一个网上的例子:
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear) { HRESULT result; IDXGIFactory* factory; IDXGIAdapter* adapter; IDXGIOutput* adapterOutput; unsigned int numModes, i, numerator=0, denominator=1, stringLength; DXGI_MODE_DESC* displayModeList; DXGI_ADAPTER_DESC adapterDesc; int error; DXGI_SWAP_CHAIN_DESC swapChainDesc; D3D_FEATURE_LEVEL featureLevel; ID3D11Texture2D* backBufferPtr; D3D11_TEXTURE2D_DESC depthBufferDesc; D3D11_DEPTH_STENCIL_DESC depthStencilDesc; D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; D3D11_RASTERIZER_DESC rasterDesc; D3D11_VIEWPORT viewport; float fieldOfView, screenAspect; // 保存垂直同步设置 m_vsync_enabled = vsync; // 创建一个DirectX graphics interface factory. result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if(FAILED(result)) { HR(result); return false; } // 用接口工厂创建一个主显卡的适配 result = factory->EnumAdapters(0, &adapter); if(FAILED(result)) { HR(result); return false; } // 得到主适配器的输出. result = adapter->EnumOutputs(0, &adapterOutput); if(FAILED(result)) { HR(result); return false; } //得到适合 DXGI_FORMAT_R8G8B8A8_UNORM 的显示模式. result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL); if(FAILED(result)) { HR(result); return false; } displayModeList = new DXGI_MODE_DESC[numModes]; if(!displayModeList) { HR(result); return false; } // 保存显示模式到displayModeList中 result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList); if(FAILED(result)) { HR(result); return false; } //遍历所有显示模式,得到刷新率两个参数值numerator 和 denominato for(i=0; i<numModes; i++) { if(displayModeList[i].Width == (unsigned int)screenWidth) { if(displayModeList[i].Height == (unsigned int)screenHeight) { numerator = displayModeList[i].RefreshRate.Numerator; denominator = displayModeList[i].RefreshRate.Denominator; break; } } } // 得到显卡描述 result = adapter->GetDesc(&adapterDesc); if(FAILED(result)) { HR(result); return false; } // 保存显存大小. m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024); //保存显卡描述串 //wcstombs_s, wide char转化为char error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128); if(error != 0) { HR(result); return false; } //// 释放显示模式列表 //delete [] displayModeList; //displayModeList = 0; ////释放适配器输出. //adapterOutput->Release(); //adapterOutput = 0; ////释放适配器 //adapter->Release(); //adapter = 0; //// 释放接口工厂. //factory->Release(); //factory = 0; //如果屏幕高度或者宽度为0,则会创建深度缓冲失败, //当窗口最小化时候,会出现窗口为0的情况。 /*if(screenWidth < 1) screenWidth = 1; if(screenHeight <1) screenHeight = 1;*/ // 初始化交换链描述 ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); // 用1个后缓冲 swapChainDesc.BufferCount = 1; //帧缓冲的大小和应用程序窗口大小相等. //swapChainDesc.BufferDesc.Width = screenWidth; //swapChainDesc.BufferDesc.Height = screenHeight; // 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM. // surface的每个像素用4个无符号的8bit[映射到0-1]来表示。NORM表示归一化。 swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // 如果使用垂直同步,设置后缓冲的刷新率。. //刷新率就是一秒钟把后缓冲内容在屏幕上画出的次数。 //如果开启垂直同步,则锁定刷新率,则fps是固定的 if(m_vsync_enabled) { swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator; swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator; } else { swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; } // 设置后缓冲的用途 // 我们的渲染目标缓冲为后缓冲。 swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // 后缓冲输出的窗口句柄. swapChainDesc.OutputWindow = hwnd; // 不使用多重采样 swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // 设置全屏或者窗口模式. if(fullscreen) { swapChainDesc.Windowed = false; } else { swapChainDesc.Windowed = true; } // 设定扫描线ordering以及缩放为unspecified. swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // 后缓冲内容呈现到屏幕后,放弃其内容 swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //不设置标志 swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ; // 设置feature level为D3D11 // 如果显卡不支持D3D11,我们能够通过设置这个参数,使用D3D10,或者9. featureLevel = D3D_FEATURE_LEVEL_11_0; //在debug模式下,使得创建的设备支持debug. