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无法创建DirectX设备和交换链

[英]failure to create a DirectX device and swapchain

我在从directx检索交换链和设备时遇到问题。 进一步的信息在代码中

void GXDX::StartUp(HWND* mainWindow,int w, int h)
{

    //width and height are members of GXDX

    width = w; //contains the width
    height = h; //contains the height

    this->mainWindow = mainWindow; // Is a handle to the main window. it is usually something 
                                   //like : unusual -735313406 

    ID3D10Texture2D *backBufferSurface;

    DXGI_SWAP_CHAIN_DESC swapChainDesc;
    swapChainDesc.BufferCount = 2;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    swapChainDesc.BufferDesc.Width = width;
    swapChainDesc.BufferDesc.Height = height;
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.SampleDesc.Quality = 0;
    swapChainDesc.OutputWindow = *mainWindow;
    swapChainDesc.Windowed = TRUE;

    D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_HARDWARE;

    HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,driverType,NULL,0,
        D3D10_SDK_VERSION, &swapChainDesc,&swapChain,&dxDevice);

    if(FAILED(hr))//Error is here
        throw GXVideoException(L"Problems retrieving directX device");
}

以下是方法完成后给出的所有值

-       &dxDevice   0x00e74b04  ID3D10Device * *
-           0x00000000  ID3D10Device *
-       IUnknown    {...}   IUnknown
        __vfptr CXX0030: Error: expression cannot be evaluated  
-       &swapChain  0x00e74b08  IDXGISwapChain * *
-           0x00000000  IDXGISwapChain *
-       IDXGIDeviceSubObject    {...}   IDXGIDeviceSubObject
-       IDXGIObject {...}   IDXGIObject
-       IUnknown    {...}   IUnknown
        __vfptr CXX0030: Error: expression cannot be evaluated  
-       &swapChainDesc  0x002df90c {BufferDesc={...} SampleDesc={...} BufferUsage=0xcccccccc ...}   DXGI_SWAP_CHAIN_DESC *
-       BufferDesc  {Width=0x00000320 Height=0x00000258 RefreshRate={...} ...}  DXGI_MODE_DESC
        Width   800 unsigned int
        Height  600 unsigned int
-       RefreshRate {Numerator=60 Denominator=1 }   DXGI_RATIONAL
        Numerator   60  unsigned int
        Denominator 1   unsigned int
        Format  DXGI_FORMAT_R8G8B8A8_UNORM  DXGI_FORMAT
        ScanlineOrdering    -858993460  DXGI_MODE_SCANLINE_ORDER
        Scaling -858993460  DXGI_MODE_SCALING
-       SampleDesc  {Count=0x00000001 Quality=0x00000000 }  DXGI_SAMPLE_DESC
        Count   1   unsigned int
        Quality 0   unsigned int
        BufferUsage 3435973836  unsigned int
        BufferCount 2   unsigned int
-       OutputWindow    0x008b08ca {unused=-665779669 } HWND__ *
        unused  -665779669  int
        Windowed    1   int
        SwapEffect  -858993460  DXGI_SWAP_EFFECT
        Flags   3435973836  unsigned int
        driverType  D3D10_DRIVER_TYPE_HARDWARE  D3D10_DRIVER_TYPE
        hr  0x887a0001  HRESULT
-       this    0x00e74af0 {dxDevice=0x00000000 swapChain=0x00000000 }  GXDX * const
-       GXRenderer  {running=true width=0x00000320 height=0x00000258 ...}   GXRenderer
-       __vfptr 0x013277dc const GXDX::`vftable'    *
        [0] 0x0132110e GXDX::Render(void)   *
        [0x1]   0x013211d6 GXDX::StartUp(struct HWND__ * *,int,int) *
        [0x2]   0x01321041 GXDX::SetupScene(void)   *
        [0x3]   0x01321069 GXDX::DisplayScene(void) *
        running true    bool
        width   0x00000320  int
        height  0x00000258  int
-       mainWindow  0x0132a214 struct HWND__ * GXRenderManager::mainWindow {unused=0x008b08ca } HWND__ *
        unused  0x008b08ca  int
-       dxDevice    0x00000000  ID3D10Device *
+       IUnknown    {...}   IUnknown
-       swapChain   0x00000000  IDXGISwapChain *
-       IDXGIDeviceSubObject    {...}   IDXGIDeviceSubObject
-       IDXGIObject {...}   IDXGIObject
-       IUnknown    {...}   IUnknown
        __vfptr CXX0030: Error: expression cannot be evaluated  

[编辑]

在Goz响应之前,我检查了进一步的调试细节,这是收到的

DXGI Error: IDXGIFactory::CreateSwapChain: SwapEffect is unknown.

