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c#-ResizeBuffers时DirectX无效调用
我正在编写一个非常简单的建模软件,这比其他任何事情都更具挑战性.
直到大约三周前,我对SwapChain.ResizeBuffers()函数没有真正的问题.

我更换了PC,切换到Visual Studio Express 2012(从Pro 9开始),并使用相应的SlimDX.dll将解决方案切换到x64.

它仍然可以正常运行,但是当我调整承载视口的窗口的大小时,它将得到:DXGI_ERROR_INVALID_CALL(-2005270527).

在Google上进行的快速搜索告诉我《战地风云3》在某些特定驱动程序上也可能存在该问题.可能吗?

我已经阅读了有关该功能的所有内容,并且以某种方式找不到现在使事情变得混乱的更改.希望有人能看到我在做什么错.

    // Form we are attached to.
    private Dockable dock;

    // Rendering stuff.
    private Device device;
    private Viewport viewport;
    private SwapChain swapChain;
    private RenderTargetView renderView;
    private DepthStencilView depthView;

    public Renderer(Dockable form)
    {
        if (form == null)
            return;

        dock = form;

        CreateSwapchain();
        Resize();
    }

    private void CreateSwapchain()
    {
        // Swap Chain & Device
        SwapChainDescription description = new SwapChainDescription()
        {
            BufferCount = 1,
            Usage = Usage.RenderTargetOutput,
            OutputHandle = dock.Handle,
            IsWindowed = true,
            ModeDescription = new ModeDescription(dock.ClientSize.Width, dock.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
            SampleDescription = new SampleDescription(1, 0),
            Flags = SwapChainFlags.AllowModeSwitch,
            SwapEffect = SwapEffect.Discard
        };

        Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
    }

    private void CreateRenderView()
    {
        // Dispose before resizing.
        if (renderView != null)
            renderView.Dispose();

        if (depthView != null)
            depthView.Dispose();

        swapChain.ResizeBuffers(0, 0, 0, Format.Unknown, 0); // ERROR : DXGI_ERROR_INVALID_CALL when resizing the window, but not when creating it.
        renderView = new RenderTargetView(device, Resource.FromSwapChain<Texture2D>(swapChain, 0));

        Texture2DDescription depthBufferDesc = new Texture2DDescription()
        {
            ArraySize = 1,
            BindFlags = BindFlags.DepthStencil,
            CpuAccessFlags = CpuAccessFlags.None,
            Format = Format.D16_UNorm,
            Height = dock.ClientSize.Height,
            Width = dock.ClientSize.Width,
            MipLevels = 1,
            OptionFlags = ResourceOptionFlags.None,
            SampleDescription = new SampleDescription(1, 0),
            Usage = ResourceUsage.Default
        };

        depthView = new DepthStencilView(device, new Texture2D(device, depthBufferDesc));
    }

    public void Resize()
    {
        CreateRenderView();

        viewport = new Viewport(0.0f, 0.0f, dock.ClientSize.Width, dock.ClientSize.Height);
        device.ImmediateContext.Rasterizer.SetViewports(viewport);
        device.ImmediateContext.OutputMerger.SetTargets(depthView, renderView);
    }
最佳答案
您需要释放与交换链相关的所有资源,然后才能调整其大小.

这样就包括了渲染视图(您可以执行此操作),但是在创建渲染目标视图时会在资源上添加addref.

Resource.FromSwapChain<Texture2D>(swapChain, 0)

向纹理添加一个引用计数器.由于您不缓存它,因此无法释放它.

因此,您需要执行以下操作:

Texture2D resource = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, resource);

然后在调用调整大小之前:

if (resource != null) { resource.Dispose(); }

刚刚在我的引擎上对其进行了测试,它就可以工作(也可以使用0,它也可以工作).

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