我已经开始学习DirectX12,我试着做一些简单的引擎。我遵循弗兰克·D·露娜( Frank .露娜)的“DirectX12 3D编程导论”,我遇到了一些问题。首先,在创建swapChain期间,填充如下描述:
DXGI_SWAP_CHAIN_DESC swapChainDesc;
swapChainDesc.BufferDesc.Width = Core::displayWidth;
swapChainDesc.BufferDesc.Height = Core::displayHeight;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferDesc.Format = Core::pixelDefinitionFormat;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = Core::multiSamplingLevel ? 4 : 1;
swapChainDesc.SampleDesc.Quality = Core::multiSamplingEnabled ? (Core::multiSamplingLevel - 1) : 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = (INT) Core::buffering;
swapChainDesc.OutputWindow = Core::mainWindow;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// Note: Swap chain uses queue to perform flush.
ThrowIfFailed(Core::factory->CreateSwapChain(
Core::commandQueue.Get(),
&swapChainDesc,
Core::swapChain.GetAddressOf()
));我发现了“坏参数”错误。我已经在MSDN上找到了解决方案,但是我想知道我做错了什么。
第二个问题是,为何我要:
D3D12 ERROR: ID3D12GraphicsCommandList::*: A single command list cannot write to multiple buffers within a particular swapchain. [ STATE_SETTING ERROR #904: COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES]
执行此清除屏幕代码片段:
void Renderer::drawSomething() {
// Reuse the memory associated with command recording.
// We can only reset when the associated command lists have finished
// execution on the GPU.
ThrowIfFailed(Core::commandAllocator->Reset());
// A command list can be reset after it has been added to the
// command queue via ExecuteCommandList. Reusing the command list reuses memory.
ThrowIfFailed(Core::commandList->Reset(Core::commandAllocator.Get(), NULL));
// Set the viewport and scissor rect. This needs to be reset
// whenever the command list is reset.
Core::commandList->RSSetViewports(1, &Core::viewport);
Core::commandList->RSSetScissorRects(1, &Core::scissorsRectangle);
// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET
)
);
// Specify the buffers we are going to render to.
Core::commandList->OMSetRenderTargets(
1,
&Core::getCurrentBackBufferView(),
true,
&Core::getDSVHeapStartDescriptorHandle()
);
// Clear the back buffer and depth buffer.
Core::commandList->ClearRenderTargetView(
Core::getCurrentBackBufferView(),
DirectX::Colors::LightSteelBlue,
0,
NULL
);
Core::commandList->ClearDepthStencilView(
Core::getDSVHeapStartDescriptorHandle(),
D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAGS::D3D12_CLEAR_FLAG_STENCIL,
1.0f,
0,
0,
NULL
);
//// Indicate a state transition on the resource usage.
Core::commandList->ResourceBarrier(
1,
&CD3DX12_RESOURCE_BARRIER::Transition(
Core::getCurrentBackBuffer().Get(),
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATES::D3D12_RESOURCE_STATE_PRESENT
)
);
// Done recording commands.
ThrowIfFailed(Core::commandList->Close());
// Add the command list to the queue for execution.
ID3D12CommandList* cmdsLists[] = {Core::commandList.Get()};
Core::commandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
// swap the back and front buffers
ThrowIfFailed(Core::swapChain->Present(0, 0));
UINT buffering = Core::buffering;
Core::currentBackBuffer = (Core::currentBackBuffer + 1) % buffering;
Core::flushCommandQueue();
}为了不把这篇文章搞得一团糟,我不会把所有的代码都放在这里,但是如果您想看看它的样子,或者在本例中它很重要,我的整个存储库都在这里:存储库。
它很小,很简单,几乎所有的代码都放在Core类中。
提前谢谢你!
编辑:,我找到了第二个问题的解决方案。这个循环中有问题:
void Core::createSwapChainBuffersIntoRTVHeap() {
for (UINT i = 0; i < Core::buffering; i++) {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}}
我只做了一个动作,让这段代码看起来像这样:
void Core::createSwapChainBuffersIntoRTVHeap() {
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHeapHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < Core::buffering; i++) {
ErrorUtils::messageAndExitIfFailed(
swapChain->GetBuffer(i, IID_PPV_ARGS(&swapChainBackBuffers[i])),
L"B³¹d pobierania backBuffera!",
GET_SWAPCHAIN_BACK_BUFFER_ERROR
);
device->CreateRenderTargetView(swapChainBackBuffers[i].Get(), NULL, rtvHeapHandle);
//Zapamiêtuje offset, to jest sterta po prostu zwyk³a
rtvHeapHandle.Offset(1, rtvDescriptorSize);
}}
在那之后。当commandList关闭时,我在D3D12.dll中得到了AccessViolationException:
ThrowIfFailed(Core::swapChain->Present(0, 0));经过几个小时的互联网研究,我修正了使用"dxcpl.exe“强制扭曲这个应用程序的问题。我认为这是因为我在笔记本电脑上使用HD4000和Nvidia作为第二张卡,但我不确定。
发布于 2021-08-10 15:19:25
这将不会帮助您立即解决问题,但会给您提供更多的信息。DirectX12希望您将所有命令推入命令列表中,并且只有在调用Close()时才会报告错误。请注意,您不能通过重置命令列表来“复活”在Close()上失败的命令列表,最好的方法是删除它,然后创建一个新的命令列表。但是,在这种情况下,您可能不会更新引用的资源。别真的建议你这么做。
如果附加了调试器,您确实可以使用ID3D12InfoQueue接口使程序在D3D12错误上中断。
从你的device上得到它
ID3D12InfoQueue* InfoQueue = nullptr;
Core::device->QueryInterface(IID_PPV_ARGS(&InfoQueue));启用“中断严重性”:
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
InfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);让它去吧:
InfoQueue->Release();还可以将InfoQueue设置为D3D12错误ids的白名单或黑名单集。您的错误ID是D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES (代码904)。
希望这将有助于人们处理这个图形API。
https://stackoverflow.com/questions/39818316
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