我开始学习DirectX12,我尝试制作某种简单的引擎。 我遵循Frank D. Luna" DirectX12" 3D编程简介我有一些问题。 首先在创建swapChain期间,填写如下所示的描述:
DXGI_SWAP_CHAIN_DESC swapChainDesc;
swapChainDesc.BufferDesc.Width = Core::displayWidth;
swapChainDesc.BufferDesc.Height = Core::displayHeight;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferDesc.Format = Core::pixelDefinitionFormat;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = Core::multiSamplingLevel ? 4 : 1;
swapChainDesc.SampleDesc.Quality = Core::multiSamplingEnabled ? (Core::multiSamplingLevel - 1) : 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = (INT) Core::buffering;
swapChainDesc.OutputWindow = Core::mainWindow;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// Note: Swap chain uses queue to perform flush.
ThrowIfFailed(Core::factory->CreateSwapChain(
Core::commandQueue.Get(),
&swapChainDesc,
Core::swapChain.GetAddressOf()
));
我记得"错误的参数"错误。我已经在MSDN上找到了解决方案,但我想知道我做错了什么。
第二个问题是为什么我:
D3D12 ERROR: ID3D12GraphicsCommandList::*: A single command list cannot write to multiple buffers within a particular swapchain. [ STATE_SETTING ERROR #904: COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES]
Durning执行此清算屏幕代码片段:
void Renderer::drawSomething() {
// Reuse the memory associated with command recording.
// We can only reset when the associated command lists have finished
// execution on the GPU.
ThrowIfFailed(Core::commandAllocator->Reset());
// A command list can be reset after it has been added to the
// command queue via ExecuteCommandList. Reusing the command list reuses memory.
ThrowIfFailed(Core::commandList->Reset(Core::commandAllocator.Get(), NULL));
// Set the viewport and scissor rect. This needs to be reset
// whenever the command list is reset.
Core::commandList->RSSetViewports(1, &Core::viewport);
Core::commandList->RSSetScissorRects(1, &Core::scissorsRectangle);
// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET
)
);
// Specify the buffers we are going to render to.
Core::commandList->OMSetRenderTargets(
1,
&Core::getCurrentBackBufferView(),
true,
&Core::getDSVHeapStartDescriptorHandle()
);
// Clear the back buffer and depth buffer.
Core::commandList->ClearRenderTargetView(
Core::getCurrentBackBufferView(),
DirectX::Colors::LightSteelBlue,
0,
NULL
);
Core::commandList->ClearDepthStencilView(
Core::getDSVHeapStartDescriptorHandle(),
D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_STENCIL,
1.0f,
0,
0,
NULL
);
//// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT
)
);
// Done recording commands.
ThrowIfFailed(Core::commandList->Close());
// Add the command list to the queue for execution.
ID3D12CommandList* cmdsLists[] = {Core::commandList.Get()};
Core::commandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
// swap the back and front buffers
ThrowIfFailed(Core::swapChain->Present(0, 0));
UINT buffering = Core::buffering;
Core::currentBackBuffer = (Core::currentBackBuffer + 1) % buffering;
Core::flushCommandQueue();
}
为了不在这篇文章中弄得一团糟,我不会把所有代码放在这里,但是如果你想看看它是什么样的,或者在这种情况下它会很重要,我的整个存储库都在这里: repository
它非常小而且很简单,几乎所有代码都放在Core类中。
提前谢谢!
修改 我找到了第二个问题的解决方案 问题出现在这个循环中:
void Core::createSwapChainBuffersIntoRTVHeap() {
for (UINT i = 0; i < Core::buffering; i++) {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}
}
我只做了一次让这段代码看起来像这样:
void Core::createSwapChainBuffersIntoRTVHeap() {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < Core::buffering; i++) {
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}
}
之后。当commandList关闭时,我在D3D12.dll上遇到了AccessViolationException:
ThrowIfFailed(Core::swapChain->Present(0, 0));
经过几个小时的互联网研究后,我通过使用&#34; dxcpl.exe&#34;在此应用程序上强制使用WARP来修复。 我认为那是因为我在笔记本电脑上使用HD4000和Nvidia作为第二张卡,但我不确定。
答案 0 :(得分:0)
这不会帮助您立即解决问题,但会为您提供更多信息。 DirectX12 想让你将所有命令推送到命令列表中,它只会在你调用 Close()
时报告错误。请注意,您无法通过重置 Close()
来“复活”失败的命令列表,您可以做的最好的事情是删除它,然后创建一个新的命令列表。但是,在这种情况下,您可能无法更新引用的资源。真的不建议你这样做。
您确实可以做的是使用 ID3D12InfoQueue 接口使您的程序因 D3D12 错误而中断(如果附加了调试器)。
从您的 device
获取:
ID3D12InfoQueue* InfoQueue = nullptr;
Core::device->QueryInterface(IID_PPV_ARGS(&InfoQueue));
启用“严重性中断”:
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
然后放手:
InfoQueue->Release();
您还可以将 InfoQueue 设置为将 D3D12 错误 ID 集列入白名单或黑名单。您的错误 ID 是 D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES
(代码 904)。
希望这将有助于有人处理这个图形 API。