SlimDX 11深度缓冲区问题

本文关键字:问题 缓冲区 深度 SlimDX | 更新日期: 2023-09-27 18:00:05

我遇到了SlimDX March SDK的问题(对于DXSDK11,我相信是2010年6月)。问题是,每当我将附加深度视图转到输出合并状态时,屏幕上都不会有任何输出。我已经将我的代码与DX11示例进行了比较,它似乎是正确的。我已经尝试了深度测试的各种标志和格式(包括始终通过等),但似乎都不起作用。如果有人能发现错误,我将不胜感激。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();
    

一旦我从OutputMerger中删除DepthView。SetTargets我开始在屏幕上看到图像(当然没有深度测试),反之亦然。

SlimDX 11深度缓冲区问题

事实证明,在depthBufferDesc中,我将width传递给Height变量,将Height传递给width。这是创建了两个具有不同维度的渲染目标,从而将其分解。