。

问题

如果我使用

创建 D3D11设备
vSwapChainDesc.SampleDesc.Count = 4;
vSwapChainDesc.SampleDesc.Quality = 3;

...它在最终的->Release()上崩溃,无论它是哪个对象。完全相同的 DAMN代码

vSwapChainDesc.SampleDesc.Count = 1;
vSwapChainDesc.SampleDesc.Quality = 0;

...顺利清理COM引用。更不用说Release中没有DEBUG标记的两种变体正常

Output中,我收到一些含糊不清的错误live children without parents。但我只有5个COM对象,我使用COM包装器。

所以我删除了COM包装器,为每个包装器手动执行->Release()= nullptr。国际海事组织错误地发布了一些东西不可能。在最后的->Release(),它说它打破了一个断点。

所以...还有其他人遇到过这种行为吗?我认为除非其他人经历过同样的事情,否则我不能得到答案。这太奇怪了......

守则

// Uncomment this and it all works... like magic!
// #undef _DEBUG

#pragma region Includes
#include <stdio.h>
#include <conio.h>
#include <map>
#include <windows.h>
#include <d3d11.h>

#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3d11.lib")
#pragma endregion

#pragma region Com Helpers
// track the refcounts on ->Release() :)
std::map<std::string, int> g_ComCounter;

template <typename Interface_t>
Interface_t** ComRelease(Interface_t** aPointer, LPCSTR aName) {
    if(!aPointer) {
        DebugBreak();
    }

    if(*aPointer) {
        // save refcount for debug
        g_ComCounter[aName] = (*aPointer)->Release();
        *aPointer = nullptr;
    }
    printf("Destroyed %p (%s:%d).\r\n", *aPointer, aName, g_ComCounter[aName]);

    return aPointer;
}

#define COM_RELEASE(Pointer) ComRelease(&Pointer, #Pointer)

template <typename Interface_t>
Interface_t** ComPointer(Interface_t** aPointer, LPCSTR aName) {
    if(!aPointer) {
        DebugBreak();
    }

    if(*aPointer) {
        // save refcount for debug
        g_ComCounter[aName] = (*aPointer)->Release();
        *aPointer = nullptr;
    }
    printf("Prepared %p (%s:%d).\r\n", *aPointer, aName, g_ComCounter[aName]);

    // Object is being Acquired

    return aPointer;
}

#define COM_POINTER(Pointer) ComPointer(&Pointer, #Pointer)
#pragma endregion

#pragma region Window Proc
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam) {
    PAINTSTRUCT vPainStruct = { 0 };
    HDC vDc(nullptr);

    switch(uMessage) {
        case WM_PAINT:
            vDc = BeginPaint(hWnd, &vPainStruct);
            EndPaint(hWnd, &vPainStruct);
            return FALSE;
            break;
        case WM_ERASEBKGND:
            // Don't erase background!
            return TRUE;
            break;
        case WM_CLOSE:
            DestroyWindow(hWnd);
            break;
        case WM_DESTROY:
            PostQuitMessage(0);
            break;
        default:
            break;
    }

    return DefWindowProc(hWnd, uMessage, wParam, lParam);
}
#pragma endregion

#ifdef _CONSOLE
int wmain(int aArgc, const WCHAR* aArgv[]) {
#else
int wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow) {
#endif
#pragma region Variables
    HINSTANCE                   vInstance = GetModuleHandle(nullptr);
    HWND                        vHwnd = nullptr;
    D3D_DRIVER_TYPE             vDriverType = D3D_DRIVER_TYPE_UNKNOWN;
    D3D_FEATURE_LEVEL           vFeatureLevel = D3D_FEATURE_LEVEL_11_0;
    IDXGIFactory                *vDxgiFactory = nullptr;
    IDXGIAdapter                *vDxgiAdapter = nullptr;
    ID3D11Device                *vD3dDevice = nullptr;
    ID3D11DeviceContext         *vD3dContext = nullptr;
    IDXGISwapChain              *vSwapChain = nullptr;
    ID3D11Texture2D             *vBackBuffer(nullptr);
    ID3D11RenderTargetView      *vRenderTargetView = nullptr;
#ifdef _DEBUG
    ID3D11Debug                 *vDebugger = nullptr;
    ID3D11InfoQueue             *vInfoQueue = nullptr;
#endif
#pragma endregion

