问题
I am trying to learn Directx 11.0. I have encountered an error. This is the code.
// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
IDXGISwapChain *swapchain = NULL; // the pointer to the swap chain interface
ID3D11Device *dev = NULL; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon = NULL; // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer = NULL; // the pointer to our back buffer
ID3D11InputLayout *pLayout = NULL; // the pointer to the input layout
ID3D11VertexShader *pVS = NULL; // the pointer to the vertex shader
ID3D11PixelShader *pPS = NULL; // the pointer to the pixel shader
ID3D11Buffer *pVBuffer = NULL; // the pointer to the vertex buffer
ID3D11Buffer *pIBuffer = NULL; // the pointer to the index buffer
ID3D11DepthStencilView *pDView = NULL; // the pointer to depth stencil view
ID3D11Texture2D *pDStencil = NULL; // the pointer to depth stencil
// a struct to define a single vertex
struct VERTEX{FLOAT X, Y, Z; D3DXCOLOR Color;};
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void InitGraphics(void); // creates the shape to render
void InitPipeline(void); // loads and prepares the shaders
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
//Create depth stencil buffer
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = SCREEN_WIDTH;
descDepth.Height = SCREEN_HEIGHT;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descDepth.SampleDesc.Count = 4;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DYNAMIC;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
dev->CreateTexture2D( &descDepth, NULL, &pDStencil );
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
descDSV.Texture2DMS.UnusedField_NothingToDefine = 0;
dev->CreateDepthStencilView( pDStencil, &descDSV, &pDView );
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, pDView);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
// this is the function used to render a single frame
void RenderFrame(void)
{
// clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
//clear the depth stencil view
devcon->ClearDepthStencilView(pDView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
//set index buffer
devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0);
// select which primtive type we are using
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the vertex buffer to the back buffer
devcon->DrawIndexed(9, 0, 0);
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
if(pLayout)pLayout->Release();
if(pVS)pVS->Release();
if(pPS)pPS->Release();
if(pVBuffer)pVBuffer->Release();
if(pIBuffer)pIBuffer->Release();
if(swapchain)swapchain->Release();
if(backbuffer)backbuffer->Release();
if(dev)dev->Release();
if(devcon)devcon->Release();
if(pDStencil)pDStencil->Release();
if(pDView)pDView->Release();
}
// this is the function that creates the shape to render
void InitGraphics()
{
// create a triangle using the VERTEX struct
VERTEX Vertices[] =
{
{-0.5f, 0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.5f, 0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.5f, -0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{-0.5f, -0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.75f, 0.75f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{0.75f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{0.0f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
};
DWORD Indices[]=
{
0,2,3,
4,5,6,
};
// create the vertex buffer
D3D11_BUFFER_DESC bd,id;
ZeroMemory(&bd, sizeof(bd));
ZeroMemory(&id, sizeof(id));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 7; // size is the VERTEX struct * 4
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
id.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
id.ByteWidth = sizeof(DWORD) * 3*3; // size is the DWORD struct * 2 * 3
id.BindFlags = D3D11_BIND_INDEX_BUFFER; // use as a index buffer
id.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
dev->CreateBuffer(&bd, NULL, &pVBuffer); // create the buffer
dev->CreateBuffer(&id, NULL, &pIBuffer);
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, Vertices, sizeof(Vertices)); // copy the data
devcon->Unmap(pVBuffer, NULL); // unmap the buffer
// copy the indices into the buffer
D3D11_MAPPED_SUBRESOURCE ims;
devcon->Map(pIBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ims); // map the buffer
memcpy(ims.pData, Indices, sizeof(Indices)); // copy the data
devcon->Unmap(pIBuffer, NULL); // unmap the buffer
}
// this function loads and prepares the shaders
void InitPipeline()
{
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
}
Debug tells me that the program fails on function CreateDepthStencilView and the reason being "First parameter is corrupted or null.".
Indeed, CreateTexture2D leaves my Texture2D COM object NULL, which is the cause of all the trouble.
Can someone help me on why does this happen?
Refer to InitD3D(). There lie the two functions mentioned above.
回答1:
If you compile the application against the debug DirectX libraries you will get a more detailed error message when the Texture2D fails to create. Probably one of the parameters is invalid.
Capture DirectX 10/11 Debug Output to Visual Studio
回答2:
I got it! Under the description of Depth Stencil View, Flags field had to be set.
descDSV.Flags = 0; //0 for it 'not' being read only
Thanks for your time, guys!
来源:https://stackoverflow.com/questions/16042023/createtexture2d-and-createdepthstencilview-failing