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // 创建交换链,设备以及设备上下文. result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,createDeviceFlags, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext); if(FAILED(result)) { HR(result); return false; } ////禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换 //factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER ); ////分开创建device和交换链,可以屏蔽dxgi自动的hook alt+enter ////注意的两点:如果用第一个参数用NULL,第二个参数为D3D_DRIVER_TYPE_HARDWARE,则后面创建swapchain ////会fail,如果直接用adapter,不改变第二个参数,则会提示创建设备失败,adapter无效。 //result = D3D11CreateDevice(adapter,D3D_DRIVER_TYPE_UNKNOWN, NULL,createDeviceFlags, &featureLevel, 1, // D3D11_SDK_VERSION, &m_device, NULL, &m_deviceContext ); //if(FAILED(result)) //{ // HR(result); // return false; //} ////创建交换链 //result = factory->CreateSwapChain(m_device,&swapChainDesc, &m_swapChain); //if(FAILED(result)) //{ // HR(result); // return false; //} ////禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换 //factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER ); // 释放显示模式列表 delete [] displayModeList; displayModeList = 0; //释放适配器输出. adapterOutput->Release(); adapterOutput = 0; //释放适配器 adapter->Release(); adapter = 0; // 释放接口工厂. factory->Release(); factory = 0; // 得到交换链中的后缓冲指针. result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr); if(FAILED(result)) { HR(result); return false; } // 用后缓冲创建渲染目标视图. result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView); if(FAILED(result)) { HR(result); return false; } //释放后缓冲.(引用计数减1) backBufferPtr->Release(); backBufferPtr = 0; // 初始化深度缓冲描述. ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); //设置深度缓冲描述 depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1;//对于深度缓冲为1 depthBufferDesc.ArraySize = 1;//对于深度缓冲为1,对于纹理,这2个参数有更多用途 depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; // 创建深度缓冲. result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer); if(FAILED(result)) { HR(result); return false; } // 初始化深度模版状态描述. ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // 设置深度模版状态描述. depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲 depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; // 对于front face 像素使用的模版操作操作. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // 对于back face像素使用的模版操作模式. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // 创建深度模版状态,使其生效 result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState); if(FAILED(result)) { HR(result); return false; } // 设置深度模版状态. m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1); // 初始化深度模版视图. ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); // 设置深度模版视图描述. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; // 创建深度模版视图. result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView); if(FAILED(result)) { HR(result); return false; } // 绑定渲染目标视图和深度缓冲到渲染管线. m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView); // 设置光栅化描述,指定多边形如何被渲染. rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable = true; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.FrontCounterClockwise = false; rasterDesc.MultisampleEnable = false; rasterDesc.ScissorEnable = false; rasterDesc.SlopeScaledDepthBias = 0.0f; // 创建光栅化状态 result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState); if(FAILED(result)) { HR(result); return false; } //设置光栅化状态,使其生效 m_deviceContext->RSSetState(m_rasterState); // 设置视口,显示全部后缓冲内容 viewport.Width = (float)screenWidth; viewport.Height = (float)screenHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; // 创建视口 m_deviceContext->RSSetViewports(1, &viewport); // 设置透视投影矩阵 fieldOfView = (float)D3DX_PI / 4.0f; screenAspect = (float)screenWidth / (float)screenHeight; // 创建透视投影矩阵. D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth); //初始化world矩阵为单位矩阵. //该矩阵实现局部坐标到世界坐标的转换 D3DXMatrixIdentity(&m_worldMatrix); // 创建正交投影矩阵,主要用来实施2D渲染. D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth); return true; }