#pragma region Init Window
    // Register class
    WNDCLASSEX vWndClass;
    ZeroMemory(&vWndClass, sizeof(vWndClass));
    vWndClass.cbSize = sizeof(WNDCLASSEX);
    vWndClass.style = 0; // CS_HREDRAW | CS_VREDRAW (draw in loop, no need for WM_PAINT)
    vWndClass.lpfnWndProc = WndProc;
    vWndClass.cbClsExtra = 0;
    vWndClass.cbWndExtra = 0;
    vWndClass.hInstance = vInstance;
    vWndClass.hIcon = 0;
    vWndClass.hCursor = LoadCursor(nullptr, IDC_ARROW);
    vWndClass.hbrBackground = nullptr;
    vWndClass.lpszMenuName = nullptr;
    vWndClass.lpszClassName = L"D3d11Window";
    vWndClass.hIconSm = 0;
    if(!RegisterClassEx(&vWndClass)) {
        DebugBreak();
        return 0;
    }

    // Create window
    RECT vWindowRect = { 0, 0, 640, 480 };
    AdjustWindowRect(&vWindowRect, WS_OVERLAPPEDWINDOW, FALSE);
    vHwnd = CreateWindowEx(
        0, vWndClass.lpszClassName, L"D3D11", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT, CW_USEDEFAULT,
        vWindowRect.right - vWindowRect.left, vWindowRect.bottom - vWindowRect.top,
        nullptr, nullptr, vInstance,
        nullptr);
    if(!vHwnd) {
        DebugBreak();
        return 0;
    }

    ShowWindow(vHwnd, SW_SHOWDEFAULT);
#pragma endregion

#pragma region Initialization
    RECT vClientRect = { 0 };
    GetClientRect(vHwnd, &vClientRect);
    UINT vWidth = vClientRect.right - vClientRect.left;
    UINT vHeight = vClientRect.bottom - vClientRect.top;

    if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)COM_POINTER(vDxgiFactory)))) {
        DebugBreak();
        return 0;
    }

    if(FAILED(vDxgiFactory->EnumAdapters(0, COM_POINTER(vDxgiAdapter)))) {
        DebugBreak();
        return 0;
    }

    D3D_FEATURE_LEVEL vRequestedFeatureLevels[] = {
        D3D_FEATURE_LEVEL_11_0,
        // D3D_FEATURE_LEVEL_10_1,
        // D3D_FEATURE_LEVEL_10_0
    };

    UINT vNumFeatureLevels = ARRAYSIZE(vRequestedFeatureLevels);

    UINT vDeviceFlags = 0;
#ifdef _DEBUG
    vDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    if(FAILED(D3D11CreateDevice(
        vDxgiAdapter,
        vDriverType,
        nullptr,
        vDeviceFlags,
        vRequestedFeatureLevels,
        vNumFeatureLevels,
        D3D11_SDK_VERSION,
        COM_POINTER(vD3dDevice),
        &vFeatureLevel,
        COM_POINTER(vD3dContext)))) {
        return 0;
    }

#ifdef _DEBUG
    if(FAILED(vD3dDevice->QueryInterface(__uuidof(ID3D11Debug), (LPVOID*)COM_POINTER(vDebugger)))) {
        return 0;
    }
    if(FAILED(vDebugger->QueryInterface(__uuidof(ID3D11InfoQueue), (LPVOID*)COM_POINTER(vInfoQueue)))) {
        return 0;
    }
    vInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
    vInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
    vDebugger->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
#endif

    UINT vMsaaQuality = 0;
    if(FAILED(vD3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &vMsaaQuality)) || (vMsaaQuality < 1)) {
        return 0;
    }
    printf("MsaaQuality: %d for 4\r\n", vMsaaQuality);

