DirectX 11 ID3DDevice::CreateTexture2D 初始数据失败
DirectX 11 ID3DDevice::CreateTexture2D with initial data fail
很长时间以来,我都遵循 CreateTexture2D()
初始数据为 NULL 的教程,然后
使用 UpdateSubresource()
加载数据,一切正常。但是 UpdateSubResource()
是一个设备上下文函数,所以我尝试一次性使用 CreateTexture2D()
和初始数据,但它失败了。
下面的代码显示了可以正常工作的原始代码。
tex_desc.Height = h;
tex_desc.Width = w;
tex_desc.MipLevels = 0;
tex_desc.ArraySize = 1;
tex_desc.Format= DXGI_FORMAT_R8G8B8A8_UNORM;
tex_desc.SampleDesc.Count = 1;
tex_desc.SampleDesc.Quality = 0;
tex_desc.Usage= D3D11_USAGE_DEFAULT;
tex_desc.BindFlags= D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
tex_desc.CPUAccessFlags= 0;
tex_desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
row_pitch = (w * 4) * sizeof(unsigned char);
hres = _dv->CreateTexture2D(&tex_desc, NULL, &m_tex);
HR_FAIL(hres, "create 2D texture");
_dc->UpdateSubresource(m_tex, 0, NULL, data, row_pitch, 0);
那我改成
tex_desc.Height = h;
tex_desc.Width = w;
tex_desc.MipLevels = 0;
tex_desc.ArraySize = 1;
tex_desc.Format= DXGI_FORMAT_R8G8B8A8_UNORM;
tex_desc.SampleDesc.Count = 1;
tex_desc.SampleDesc.Quality = 0;
tex_desc.Usage= D3D11_USAGE_DEFAULT;
tex_desc.BindFlags= D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
tex_desc.CPUAccessFlags= 0;
tex_desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
row_pitch = (w * 4) * sizeof(unsigned char);
D3D11_SUBRESOURCE_DATA sdata; // <<===changed
sdata.pSysMem = data; // <<===changed
sdata.SysMemPitch = row_pitch; // <<===changed
sdata.SysMemSlicePitch = (w*h*4)*sizeof(unsigned char); // <<===changed
hres = _dv->CreateTexture2D(&tex_desc, &sdata, &m_tex); // <<===changed
HR_FAIL(hres, "testing create texture 2d");
然后它产生错误
testing create texture 2d fail
E_INVALIDARG : An invalid parameter was passed to the returning function.
它说某些参数无效,但我不明白为什么我传递的参数无效
更新:
所以我尝试按照链接为 DirectX 设置调试设备。这是我得到的:
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[4].SysMemPitch cannot be 0 [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[6].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[7].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]
Exception thrown at 0x750BC54F in directx11_test.exe: Microsoft C++ exception: _com_error at memory location 0x002BF3D0.
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[2].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[4].SysMemPitch cannot be 0 [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[6].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[7].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]
所以它说 Create 函数尝试将 InitialData 作为数组访问,而我只有一个元素作为参数传递。
需要注意的一件事是我只在发布配置中获得调试输出(我在代码中手动定义 _DEBUG)。在调试配置中,我得到了访问冲突异常触发器,所以我没有收到 D3D 调试消息。
所以我得到了一个解决它的方法是获取一个足够大的子资源数组来存储所有类型的 mipmap 级别以防止访问冲突。
D3D11_SUBRESOURCE_DATA sdata[20];
int idx = 0;
while (row_pitch > 0)
{
sdata[idx].pSysMem = data;
sdata[idx].SysMemPitch = row_pitch;
row_pitch >>= 1;
idx++;
}
hres = _dv->CreateTexture2D(&tex_desc, sdata, &m_tex);
HR_FAIL(hres, "testing create texture 2d");
但我认为这是不明智的,因为我仍然需要生成 mipmap 并且此函数在设备上下文中
我认为问题在于您为 D3D11_SUBRESOURCE_DATA::SysMemSlicePitch
字段分配了一个非零值,该值仅对 3d 纹理有意义,对于其他纹理类型应设置为 0。在第一个示例中,您在调用 UpdateSubresource
.
时正确地将 0 作为类似参数的值传递
我认为它失败的原因是您请求了自动生成的 mipmaps (D3D11_RESOURCE_MISC_GENERATE_MIPS
),您不能使用初始数据来设置它。您必须改为通过设备上下文加载顶层。
有关自动生成 mipmap 的完整实现以及在其他情况下使用 initData,请参阅 WICTextureLoader in the DirectX Tool Kit
If you used the Direct3D Debug Device it would have provided a lot more detail in the output window when returning E_INVALIDARG
.
