我有一个使用DirectX12的应用程序。我想在我的应用程序中支持全屏模式。
但是,每次我调用IDXGISwapChain::SetFullscreenState()时,都会出现此错误:
IDXGISwapChain::SetFullscreenState()返回的错误代码为
我的计算机有两个GPU:
英特尔(R)高清显卡630和
NVIDIA GeForce GTX 1060
后者是发生错误时用于创建d3d12设备的适配器。
如果适配器是前者,则不会有错误。
用于创建IDXGISwapChain3的代码流为
//variables used in the code example
ID3D12Device *pDevice;
IDXGIFactory4 *pDXGIFactory;
IDXGIAdapter *pAdapter;
ID3D12CommandQueue *pCommandQueue;
IDXGISwapChain1 *pTempSwapchain;
IDXGISwapChain3 *pSwapchain;
//the code flow
CreateDXGIFactory2();
pDXGIFactory->EnumAdapter();
D3D12CreateDevice(pAdapter, ...);
pD3DDevice->CreateCommandQueue();
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, ..., &pTempSwapchain);
pTempSwapchain->QueryInterface(IID_PPV_ARGS(&pSwapChain));
IDXGISwapChain::SetFullscreenState()应该成功,但是失败。
最佳答案
请注意,问题是DXGI调试层的怪癖和“混合图形”解决方案的实现方式的特定组合,具体取决于您当时使用的设备。
最好的选择是抑制错误:
#if defined(_DEBUG)
// Enable the debug layer (requires the Graphics Tools "optional feature").
//
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(debugController.GetAddressOf()))))
{
debugController->EnableDebugLayer();
}
else
{
OutputDebugStringA("WARNING: Direct3D Debug Device is not available\n");
}
ComPtr<IDXGIInfoQueue> dxgiInfoQueue;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(dxgiInfoQueue.GetAddressOf()))))
{
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true);
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true);
DXGI_INFO_QUEUE_MESSAGE_ID hide[] =
{
80 /* IDXGISwapChain::GetContainingOutput: The swapchain's adapter does not control the output on which the swapchain's window resides. */,
};
DXGI_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
dxgiInfoQueue->AddStorageFilterEntries(DXGI_DEBUG_DXGI, &filter);
}
}
#endif