首页 > 解决方案 > DirectX 11 ID3DDevice::CreateTexture2D 初始数据失败

问题描述

这么久以来,我遵循一个CreateTexture2D()使用 NULL 初始数据的教程,然后使用UpdateSubresource() 加载数据,一切正常。但是UpdateSubResource()是一个设备上下文功能,所以我尝试CreateTexture2D()一次性使用初始数据,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);

然后我将其更改为

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");

然后它会产生错误

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 作为一个数组访问,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了 _DEBUG)。在调试配置中,我得到了访问冲突异常触发器,所以我没有得到 D3D 调试消息。

所以我有一种解决方法是获得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 并且此功能在设备上下文中

标签: directxdirectx-11

解决方案


D3D11_RESOURCE_MISC_GENERATE_MIPS我相信它失败的原因是您请求了无法使用初始数据设置的自动生成 mipmap ( )。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场景中使用 initData,请参阅DirectX 工具包中的WICTextureLoader

如果您使用 Direct3D 调试设备,它会在返回时在输出窗口中提供更多详细信息E_INVALIDARG


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