    DXGI_SWAP_CHAIN_DESC vSwapChainDesc;
    ZeroMemory(&vSwapChainDesc, sizeof(vSwapChainDesc));
    vSwapChainDesc.BufferCount = 2;
    vSwapChainDesc.BufferDesc.Width = vWidth;
    vSwapChainDesc.BufferDesc.Height = vHeight;
    vSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    vSwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    vSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    vSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
    vSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
    vSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    vSwapChainDesc.SampleDesc.Count = 4; // set 1 for the code to work              vSwapChainDesc.SampleDesc.Quality = vMsaaQuality - 1;
    vSwapChainDesc.OutputWindow = vHwnd;
    vSwapChainDesc.Windowed = true;
    vSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    vSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

    if(FAILED(vDxgiFactory->CreateSwapChain(vD3dDevice, &vSwapChainDesc, COM_POINTER(vSwapChain)))) {
        return 0;
    }

    if(FAILED(vSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)COM_POINTER(vBackBuffer)))) {
        return 0;
    }

    if(FAILED(vD3dDevice->CreateRenderTargetView(vBackBuffer, nullptr, COM_POINTER(vRenderTargetView)))) {
        return 0;
    }

    vD3dContext->OMSetRenderTargets(1, &vRenderTargetView, nullptr);

    D3D11_VIEWPORT vViewport = { 0 };
    vViewport.Width = static_cast<FLOAT>(vWidth);
    vViewport.Height = static_cast<FLOAT>(vHeight);
    vViewport.MinDepth = D3D11_MIN_DEPTH;
    vViewport.MaxDepth = D3D11_MAX_DEPTH;
    vViewport.TopLeftX = 0;
    vViewport.TopLeftY = 0;
    vD3dContext->RSSetViewports(1, &vViewport);
#pragma endregion

#pragma region Game Loop
    MSG vMessage = { 0 };
    while(WM_QUIT != vMessage.message) {
        while(PeekMessage(&vMessage, 0, 0, 0, PM_REMOVE)) {
            TranslateMessage(&vMessage);
            DispatchMessage(&vMessage);
        }

        if(WM_QUIT == vMessage.message) {
            break;
        }

#pragma region Render
        float vClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
        vD3dContext->ClearRenderTargetView(vRenderTargetView, vClearColor);
        vSwapChain->Present(true, 0); // vsync
#pragma endregion
    }
#pragma endregion

#pragma region Cleanup
    if(vSwapChain) {
        vSwapChain->SetFullscreenState(false, nullptr);
    }
    if(vD3dContext) {
        vD3dContext->ClearState();
    }

    COM_RELEASE(vRenderTargetView);
    COM_RELEASE(vBackBuffer);
    COM_RELEASE(vSwapChain);
    COM_RELEASE(vD3dContext);
    COM_RELEASE(vD3dDevice);
    COM_RELEASE(vDxgiFactory);
    COM_RELEASE(vDxgiAdapter);

#ifdef _DEBUG
    COM_RELEASE(vDebugger);
    COM_RELEASE(vInfoQueue);
#endif

    printf("\r\nREF COUNTS AFTER RELEASE():\r\n");
    for(const auto& vComCount : g_ComCounter) {
        printf("%s:%d\r\n", vComCount.first.c_str(), vComCount.second);
    }

#pragma endregion

    _getch();
    return (int)vMessage.wParam;
}

帮助!

  

如果您希望我对代码进行评论以更好地解释逻辑,我会的。我收到的评论中提到了清楚解释问题和代码的事情......也许我不够清楚。

最后的想法

也许在我不打电话的某些对象内部有某种释放功能。也许我正在做一些乱序或错误的事情。但是我从一个声誉良好的网站上得到了这个。它与我目前正沉迷于自己的书中的Hello DirectX!代码相匹配。

此代码段已被删除且极简主义。在尝试识别问题时,它是一个更复杂的修剪版本。另外,我删除了所有OOP,以便在一个易于理解的代码块中使用它。

  

现在有一个最后的问题:除了SampleDesc之外,还有另一种方法来平滑线条吗?

PS 这是Windows 7 x64,VS 2013 + 2014 CTP。并且在调试和释放模式下,卡支持它(边缘平滑)。它只是最终版本在调试模式下失败。

2 个答案:

答案 0 :(得分:1)

我不知道为什么你的代码崩溃了,但我想根据你的代码分享我的一些DirectX编程经验:)

  1. 使用win32 app而不是console app
  2. ComRelease函数太复杂,你不需要那么多代码,只需要一行即可。
  3. 不要将d3d指针包装到ComPointer。
  4. 如下一个更干净的代码,你将摆脱COM的复杂性,并专注于检查崩溃的代码逻辑。

    #define DEBUG
    #pragma region Includes
    #include <stdio.h>
    #include <conio.h>
    #include <windows.h>
    #include <d3d11.h>
    
    #pragma comment (lib, "dxgi.lib")
    #pragma comment (lib, "d3d11.lib")
    #pragma endregion
    
