我一直认为在创建DirectX9设备之前需要先创建一个窗口。实际上,这就是我如何理解CreateDevice方法的official documentation:
hFocusWindow [in]类型:HWND(...)对于窗口模式,仅当pPresentationParameters的hDeviceWindow成员设置为有效的非NULL值时,此参数才可以为NULL。
现在,我只是尝试了一下,似乎下面的一段代码对我有效(例如,我得到一个有效的设备指针,我可以用它来做渲染目标渲染,即使我没有&#39 ; t随时提供任何窗口句柄):
#include <windows.h>
#include <stdio.h>
#include <iostream>
#include <sstream>
#include <chrono>
#include <thread>
#if defined(_MSC_VER)
#pragma warning(disable : 4005)
#endif
#include <d3d9.h>
#include <d3dx9.h>
#include <DxErr.h>
int (WINAPIV * __vsnprintf)(char *, size_t, const char*, va_list) = _vsnprintf;
#define DEBUG_MSG(msg) std::cout << msg << std::endl;
#define ERROR_MSG(msg) std::cout << "[ERROR] " << msg << std::endl;
#define THROW_MSG(msg) { \
std::ostringstream os; \
os.precision(9); \
os << std::fixed << "[FATAL] " << msg << " (at " << __FILE__ <<":"<<__LINE__<<")"; \
DEBUG_MSG(os.str()); \
throw std::runtime_error(os.str()); \
}
#define CHECK(cond,msg) if(!(cond)) { THROW_MSG(msg); return; }
#define CHECK_RET(cond,ret,msg) if(!(cond)) { THROW_MSG(msg); return ret; }
#define CHECK_RESULT(val,msg) { HRESULT hr = (val); if(FAILED(hr)) { THROW_MSG(msg << ", err=" << DXGetErrorString(hr) << ", desc=" << DXGetErrorDescription(hr)); return; } }
#define CHECK_RESULT_RET(val,ret,msg) { HRESULT hr = (val); if(FAILED(hr)) { THROW_MSG(msg << ", err=" << DXGetErrorString(hr) << ", desc=" << DXGetErrorDescription(hr)); return ret; } }
#define SAFERELEASE(x) if(x) { x->Release(); x = NULL; }
IDirect3D9Ex* d3dEx = nullptr;
IDirect3DDevice9* deviceEx = nullptr;
IDirect3DSurface9* renderSurface1 = nullptr;
HANDLE renderSurfaceHandle1 = nullptr;
IDirect3DSurface9* renderSurface2 = nullptr;
HANDLE renderSurfaceHandle2 = nullptr;
bool testCycle() {
CHECK_RET(d3dEx==nullptr, false,"Invalid D3D context.");
CHECK_RET(deviceEx==nullptr, false,"Invalid D3D device.");
// Create dedicated device:
DEBUG_MSG("Creating Direct3D9Ex context");
CHECK_RESULT_RET(Direct3DCreate9Ex(D3D_SDK_VERSION, (IDirect3D9Ex **)&d3dEx),
false, "Cannot create Direct3D9Ex context" );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 200;
d3dpp.BackBufferHeight = 200;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.hDeviceWindow = NULL;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
DEBUG_MSG("Creating Device9Ex.");
CHECK_RESULT_RET(d3dEx->CreateDevice(0, D3DDEVTYPE_HAL, NULL,
D3DCREATE_MULTITHREADED | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
&d3dpp, &deviceEx), false, "Cannot create Device9Ex.");
DEBUG_MSG("Setting lighting render state");
CHECK_RESULT_RET(deviceEx->SetRenderState( D3DRS_LIGHTING, FALSE ),
false, "Cannot set lighting render state.");
int width = 512;
int height = 256;
DEBUG_MSG("Creating SDI render surfaces of size "<<width<<"x"<<height);
CHECK_RESULT_RET(deviceEx->CreateRenderTarget(width, height,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0,
TRUE, &renderSurface1, &renderSurfaceHandle1),
false, "Cannot create Render surface 1 for SDIOutput");
CHECK_RESULT_RET(deviceEx->CreateRenderTarget(width, height,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0,
TRUE, &renderSurface2, &renderSurfaceHandle2),
false, "Cannot create Render surface 2 for SDIOutput");
CHECK_RET(renderSurfaceHandle1 != nullptr, false, "Invalid shared handle for surface 1");
CHECK_RET(renderSurfaceHandle2 != nullptr, false, "Invalid shared handle for surface 2");
DEBUG_MSG("Initial render of SDI surface 1")
CHECK_RESULT_RET(deviceEx->SetRenderTarget(0, renderSurface1), false, "Cannot set render target 1");
CHECK_RESULT_RET(deviceEx->BeginScene(),false, "Cannot begin scene 1");
CHECK_RESULT_RET(deviceEx->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,0,0), 1.0f, 0), false, "Cannot clear scene 1");
CHECK_RESULT_RET(deviceEx->EndScene(), false, "Cannot end scene 1");
DEBUG_MSG("Initial render of SDI surface 2")
CHECK_RESULT_RET(deviceEx->SetRenderTarget(0, renderSurface2), false, "Cannot set render target 2");
CHECK_RESULT_RET(deviceEx->BeginScene(), false, "Cannot begin scene 2");
CHECK_RESULT_RET(deviceEx->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,255,0), 1.0f, 0), false, "Cannot clear scene 2");
CHECK_RESULT_RET(deviceEx->EndScene(), false, "Cannot end scene 2");
DEBUG_MSG("Test cycle performed successfully.")
return true;
}
void releaseResources()
{
DEBUG_MSG("Releasing resources.");
SAFERELEASE(renderSurface1);
SAFERELEASE(renderSurface2);
renderSurfaceHandle1 = nullptr;
renderSurfaceHandle2 = nullptr;
SAFERELEASE(deviceEx);
SAFERELEASE(d3dEx);
}
#ifdef WINDOWS_APP
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
#else
int main(int argc, char *argv[]) {
#endif
testCycle();
releaseResources();
DEBUG_MSG("Exiting.");
return 0;
}
所以,任何人都开始对此进行解释,文档是否不正确或者我错过了一点? : - )
答案 0 :(得分:0)
文档告诉您必须执行的操作,但没有明确说明违反规则时可能发生的情况。
它似乎对您有用,但您是否在多显示器设置上烦恼测试?或者在运行另一个DirectX应用程序时?这只是两个随机的变化。
答案 1 :(得分:0)
文档已经告诉你发生了什么:
每MSDN
对于窗口模式应用程序,此句柄将是Present的默认目标窗口。如果此句柄为NULL,则将执行焦点窗口。
因此,当您拨打Present
时,它正在使用任何关注的窗口。
请注意,Direct3D 10或更高版本通过DXGI修复了这种歧义。只有创建交换链才需要窗口句柄,并且可以独立于交换链创建Direct3D设备(除非您使用的是稍微笨重的辅助函数D3D11CreateDeviceAndSwapChain
,它同时执行两个操作)。请参阅Anatomy of Direct3D 11 Create Device。