我试图开始使用DirectX 11游戏编程,但出于某种原因,我无法使用ID3D11Device :: CreateRenderTargetView()创建渲染目标视图。
(顺便说一句,我使用VS for Desktop 2013,我的GPU支持的最高功能级别是11_0。我正在运行Windows 8.1。)
以下是我认为相关的代码:
D3D11_TEXTURE2D_DESC backBufferDesc;
ZeroMemory(&backBufferDesc, sizeof(backBufferDesc));
backBufferDesc.ArraySize = 1;
backBufferDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
backBufferDesc.CPUAccessFlags = 0;
backBufferDesc.Format = DXGI_FORMAT_R32_FLOAT;
backBufferDesc.Height = nHeight;
backBufferDesc.Width = nWidth;
backBufferDesc.MipLevels = 1;
backBufferDesc.MiscFlags = 0;
backBufferDesc.SampleDesc.Count = 1;
backBufferDesc.SampleDesc.Quality = 0;
backBufferDesc.Usage = D3D11_USAGE_DEFAULT;
ID3D11Texture2D* backBufferTexture;
result = d3dDevice_ -> CreateTexture2D(&backBufferDesc, 0, &backBufferTexture);
if (FAILED(result))
{
MessageBox(0, "Failed to create the back buffer texture!", "DirectX Error", MB_OK);
return false;
}
result = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
if (FAILED(result))
{
MessageBox(0, "Failed to get the swap chain back buffer!", "DirectX Error", MB_OK);
return false;
}
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
ZeroMemory(&rtvDesc, sizeof(rtvDesc));
rtvDesc.Format = backBufferDesc.Format;
result = d3dDevice_->CreateRenderTargetView(backBufferTexture, &rtvDesc, &backBufferTarget_);
if (backBufferTexture)
backBufferTexture->Release();
if (FAILED(result))
{
MessageBox(0, "Failed to create the render target view!", "DirectX Error", MB_OK);
return false;
}
答案 0 :(得分:0)
使用调试设备会给您一个人类可读的错误。
根据我对代码的阅读,您还没有填写rtvDesc的ViewDimension字段。