我猜我没有添加swapeffect属性。 我会这样做并检查出来

傻我。 之前我在评论中提到我正在阅读的两本书都没有包含交换链效应属性。 无论我是否包含交换链,我都知道有些事情已经消失。

但我也注意到这两本书都将交换链描述归零。 省去财产更安全。 所以我添加了以下内容

SecureZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

一切正常。 抛开这个,我仍然应该添加一个swapchain效果属性。 但由于理由,这本书决定不这样做,我还没想到。

以下代码适用于我(我正在使用Microsoft Visual Studio Express 2012 for Windows Desktop)

DXGI_SWAP_CHAIN_DESC swapChainDesc;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;

swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;

swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hWnd;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

swapChainDesc.Flags = 0; 

ID3D11Device *pDevice = 0;
ID3D11DeviceContext *pContext = 0;
IDXGISwapChain *pSwapChain = 0;
HRESULT result;

result = D3D11CreateDeviceAndSwapChain(NULL, driverType, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, featureLevel, totalFeatureLevel, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &pDevice, &currentFeatureLevel, &pContext);

因此,您可以尝试向swapChainDesc添加更多属性。

尽量不要将指针传递给你的HWND。 您应该将HWND作为非指针传递。 除此之外,我没有看到任何重大错误。

这就是DXErrorLookup关于你的错误的说法:

HRESULT: 0x887a0001 (2289696769)
Name: DXGI_ERROR_INVALID_CALL
Description: The application has made an erroneous API call that it had enough 
information to avoid. This error is intended to denote that the application should be 
altered to avoid the error. Use of the debug version of the DXGI.DLL will provide run-
time debug output with further information.
Severity code: Failed
Facility Code: FACILITY_DXGI (2170)
Error Code: 0x0001 (1)

那么您是否考虑过使用DXGI的调试版来查看错误是什么?

顺便说一句,我的工作DX10初始化如下(警告很多代码!):

    HRESULT hr  = S_OK;

    // Wrong init params passed in.
    if ( pParams->paramSize != sizeof( D3D10InitParams ) )
        return false;

    // Upgrade the initparams to the correct version
    mInitParams = *(D3D10InitParams*)pParams;

    // Create factory.
    IDXGIFactory* pFactory  = NULL;
    if ( FAILED( CreateDXGIFactory( __uuidof( IDXGIFactory ), (void**)&pFactory ) ) )
    {
        return false;
    }

    if ( FAILED( pFactory->MakeWindowAssociation( mInitParams.hWnd, 0 ) ) )
    {
        return false;
    }

    HWND hTemp;
    pFactory->GetWindowAssociation( &hTemp );

    // Enumerate adapters.
    unsigned int count  = 0;
    IDXGIAdapter * pAdapter;
    std::vector<IDXGIAdapter*> vAdapters;
    while( pFactory->EnumAdapters( count, &pAdapter ) != DXGI_ERROR_NOT_FOUND )
    {
        vAdapters.push_back( pAdapter );
        count++;
    }

    unsigned int selectedAdapter    = mInitParams.display;
    if ( vAdapters.size() > 1 )
    {
        // Need to handle multiple available adapters.
    }

    // Release all other adapters.
    count   = 0;
    unsigned int max    = (unsigned int)vAdapters.size();
    while( count < max )
    {
        if ( count != selectedAdapter )
        {
            vAdapters[count]->Release();
        }
        count++;
    }

    // Device should support all basic DX10 features.
    // Caps does not support enough basic features.
    //if ( !CheckCaps( &caps ) )
    //  return false;

