【问题标题】:Dynamic Vertex Buffer Creation Failure动态顶点缓冲区创建失败
【发布时间】:2014-09-01 13:52:38
【问题描述】:

我正在尝试创建一个动态顶点缓冲区,以便我可以使用 ID3D11DeviceContext::Map() 写入缓冲区。但是,每次我尝试创建顶点缓冲区时都会失败。这是我的代码。我已经在其他项目中成功地做到了这一点,所以我不知道为什么我写的东西不起作用。代码如下:

//create vertex buffer
    Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
    for (int i = 0; i < 4000; i++)
    {
        vertices[i].pos.x = 0.0f;
        vertices[i].pos.y = 0.0f;
        vertices[i].pos.z = 0.0f;
        vertices[i].tex.x = 0.0f;
        vertices[i].tex.y = 0.0f;
    }
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DYNAMIC;
    bd.ByteWidth = sizeof( Vertex ) * 4000;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices; 
    HRESULT hr = Device->CreateBuffer( &bd, &InitData, &VertexBuffer );

    std::free(vertices);

弄乱了代码后,发现这段代码成功了:

//create vertex buffer
    Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
    for (int i = 0; i < 4000; i++)
    {
        vertices[i].pos.x = 0.0f;
        vertices[i].pos.y = 0.0f;
        vertices[i].pos.z = 0.0f;
        vertices[i].tex.x = 0.0f;
        vertices[i].tex.y = 0.0f;
    }
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DYNAMIC;
    bd.ByteWidth = sizeof( Vertex ) * 4000;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices; 
    HRESULT hr = Device->CreateBuffer( &bd, &InitData, &VertexBuffer );

    std::free(vertices);

这段代码也成功了:

//create vertex buffer
    Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
    for (int i = 0; i < 4000; i++)
    {
        vertices[i].pos.x = 0.0f;
        vertices[i].pos.y = 0.0f;
        vertices[i].pos.z = 0.0f;
        vertices[i].tex.x = 0.0f;
        vertices[i].tex.y = 0.0f;
    }
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( Vertex ) * 4000;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices; 
    HRESULT hr = Device->CreateBuffer( &bd, &InitData, &VertexBuffer );

    std::free(vertices);

似乎只有当 bd.Usage = D3D11_USAGE_DYNAMIC 和 bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE 同时创建顶点缓冲区失败。关于问题是什么的任何想法?

【问题讨论】:

    标签: c++ directx-11


    【解决方案1】:

    我记得前段时间遇到过这个问题。正如 MSDN 所说,当您将资源创建为动态资源时,您应该使用 ID3D11DeviceContext::Map() 填充它。哪怕是第一次。因此,当您创建缓冲区时,只需尝试传递 NULL 而不是 &InitData。创建缓冲区后,对其进行映射并填充。据我所知,这解决了我的问题。这是来源。

    http://msdn.microsoft.com/en-us/library/windows/desktop/ff476899%28v=vs.85%29.aspx

    【讨论】:

    • 是的,已修复,谢谢。很奇怪,我以前从来没有遇到过这个问题。
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