很长时间以来,我都遵循 CreateTexture2D()
初始数据为 NULL 的教程,然后
使用 UpdateSubresource()
加载数据,一切正常。但是 UpdateSubResource()
是一个设备上下文函数,所以我尝试一次性使用 CreateTexture2D()
和初始数据,但它失败了。
下面的代码显示了可以正常工作的原始代码。
tex_desc.Height = h;
tex_desc.Width = w;
tex_desc.MipLevels = 0;
tex_desc.ArraySize = 1;
tex_desc.Format= DXGI_FORMAT_R8G8B8A8_UNORM;
tex_desc.SampleDesc.Count = 1;
tex_desc.SampleDesc.Quality = 0;
tex_desc.Usage= D3D11_USAGE_DEFAULT;
tex_desc.BindFlags= D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
tex_desc.CPUAccessFlags= 0;
tex_desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
row_pitch = (w * 4) * sizeof(unsigned char);
hres = _dv->CreateTexture2D(&tex_desc, NULL, &m_tex);
HR_FAIL(hres, "create 2D texture");
_dc->UpdateSubresource(m_tex, 0, NULL, data, row_pitch, 0);
那我改成
tex_desc.Height = h;
tex_desc.Width = w;
tex_desc.MipLevels = 0;
tex_desc.ArraySize = 1;
tex_desc.Format= DXGI_FORMAT_R8G8B8A8_UNORM;
tex_desc.SampleDesc.Count = 1;
tex_desc.SampleDesc.Quality = 0;
tex_desc.Usage= D3D11_USAGE_DEFAULT;
tex_desc.BindFlags= D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
tex_desc.CPUAccessFlags= 0;
tex_desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
row_pitch = (w * 4) * sizeof(unsigned char);
D3D11_SUBRESOURCE_DATA sdata; // <<===changed
sdata.pSysMem = data; // <<===changed
sdata.SysMemPitch = row_pitch; // <<===changed
sdata.SysMemSlicePitch = (w*h*4)*sizeof(unsigned char); // <<===changed
hres = _dv->CreateTexture2D(&tex_desc, &sdata, &m_tex); // <<===changed
HR_FAIL(hres, "testing create texture 2d");
然后它产生错误
testing create texture 2d fail
E_INVALIDARG : An invalid parameter was passed to the returning function.
它说某些参数无效,但我不明白为什么我传递的参数无效
更新:
所以我尝试按照链接为 DirectX 设置调试设备。这是我得到的:
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[4].SysMemPitch cannot be 0 [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[6].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[7].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]
Exception thrown at 0x750BC54F in directx11_test.exe: Microsoft C++ exception: _com_error at memory location 0x002BF3D0.
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[2].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[4].SysMemPitch cannot be 0 [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[6].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[7].pSysMem cannot be NULL. [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]
所以它说 Create 函数尝试将 InitialData 作为数组访问,而我只有一个元素作为参数传递。 需要注意的一件事是我只在发布配置中获得调试输出(我在代码中手动定义 _DEBUG)。在调试配置中,我得到了访问冲突异常触发器,所以我没有收到 D3D 调试消息。
所以我得到了一个解决它的方法是获取一个足够大的子资源数组来存储所有类型的 mipmap 级别以防止访问冲突。
D3D11_SUBRESOURCE_DATA sdata[20];
int idx = 0;
while (row_pitch > 0)
{
sdata[idx].pSysMem = data;
sdata[idx].SysMemPitch = row_pitch;
row_pitch >>= 1;
idx++;
}
hres = _dv->CreateTexture2D(&tex_desc, sdata, &m_tex);
HR_FAIL(hres, "testing create texture 2d");
但我认为这是不明智的,因为我仍然需要生成 mipmap 并且此函数在设备上下文中
我认为问题在于您为 D3D11_SUBRESOURCE_DATA::SysMemSlicePitch
字段分配了一个非零值,该值仅对 3d 纹理有意义,对于其他纹理类型应设置为 0。在第一个示例中,您在调用 UpdateSubresource
.
我认为它失败的原因是您请求了自动生成的 mipmaps (D3D11_RESOURCE_MISC_GENERATE_MIPS
),您不能使用初始数据来设置它。您必须改为通过设备上下文加载顶层。
有关自动生成 mipmap 的完整实现以及在其他情况下使用 initData,请参阅 WICTextureLoader in the DirectX Tool Kit
If you used the Direct3D Debug Device it would have provided a lot more detail in the output window when returning
E_INVALIDARG
.