SlimDX 11 Depth Buffer issues
I am getting an issue with SlimDX March SDK (For DXSDK11 June 2010 I believe). The problem is that whenever I turn the attach the depth view to the output merger state I don't get any output on the screen. I have compared my code with DX11 samples and it does seem to be correct. I have tried all sorts of flags and formats for the depth test (including always passing etc.) but nothing seems to work. I'd appreciate if anyone can spot a mistake. Here is the code. Here are the steps:
Initialize the back buffer:
D3DDevice device; SwapChain swapChain; /// Create the swap chain SwapChainDescription desc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription { Width = ContextSettings.Width, Height = ContextSettings.Height, RefreshRate = new SlimDX.Rational(ContextSettings.RefreshRate, 1), Format = ContextSettings.BufferFormat, }, IsWindowed = !ContextSettings.FullScreen, OutputHandle = WindowHandle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput, }; FeatureLevel[] featureLevels = new FeatureLevel[] { FeatureLevel.Level_11_0, FeatureLevel.Level_10_1 }; DriverType driverType = DriverType.Hardware; D3DDevice.CreateWithSwapChain(driverType, DeviceCreationFlags.Debug, featureLevels, desc, out device, out swapChain); Device = device; SwapChain = swapChain; /// Setup window association Factory factory = swapChain.GetParent<Factory>(); factory.SetWindowAssociation(WindowHandle, WindowAssociationFlags.IgnoreAll); /// Setup back buffers and render target views RenderBuffer = DXTexture2D.FromSwapChain<DXTexture2D>(swapChain, 0); RenderView = new RenderTargetView(Device, RenderBuffer);
Then initialize the depth buffer:
Format depthFormat = Format.D32_Float; Texture2DDescription depthBufferDesc = new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, Format = depthFormat, Height = width, Width = height, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription( 1, 0 ), Usage = ResourceUsage.Default }; DepthBuffer = new DXTexture2D(Device, depthBufferDesc); DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription { ArraySize = 0, Format = depthFormat, Dimension = DepthStencilViewDimension.Texture2D, MipSlice = 0, Flags = 0, FirstArraySlice = 0 }; DepthView = new DepthStencilView(Device, DepthBuffer, dsViewDesc); DepthStencilStateDescription dsStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, }; DepthState = DepthStencilState.FromDescription(Device, dsStateDesc);
Setup the render targets:
DeviceContext.OutputMerger.DepthStencilState = DepthState; DeviceContext.OutputMerger.SetTargets(DepthView, RenderView); Device开发者_如何学GoContext.Rasterizer.SetViewports(new Viewport(0, 0, ContextSettings.Width, ContextSettings.Height, 0.0f, 1.0f)); Clear();
As soon as I remove DepthView from OutputMerger.SetTargets I start seeing images on the screen (without the depth test of course) and vice-versa otherwise.
It turned out that in the depthBufferDesc, I was passing width to the Height variable and height to the Width. This was creating the two render targets with different dimensions which was breaking it down.
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