我试图使用深度缓冲区作为纹理第二次在我的阴影。
根据正式文件 (“将深度模板缓冲区读取为纹理”一段),我将D3D11_TEXTURE2D_DESC.Format设置为DXGI_FORMAT_R24G8_TYPELESS (正如之前使用深度缓冲区作为纹理时的DXGI_FORMAT_D24_UNORM_S8_UINT一样):
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_R24G8_TYPELESS; //normally it was DXGI_FORMAT_D24_UNORM_S8_UINT
descDepth.SampleDesc.Count = antiAliasing.getCount();
descDepth.SampleDesc.Quality = antiAliasing.getQuality();
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
ID3D11Texture2D* depthStencil = NULL;
result = device->CreateTexture2D(&descDepth, NULL, &depthStencil);results成功了。然后,我尝试为缓冲区创建着色器资源视图:
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
//setup the description of the shader resource view
shaderResourceViewDesc.Format = DXGI_FORMAT_R32_FLOAT;
shaderResourceViewDesc.ViewDimension = antiAliasing.isOn() ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
//create the shader resource view.
device->CreateShaderResourceView(depthStencil, &shaderResourceViewDesc, &depthStencilShaderResourceView);不幸的是,这会产生一个错误:
D3D11错误: ID3D11Device::CreateShaderResourceView:格式(0x29,R32_FLOAT)在创建视图时无效;它不是资源格式(0x2c,R24G8_TYPELESS)中可转换的完全限定格式。STATE_CREATION错误#127: CREATESHADERRESOURCEVIEW_INVALIDFORMAT D3D11错误: ID3D11Device::CreateShaderResourceView:返回E_INVALIDARG,意味着无效参数被传递。STATE_CREATION错误#131: CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN
我还试着用DXGI_FORMAT_R24G8_TYPELESS、DXGI_FORMAT_D24_UNORM_S8_UINT和DXGI_FORMAT_R8G8B8A8_UNORM作为shaderResourceViewDesc.Format。
,问题在哪里?,我在跟踪文档,但我没有看到它。
发布于 2015-08-14 05:58:34
DXGI_FORMAT_R24G8_TYPELESS和DXGI_FORMAT_R32_FLOAT格式不是“强制转换兼容的”。这种无类型格式只与DXGI_FORMAT_D24_UNORM_S8_UINT、DXGI_FORMAT_R24_UNORM_X8_TYPELESS和DXGI_FORMAT_X24_TYPELESS_G8_UINT兼容。
DXGI_FORMAT_R32_TYPELESS与DXGI_FORMAT_D32_FLOAT和DXGI_FORMAT_R32_FLOAT兼容。
https://stackoverflow.com/questions/32000590
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