我正在编写一个非常简单的建模软件,而不是其他任何东西。 大约3周前,我对SwapChain.ResizeBuffers()函数没有任何实际问题。
我更换了PC,切换到Visual Studio Express 2012(从Pro 9开始),并使用相应的SlimDX.dll将我的解决方案切换到x64。
它仍然正常运行,但是当我调整托管视口的窗口大小时,它会得到:DXGI_ERROR_INVALID_CALL(-2005270527)。
快速搜索谷歌告诉我,战地3也可能与某些特定的驱动程序有这个问题。有可能吗?
我已经阅读了有关该功能的所有内容,并且无论如何我无法找到现在正在弄乱的变化。希望有人能看出我做错了什么。
// Form we are attached to.
private Dockable dock;
// Rendering stuff.
private Device device;
private Viewport viewport;
private SwapChain swapChain;
private RenderTargetView renderView;
private DepthStencilView depthView;
public Renderer(Dockable form)
{
if (form == null)
return;
dock = form;
CreateSwapchain();
Resize();
}
private void CreateSwapchain()
{
// Swap Chain & Device
SwapChainDescription description = new SwapChainDescription()
{
BufferCount = 1,
Usage = Usage.RenderTargetOutput,
OutputHandle = dock.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(dock.ClientSize.Width, dock.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
}
private void CreateRenderView()
{
// Dispose before resizing.
if (renderView != null)
renderView.Dispose();
if (depthView != null)
depthView.Dispose();
swapChain.ResizeBuffers(0, 0, 0, Format.Unknown, 0); // ERROR : DXGI_ERROR_INVALID_CALL when resizing the window, but not when creating it.
renderView = new RenderTargetView(device, Resource.FromSwapChain<Texture2D>(swapChain, 0));
Texture2DDescription depthBufferDesc = new Texture2DDescription()
{
ArraySize = 1,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
Format = Format.D16_UNorm,
Height = dock.ClientSize.Height,
Width = dock.ClientSize.Width,
MipLevels = 1,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default
};
depthView = new DepthStencilView(device, new Texture2D(device, depthBufferDesc));
}
public void Resize()
{
CreateRenderView();
viewport = new Viewport(0.0f, 0.0f, dock.ClientSize.Width, dock.ClientSize.Height);
device.ImmediateContext.Rasterizer.SetViewports(viewport);
device.ImmediateContext.OutputMerger.SetTargets(depthView, renderView);
}
答案 0 :(得分:3)
您需要先释放与交换链相关的所有资源,然后再调整它。
这包括渲染视图(您可以这样做),但在创建渲染目标视图时在资源上执行addref。
Resource.FromSwapChain<Texture2D>(swapChain, 0)
为纹理添加ref计数器。由于您没有缓存它,因此无法释放它。
所以你需要这样做:
Texture2D resource = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, resource);
然后才调用resize:
if (resource != null) { resource.Dispose(); }
刚刚在我的引擎上进行了测试并且它可以正常工作(你也是正确的0,它也适用)。