DirectX 11的初始化
阅读原文时间:2023年07月09日阅读:1

总体来说可以概括为以下几个步骤:

  1. 创建Device和Context

  2. 创建SwapChain

  3. 为BackBuffer创建View

  4. 创建Depth/Stencil Buffer,并为之创建View

  5. 将View绑定到Context中

  6. 设置Viewport

    HRESULT D3D11CreateDevice(
    IDXGIAdapter *pAdapter,
    D3D_DRIVER_TYPE DriverType,
    HMODULE Software,
    UINT Flags,
    const D3D_FEATURE_LEVEL *pFeatureLevels,
    UINT FeatureLevels,
    UINT SDKVersion,
    ID3D11Device **ppDevice,
    D3D_FEATURE_LEVEL *pFeatureLevel,
    ID3D11DeviceContext **ppImmediateContext
    );

主要调用D3D11CreateDevice创建ID3D11Device和ID3D11DeviceContext。接口说明可以查看API文档。这里注意第四个参数Flags。在Windows10系统下,如果要设置为D3D11_CREATE_DEVICE_DEBUG,则必须安装DirectX Graphics Tools。参见

HRESULT CreateSwapChain(
  IUnknown             *pDevice,
  DXGI_SWAP_CHAIN_DESC *pDesc,
  IDXGISwapChain       **ppSwapChain
);

主要调用IDXGIFactory::CreateSwapChain创建IDXGISwapChain。接口说明可以查看API文档。我们通过上一步创建的ID3D11Device来获得IDXGIFactory:参见

IDXGIDevice * pDXGIDevice = nullptr;
hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);

IDXGIAdapter * pDXGIAdapter = nullptr;
hr = pDXGIDevice->GetAdapter( &pDXGIAdapter );

IDXGIFactory * pIDXGIFactory = nullptr;
pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void **)&pIDXGIFactory);

其实,我们也可以直接调用D3D11CreateDeviceAndSwapChain同时创建Device和SwapChain,但是DXGI_SWAP_CHAIN_DESC结构中包含Multisample相关字段,而在Device创建之前,是无法通过ID3D11Device::CheckMultisampleQualityLevels获取到正确值的。

创建SwapChain的时候BackBuffer已经自动创建好了,我们只需做的是为它创建一个View。

HRESULT CreateRenderTargetView(
  ID3D11Resource                      *pResource,
  const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
  ID3D11RenderTargetView              **ppRTView
);

View的用处其实就是用来指定的Buffer的用法,这样同一块Buffer可以多次复用。一个Buffer可以对应多个View。

HRESULT CreateTexture2D(
  const D3D11_TEXTURE2D_DESC   *pDesc,
  const D3D11_SUBRESOURCE_DATA *pInitialData,
  ID3D11Texture2D              **ppTexture2D
);


HRESULT CreateDepthStencilView(
  ID3D11Resource                      *pResource,
  const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
  ID3D11DepthStencilView              **ppDepthStencilView
);

首先通过ID3D11Device::CreateTexture2D创建出Buffer,然后调用ID3D11Device::CreateDepthStencilView创建View。值得注意的是,D3D11_TEXTURE2D_DESC结构中的Usage字段:参见

Resource Usage

Default

Dynamic

Immutable

Staging

GPU-Read

yes

yes

yes

yes

GPU-Write

yes

yes

CPU-Read

yes

CPU-Write

yes

yes

void OMSetRenderTargets(
  UINT                   NumViews,
  ID3D11RenderTargetView * const *ppRenderTargetViews,
  ID3D11DepthStencilView *pDepthStencilView
);

ID3D11DeviceContext负责绑定View。

void RSSetViewports(
  UINT                 NumViewports,
  const D3D11_VIEWPORT *pViewports
);

ID3D11DeviceContext负责设置Viewport。