无法修复DXGI_ERROR_INVALID_CALL - DX12

时间:2016-03-02 07:42:26

标签: dxgi directx-12

我在调用CreateSwapChain时获得DXGI_ERROR_INVALID_CALL。 这是我创建命令queque的代码。

D3D12_COMMAND_QUEUE_DESC cqDesc = {};
cqDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
cqDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;

hr = g_pDevice->CreateCommandQueue(&cqDesc, IID_PPV_ARGS(&g_pCommandQueue));
if (FAILED(hr)) {
    return false;
}

我在这里调用CreateSwapChain。

DXGI_MODE_DESC bBuffDesc = {}; //To describe the display model.
SecureZeroMemory(&bBuffDesc, sizeof(bBuffDesc));
bBuffDesc.Height = Height; // ** Might have to give condition for windowed mode
bBuffDesc.Width = Width;
bBuffDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bBuffDesc.RefreshRate.Denominator = Denominator;
bBuffDesc.RefreshRate.Numerator = Numerator;
bBuffDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bBuffDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
DXGI_SAMPLE_DESC sampleDesc; //To describe multi-sampling preference. 
sampleDesc.Count = 1; //We are not using multi-sampling. We take 1 sample per pixel.
sampleDesc.Quality = 0; // no antialiasing
DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; //To describe the swap chain.
swapChainDesc.BufferCount = g_cnFrameBufferCount;
swapChainDesc.BufferDesc = bBuffDesc;
swapChainDesc.SampleDesc = sampleDesc;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; //Tells the pipeline that this is a remder target and not a shader input.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; //Discard the buffer after calling present.
swapChainDesc.OutputWindow = hwnd;
//swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY;
//swapChainDesc.Windowed = false;

if (g_bWindowed) { // Windowed mode
    swapChainDesc.Windowed = true;
}
else { //Full-Screen mode
    swapChainDesc.Windowed = false;
}


IDXGISwapChain * tempSwapChain = nullptr;

hr = dxgiFactory->CreateSwapChain(g_pCommandQueue, &swapChainDesc, &tempSwapChain);

我的 hr 会返回上述错误。任何帮助将不胜感激。

更新(问题仍然存在)

  • 删除了Adam在评论
  • 中指出的不必要的SecureZeroMemory使用情况
  • 发现hr返回S_OK窗口模式。好像问题必须用全屏模式做点什么

1 个答案:

答案 0 :(得分:3)

首先,您应该使用D3D12GetDebugInterface打开调试层以获得更有意义的消息,并在创建工厂时设置标记DXGI_CREATE_FACTORY_DEBUG

您还应尝试CreateSwapChainForHwnd,因为CreateSwapChain已接近弃用。对于全屏模式,它有一个单独的参数。在这两种情况下,您需要标记DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH才能成功。并且建议的做法是创建一个窗口交换链,然后使用SetFullScreenState,因为Windows无论如何都可以拒绝切换,这必须要处理。