    // Release COM object
    #define SAFE_RELEASE(P) if(P){ P->Release(); P = NULL;}
    
    #pragma region Window Proc
    LRESULT CALLBACK WndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam) {
        PAINTSTRUCT vPainStruct = { 0 };
        HDC vDc(nullptr);
    
        switch(uMessage) {
            case WM_PAINT:
                vDc = BeginPaint(hWnd, &vPainStruct);
                EndPaint(hWnd, &vPainStruct);
                return FALSE;
                break;
            case WM_ERASEBKGND:
                // Don't erase background!
                return TRUE;
                break;
            case WM_CLOSE:
                DestroyWindow(hWnd);
                break;
            case WM_DESTROY:
                PostQuitMessage(0);
                break;
            default:
                break;
        }
    
        return DefWindowProc(hWnd, uMessage, wParam, lParam);
    }
    #pragma endregion
    
    int main() {
    #pragma region Variables
        HINSTANCE                   vInstance = GetModuleHandle(nullptr);
        HWND                        vHwnd = nullptr;
        D3D_DRIVER_TYPE             vDriverType = D3D_DRIVER_TYPE_UNKNOWN;
        D3D_FEATURE_LEVEL           vFeatureLevel = D3D_FEATURE_LEVEL_11_0;
        IDXGIFactory                *vDxgiFactory = NULL;
        IDXGIAdapter                *vDxgiAdapter = nullptr;
        ID3D11Device                *vD3dDevice = nullptr;
        ID3D11DeviceContext         *vD3dContext = nullptr;
        IDXGISwapChain              *vSwapChain = nullptr;
        ID3D11Texture2D             *vBackBuffer = NULL;
        ID3D11RenderTargetView      *vRenderTargetView = nullptr;
    #ifdef _DEBUG
        ID3D11Debug                 *vDebugger = nullptr;
        ID3D11InfoQueue             *vInfoQueue = nullptr;
    #endif
    #pragma endregion
    
    #pragma region Init Window
        // Register class
        WNDCLASSEX vWndClass;
        ZeroMemory(&vWndClass, sizeof(vWndClass));
        vWndClass.cbSize = sizeof(WNDCLASSEX);
        vWndClass.style = 0; // CS_HREDRAW | CS_VREDRAW (draw in loop, no need for WM_PAINT)
        vWndClass.lpfnWndProc = WndProc;
        vWndClass.cbClsExtra = 0;
        vWndClass.cbWndExtra = 0;
        vWndClass.hInstance = vInstance;
        vWndClass.hIcon = 0;
        vWndClass.hCursor = LoadCursor(nullptr, IDC_ARROW);
        vWndClass.hbrBackground = nullptr;
        vWndClass.lpszMenuName = nullptr;
        vWndClass.lpszClassName = L"D3d11Window";
        vWndClass.hIconSm = 0;
        if(!RegisterClassEx(&vWndClass)) {
            DebugBreak();
            return 0;
        }
    
        // Create window
        RECT vWindowRect = { 0, 0, 640, 480 };
        vHwnd = CreateWindowEx(
            0, vWndClass.lpszClassName, L"D3D11", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
            CW_USEDEFAULT, CW_USEDEFAULT,
            vWindowRect.right - vWindowRect.left, vWindowRect.bottom - vWindowRect.top,
            nullptr, nullptr, vInstance,
            nullptr);
        if(!vHwnd) {
            DebugBreak();
            return 0;
        }
    
        ShowWindow(vHwnd, SW_SHOWDEFAULT);
    #pragma endregion
    
    #pragma region Initialization
        RECT vClientRect = { 0 };
        GetClientRect(vHwnd, &vClientRect);
        UINT vWidth = vClientRect.right - vClientRect.left;
        UINT vHeight = vClientRect.bottom - vClientRect.top;
    
        if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&vDxgiFactory)))) {
            DebugBreak();
            return 0;
        }
    
        if(FAILED(vDxgiFactory->EnumAdapters(0, &vDxgiAdapter))) {
            DebugBreak();
            return 0;
        }
    
        D3D_FEATURE_LEVEL vRequestedFeatureLevels[] = {
            D3D_FEATURE_LEVEL_11_0,
            // D3D_FEATURE_LEVEL_10_1,
            // D3D_FEATURE_LEVEL_10_0
        };
    
