为什么我的纹理无法在全屏模式 DX11 游戏中显示

发布于 2024-11-26 22:15:55 字数 1854 浏览 2 评论 0原文

我正在 DX11 游戏中绘制纹理。奇怪的是,纹理在全屏模式下永远不会显示。

我在这里列出我的状态设置以供参考。

BOOL BlendEnable[] = {TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
UINT8 RenderTargetWriteMask[] = {0xF, 0xF, 0xF, 0xF, 0xF, 0xF, 0xF, 0xF};

D3D11_BLEND_DESC  bs11 = {0};
bs11.AlphaToCoverageEnable = 0;
bs11.IndependentBlendEnable = false;

for(size_t i = sizeof(BlendEnable) / sizeof(BlendEnable[0]); i--;)
{
     bs11.RenderTarget[i].BlendEnable = BlendEnable[i];
     bs11.RenderTarget[i].RenderTargetWriteMask = RenderTargetWriteMask[i];
}

bs11.RenderTarget[0].BlendOp = D3D10_DDI_BLEND_OP_ADD;
bs11.RenderTarget[0].BlendOpAlpha = D3D10_DDI_BLEND_OP_ADD;
bs11.RenderTarget[0].DestBlend = D3D10_DDI_BLEND_INV_SRC_ALPHA;
bs11.RenderTarget[0].DestBlendAlpha = D3D10_DDI_BLEND_ZERO;
bs11.RenderTarget[0].SrcBlend = D3D10_DDI_BLEND_SRC_ALPHA;
bs11.RenderTarget[0].SrcBlendAlpha = D3D10_DDI_BLEND_ONE;       
bs11.RenderTarget[0].RenderTargetWriteMask = D3D10_DDI_COLOR_WRITE_ENABLE_ALL;

D3D11_DEPTH_STENCIL_DESC depthDesc;
depthDesc.DepthEnable = 0;
depthDesc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO;
depthDesc.DepthFunc = D3D10_COMPARISON_NEVER;
depthDesc.BackEnable = 0;
depthDesc.FrontEnable = 0;
depthDesc.StencilEnable = 0;
depthDesc.StencilReadMask = 0;
depthDesc.StencilWriteMask = 0;
depthDesc.FrontFace.StencilDepthFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilFunc = D3D10_DDI_COMPARISON_ALWAYS;
depthDesc.FrontFace.StencilPassOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilDepthFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilFunc = D3D10_DDI_COMPARISON_ALWAYS;
depthDesc.BackFace.StencilPassOp = D3D10_DDI_STENCIL_OP_KEEP;

最有可能出现的问题是什么?

谢谢, 马歇尔

I'm drawing a texture in a DX11 game. It's strange that the texture never shows up in the full screen mode.

I list my state setting here for reference.

BOOL BlendEnable[] = {TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
UINT8 RenderTargetWriteMask[] = {0xF, 0xF, 0xF, 0xF, 0xF, 0xF, 0xF, 0xF};

D3D11_BLEND_DESC  bs11 = {0};
bs11.AlphaToCoverageEnable = 0;
bs11.IndependentBlendEnable = false;

for(size_t i = sizeof(BlendEnable) / sizeof(BlendEnable[0]); i--;)
{
     bs11.RenderTarget[i].BlendEnable = BlendEnable[i];
     bs11.RenderTarget[i].RenderTargetWriteMask = RenderTargetWriteMask[i];
}

bs11.RenderTarget[0].BlendOp = D3D10_DDI_BLEND_OP_ADD;
bs11.RenderTarget[0].BlendOpAlpha = D3D10_DDI_BLEND_OP_ADD;
bs11.RenderTarget[0].DestBlend = D3D10_DDI_BLEND_INV_SRC_ALPHA;
bs11.RenderTarget[0].DestBlendAlpha = D3D10_DDI_BLEND_ZERO;
bs11.RenderTarget[0].SrcBlend = D3D10_DDI_BLEND_SRC_ALPHA;
bs11.RenderTarget[0].SrcBlendAlpha = D3D10_DDI_BLEND_ONE;       
bs11.RenderTarget[0].RenderTargetWriteMask = D3D10_DDI_COLOR_WRITE_ENABLE_ALL;

D3D11_DEPTH_STENCIL_DESC depthDesc;
depthDesc.DepthEnable = 0;
depthDesc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO;
depthDesc.DepthFunc = D3D10_COMPARISON_NEVER;
depthDesc.BackEnable = 0;
depthDesc.FrontEnable = 0;
depthDesc.StencilEnable = 0;
depthDesc.StencilReadMask = 0;
depthDesc.StencilWriteMask = 0;
depthDesc.FrontFace.StencilDepthFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilFunc = D3D10_DDI_COMPARISON_ALWAYS;
depthDesc.FrontFace.StencilPassOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilDepthFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilFailOp = D3D10_DDI_STENCIL_OP_KEEP;
depthDesc.BackFace.StencilFunc = D3D10_DDI_COMPARISON_ALWAYS;
depthDesc.BackFace.StencilPassOp = D3D10_DDI_STENCIL_OP_KEEP;

What's the most likely issue it can be?

Thanks,
Marshall

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尾戒 2024-12-03 22:15:55

不确定这是否能解决您的问题,但据我所知,D3D11_BLEND_DESC/D3D11_DEPTH_STENCIL_DESC 变量被设置为 D3D10_ 标志,这通常可以编译,但应该是 D3D11_ 等效项。

那么纹理在窗口模式下显示吗?

Not sure if this will solve your issues but the D3D11_BLEND_DESC/D3D11_DEPTH_STENCIL_DESC variables are being set as D3D10_ flags as far as I know this usually compiles but should be the D3D11_ equivalent.

So the texture shows under windowed mode?

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