    // Create the D3D 10 device.
    DXGI_MODE_DESC dxgiModeDesc;
    dxgiModeDesc.Width                      = mInitParams.width;
    dxgiModeDesc.Height                     = mInitParams.height;
    dxgiModeDesc.RefreshRate.Numerator      = (mInitParams.refreshRate == 0) ? 60 : mInitParams.refreshRate;
    dxgiModeDesc.RefreshRate.Denominator    = 1;
    dxgiModeDesc.Format                     = DXGI_FORMAT_R8G8B8A8_UNORM;
    dxgiModeDesc.ScanlineOrdering           = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
    dxgiModeDesc.Scaling                    = DXGI_MODE_SCALING_CENTERED;

    DXGI_SAMPLE_DESC dxgiSampleDesc;
    dxgiSampleDesc.Count            = 1;
    dxgiSampleDesc.Quality          = 0;

    //DXGI_USAGE dxgiUsage;
    //dxgiUsage.

    DXGI_SWAP_CHAIN_DESC dxgiSwapChainDesc;
    dxgiSwapChainDesc.BufferDesc    = dxgiModeDesc;
    dxgiSwapChainDesc.SampleDesc    = dxgiSampleDesc;
    dxgiSwapChainDesc.BufferUsage   = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    dxgiSwapChainDesc.BufferCount   = 2;
    dxgiSwapChainDesc.OutputWindow  = mInitParams.hWnd;
    dxgiSwapChainDesc.Windowed      = mInitParams.windowed;
    dxgiSwapChainDesc.SwapEffect    = DXGI_SWAP_EFFECT_DISCARD;
    dxgiSwapChainDesc.Flags         = 0;//DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

    // Set the device as a debug device when compiled for debug.
#ifdef _DEBUG
    unsigned int flags  = D3D10_CREATE_DEVICE_DEBUG;
#else
    unsigned int flags  = 0;
#endif

    mpAdapter   = vAdapters[selectedAdapter];
    // Create the device and swap chain.
    if ( FAILED( D3D10CreateDeviceAndSwapChain( mpAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D10_SDK_VERSION, &dxgiSwapChainDesc, &mpSwapChain, &mpDevice ) ) )
    {
        return false;
    }

    // Get the back buffer.
    ID3D10Texture2D* pBuffer    = NULL;
    if ( FAILED( mpSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), (void**)&pBuffer ) ) )
    {
        return false;
    }

    // Create the default render target view.
    hr = mpDevice->CreateRenderTargetView( pBuffer, NULL, &mDefaultRenderTarget );
    pBuffer->Release();
    if ( FAILED( hr ) )
    {
        return false;
    }

      // Create depth stencil texture
    D3D10_TEXTURE2D_DESC descDepth;
    descDepth.Width                 = mInitParams.width;
    descDepth.Height                = mInitParams.height;
    descDepth.MipLevels             = 1;
    descDepth.ArraySize             = 1;
    descDepth.Format                = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count      = 1;
    descDepth.SampleDesc.Quality    = 0;
    descDepth.Usage                 = D3D10_USAGE_DEFAULT;
    descDepth.BindFlags             = D3D10_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags        = 0;
    descDepth.MiscFlags             = 0;
    if ( FAILED( mpDevice->CreateTexture2D( &descDepth, NULL, &mpDepthStencilTex ) ) )
    {
        return false;
    }

    // Create the depth stencil view
    D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
    descDSV.Format              = descDepth.Format;
    descDSV.ViewDimension       = D3D10_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice  = 0;
    if ( FAILED( mpDevice->CreateDepthStencilView( mpDepthStencilTex, &descDSV, &mDefaultDepthStencilTarget ) ) )
    {
        return false;
    }

    // Set the default render targets.
    mpDevice->OMSetRenderTargets( 1, &mDefaultRenderTarget, mDefaultDepthStencilTarget );

    mpEffectDevice  = new D3D10EffectStateDevice( GetDevice() );

    // Set the default render states.
    SetupRenderStates();

    // Set the default viewport.
    D3D10_VIEWPORT d3d10ViewPort;
    d3d10ViewPort.Width     = mInitParams.width;
    d3d10ViewPort.Height    = mInitParams.height;
    d3d10ViewPort.TopLeftX  = 0;
    d3d10ViewPort.TopLeftY  = 0;
    d3d10ViewPort.MinDepth  = 0.0f;
    d3d10ViewPort.MaxDepth  = 1.0f;

    GetDevice()->RSSetViewports( 1, &d3d10ViewPort );

我希望有所帮助!

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