我正在尝试创建渲染目标视图但是从直接X
我得到了这个错误 A RenderTargetView cannot be created from a NULL Resource
据我所知,似乎我必须在传递之前用数据填充rendertarget指针。但我很难弄清楚如何。以下是我的声明和实施
声明
#pragma once
#include "stdafx.h"
#include "resource.h"
#include "d3d10.h"
#include "d3dx10.h"
#include "dinput.h"
#define MAX_LOADSTRING 100
class RenderEngine {
protected:
RECT m_screenRect;
//direct3d Members
ID3D10Device *m_pDevice; // The IDirect3DDevice10
// interface
ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer
ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view
IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain
RECT m_rcScreenRect; // The dimensions of the screen
ID3DX10Font *m_pFont; // The font used for rendering text
// Sprites used to hold font characters
ID3DX10Sprite *m_pFontSprite;
ATOM RegisterEngineClass();
void Present();
public:
static HINSTANCE m_hInst;
HWND m_hWnd;
int m_nCmdShow;
TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name
void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput);
//static functions
static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
bool InitWindow();
bool InitDirectX();
bool InitInstance();
int Run();
RenderEngine()
{
m_screenRect.right = 800;
m_screenRect.bottom = 600;
}
};
我的实施
bool RenderEngine::InitDirectX()
{
//potential error. You did not set to zero memory and you did not set the scaling property
DXGI_MODE_DESC bd;
bd.Width = m_screenRect.right;
bd.Height = m_screenRect.bottom;
bd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bd.RefreshRate.Numerator = 60;
bd.RefreshRate.Denominator = 1;
DXGI_SAMPLE_DESC sd;
sd.Count = 1;
sd.Quality = 0;
DXGI_SWAP_CHAIN_DESC swapDesc;
ZeroMemory(&swapDesc, sizeof(swapDesc));
swapDesc.BufferDesc = bd;
swapDesc.SampleDesc = sd;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.OutputWindow = m_hWnd;
swapDesc.BufferCount = 1;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
swapDesc.Windowed = true;
swapDesc.Flags = 0;
HRESULT hr;
hr = D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION ,
&swapDesc, &m_pSwapChain, &m_pDevice);
if(FAILED(hr))
return false;
// Create a render target view
hr = m_pDevice->CreateRenderTargetView(
m_pBackBuffer, NULL, &m_pRenderTargetView); // FAILS RIGHT HERE
//
if(FAILED(hr))
return false;
return true;
}
答案 0 :(得分:0)
想通了。我忘了先找回缓冲区。通过调用
m_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &m_pBackBuffer);
然后我将缓冲区传递给渲染目标视图方法。