结果失败或更多参数无效

时间:2017-08-22 14:04:49

标签: c++ directx hresult

我在

上遇到此错误
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); 

它表示无效的参数

我正在使用directX11并创建一个顶点缓冲类

下面是代码:

bool VertexBuffer::Init(ID3D11Device * device, Shader * shader, float size, bool writable)
{

    m_shader = shader;


    unsigned long* indices;

    HRESULT result;
    D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
    D3D11_SUBRESOURCE_DATA vertexData, indexData;

    m_vertexCount = 4;
    m_indexCount = 6;

    m_vertices = new VertexType[m_vertexCount];
    indices = new unsigned long[m_indexCount];

    float halfSize = size / 2.0f;

    //Hardcoded quad from here...
    //Load vertex array:


    m_vertices[0].position = D3DXVECTOR3(-halfSize, -halfSize, 0.0f);
    m_vertices[0].uv = D3DXVECTOR2(0.0f, 1.0f);

    m_vertices[1].position = D3DXVECTOR3(-halfSize, halfSize, 0.0f);
    m_vertices[1].uv = D3DXVECTOR2(0.0f, 0.0f);

    m_vertices[2].position = D3DXVECTOR3(halfSize, halfSize, 0.0f);
    m_vertices[2].uv = D3DXVECTOR2(1.0f, 0.0f);

    m_vertices[3].position = D3DXVECTOR3(halfSize, -halfSize, 0.0f);
    m_vertices[3].uv = D3DXVECTOR2(1.0f, 1.0f);

    //Load indices:
    indices[0] = 0;
    indices[1] = 1;
    indices[2] = 2;
    indices[3] = 0;
    indices[4] = 2;
    indices[5] = 3;

    //To here.

    //Setup vertex buffer desc:
    vertexBufferDesc.Usage = (writable) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
    vertexBufferDesc.ByteWidth = sizeof(VertexType)*m_vertexCount;
    vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vertexBufferDesc.CPUAccessFlags = (writable) ? D3D11_CPU_ACCESS_WRITE : D3D11_CPU_ACCESS_READ;
    vertexBufferDesc.MiscFlags = 0;
    vertexBufferDesc.StructureByteStride = 0;

    //Setup vertex data:
    vertexData.pSysMem = m_vertices;
    vertexData.SysMemPitch = 0;
    vertexData.SysMemSlicePitch = 0;

    //Create vertex buffer:
    result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); // Here's the error im getting
    if (FAILED(result))
    {
        Error(41);
        return false;
    }

任何想法都错了吗?

1 个答案:

答案 0 :(得分:0)

我认为当vertexBufferDesc.CPUAccessFlagswritable时,false设置为无效值。应将其设置为0,因为用法设置为D3D11_USAGE_DEFAULT。来自D3D11_CPU_ACCESS_FLAG documentation

  

<强> D3D11_CPU_ACCESS_READ

     

资源是可映射的,以便CPU可以读取其内容。使用此标志创建的资源不能设置为管道的输入或输出,必须使用分段用法创建(参见D3D11_USAGE)。