SlimDX 11 Depth Buffer问题

时间:2011-06-23 20:46:35

标签: c# slimdx directx-11

我遇到了SlimDX March SDK的问题(我相信2010年6月的DXSDK11)。问题是每当我将附加深度视图转到输出合并状态时,我都不会在屏幕上得到任何输出。我将我的代码与DX11样本进行了比较,看起来似乎是正确的。我已经尝试了各种各样的标志和格式进行深度测试(包括总是传递等),但似乎没有任何效果。如果有人能发现错误,我会很感激。这是代码。以下是步骤:

  1. 初始化后台缓冲区:

            D3DDevice device;
        SwapChain swapChain;
    
        /// Create the swap chain
        SwapChainDescription desc = new SwapChainDescription()
        {
            BufferCount = 1,
            ModeDescription = new ModeDescription 
            { 
                Width = ContextSettings.Width, 
                Height = ContextSettings.Height, 
                RefreshRate = new SlimDX.Rational(ContextSettings.RefreshRate, 1), 
                Format = ContextSettings.BufferFormat,
            },
            IsWindowed = !ContextSettings.FullScreen,
            OutputHandle = WindowHandle,
            SampleDescription = new SampleDescription(1, 0),
            SwapEffect = SwapEffect.Discard,
            Usage = Usage.RenderTargetOutput,
        };
    
        FeatureLevel[] featureLevels = new FeatureLevel[] { FeatureLevel.Level_11_0, FeatureLevel.Level_10_1 };
        DriverType driverType = DriverType.Hardware;
    
        D3DDevice.CreateWithSwapChain(driverType, DeviceCreationFlags.Debug, featureLevels, desc, out device, out swapChain);
    
        Device = device;
        SwapChain = swapChain;
    
        /// Setup window association
        Factory factory = swapChain.GetParent<Factory>();
        factory.SetWindowAssociation(WindowHandle, WindowAssociationFlags.IgnoreAll);
    
        /// Setup back buffers and render target views
        RenderBuffer = DXTexture2D.FromSwapChain<DXTexture2D>(swapChain, 0);
        RenderView = new RenderTargetView(Device, RenderBuffer);
    
  2. 然后初始化深度缓冲区:

            Format depthFormat = Format.D32_Float;
        Texture2DDescription depthBufferDesc = new Texture2DDescription 
        {
            ArraySize = 1,
            BindFlags = BindFlags.DepthStencil,
            CpuAccessFlags = CpuAccessFlags.None,
            Format = depthFormat,
            Height = width,
            Width = height,
            MipLevels = 1,
            OptionFlags = ResourceOptionFlags.None,
            SampleDescription = new SampleDescription( 1, 0 ),
            Usage = ResourceUsage.Default
        };
    
        DepthBuffer = new DXTexture2D(Device, depthBufferDesc);
    
        DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription
        {
            ArraySize = 0,
            Format = depthFormat,
            Dimension = DepthStencilViewDimension.Texture2D,
            MipSlice = 0,
            Flags = 0,
            FirstArraySlice = 0
        };
    
        DepthView = new DepthStencilView(Device, DepthBuffer, dsViewDesc);
    
        DepthStencilStateDescription dsStateDesc = new DepthStencilStateDescription()
        {
            IsDepthEnabled = true,
            IsStencilEnabled = false,
            DepthWriteMask = DepthWriteMask.All,
            DepthComparison = Comparison.Less,
        };
    
        DepthState = DepthStencilState.FromDescription(Device, dsStateDesc);
    
  3. 设置渲染目标:

        DeviceContext.OutputMerger.DepthStencilState = DepthState;
        DeviceContext.OutputMerger.SetTargets(DepthView, RenderView);
        DeviceContext.Rasterizer.SetViewports(new Viewport(0, 0, ContextSettings.Width, ContextSettings.Height, 0.0f, 1.0f));
    
        Clear();
    
  4. 当我从OutputMerger.SetTargets中删除DepthView时,我开始在屏幕上看到图像(当然没有深度测试),反之亦然。

1 个答案:

答案 0 :(得分:0)

事实证明,在depthBufferDesc中,我将宽度传递给高度变量,高度传递给宽度。这创建了两个具有不同尺寸的渲染目标,这些目标正在打破它。