        UINT vNumFeatureLevels = ARRAYSIZE(vRequestedFeatureLevels);
    
        UINT vDeviceFlags = 0;
    #ifdef _DEBUG
        vDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    #endif
    
        if(FAILED(D3D11CreateDevice(
            vDxgiAdapter,
            vDriverType,
            nullptr,
            vDeviceFlags,
            vRequestedFeatureLevels,
            vNumFeatureLevels,
            D3D11_SDK_VERSION,
            &vD3dDevice,
            &vFeatureLevel,
            &vD3dContext))) {
            return 0;
        }
    
        UINT vMsaaQuality = 0;
        if(FAILED(vD3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &vMsaaQuality)) || (vMsaaQuality < 1)) {
            return 0;
        }
        printf("MsaaQuality of max %d supported for count 4\r\n", vMsaaQuality);
    
        DXGI_SWAP_CHAIN_DESC vSwapChainDesc;
        ZeroMemory(&vSwapChainDesc, sizeof(vSwapChainDesc));
        vSwapChainDesc.BufferCount = 2;
        vSwapChainDesc.BufferDesc.Width = vWidth;
        vSwapChainDesc.BufferDesc.Height = vHeight;
        vSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        vSwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
        vSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
        vSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
        vSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
        vSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        vSwapChainDesc.SampleDesc.Count = 4; // set 1 to work
        vSwapChainDesc.SampleDesc.Quality = vMsaaQuality - 1;
        vSwapChainDesc.OutputWindow = vHwnd;
        vSwapChainDesc.Windowed = true;
        vSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
        vSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
    
        if(FAILED(vDxgiFactory->CreateSwapChain(vD3dDevice, &vSwapChainDesc, &vSwapChain))) {
            return 0;
        }
    
        if(FAILED(vSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&vBackBuffer))) {
            return 0;
        }
    
        if(FAILED(vD3dDevice->CreateRenderTargetView(vBackBuffer, nullptr, &vRenderTargetView))) {
            return 0;
        }
    
        vD3dContext->OMSetRenderTargets(1, &vRenderTargetView, nullptr);
    
        D3D11_VIEWPORT vViewport = { 0 };
        vViewport.Width = static_cast<FLOAT>(vWidth);
        vViewport.Height = static_cast<FLOAT>(vHeight);
        vViewport.MinDepth = D3D11_MIN_DEPTH;
        vViewport.MaxDepth = D3D11_MAX_DEPTH;
        vViewport.TopLeftX = 0;
        vViewport.TopLeftY = 0;
        vD3dContext->RSSetViewports(1, &vViewport);
    #pragma endregion
    
    #pragma region Game Loop
        MSG vMessage = { 0 };
        while(WM_QUIT != vMessage.message) {
            while(PeekMessage(&vMessage, 0, 0, 0, PM_REMOVE)) {
                TranslateMessage(&vMessage);
                DispatchMessage(&vMessage);
            }
    
            if(WM_QUIT == vMessage.message) {
                break;
            }
    
    #pragma region Render
            float vClearColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
            vD3dContext->ClearRenderTargetView(vRenderTargetView, vClearColor);
            vSwapChain->Present(true, 0); // vsync
    #pragma endregion
        }
    #pragma endregion
    
    #pragma region Cleanup
        if(vSwapChain) {
            vSwapChain->SetFullscreenState(false, nullptr);
        }
        if(vD3dContext) {
            vD3dContext->ClearState();
        }
    
        SAFE_RELEASE(vRenderTargetView);
        SAFE_RELEASE(vBackBuffer);
        SAFE_RELEASE(vSwapChain);
        SAFE_RELEASE(vD3dContext);
        SAFE_RELEASE(vD3dDevice);
        SAFE_RELEASE(vDxgiFactory);
        SAFE_RELEASE(vDxgiAdapter);
    
    #ifdef _DEBUG
        SAFE_RELEASE(vDebugger);
        SAFE_RELEASE(vInfoQueue);
    #endif
    
    
    #pragma endregion
    
        _getch();
        return (int)vMessage.wParam;
    }
    

答案 1 :(得分:0)

使用CheckMultisampleQualityLevels检查您的卡是否支持质量= 3。如果它只是针对线路我建议尝试alpha抗锯齿D3D11_RASTERIZER_DESC.AntialiasedLineEnable