在创建DirectX 12命令队列时,遇到了一个奇怪的错误。其他DX12应用程序能够在同一台计算机上成功启动。
我的计算机使用D3D_FEATURE_LEVEL_11_0 if块。测试用的图形卡是NVIDIA GT 740,有361.75个驱动程序。
这是正在使用的代码(最小化):
#include <Windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <comdef.h>
#include <D3d12sdklayers.h>
#include <string>
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"d3dcompiler.lib")
using namespace std;
LRESULT WINAPI WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPTSTR lpCmdLine, int nCmdShow) {
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(nCmdShow);
UNREFERENCED_PARAMETER(lpCmdLine);
wchar_t* WindowClass = L"Papergate";
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
wc.lpszClassName = WindowClass;
if (!RegisterClassEx(&wc))
{
return 1;
}
HWND hwnd = CreateWindowEx(NULL, wc.lpszClassName, WindowClass,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, hInstance, NULL);
if (!hwnd)
{
UnregisterClass(WindowClass, hInstance);
return 1;
}
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
ID3D12Device* device;
HRESULT result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_12_1,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result))
{
result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_12_0,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result))
{
result = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0,
__uuidof(ID3D12Device), (void**)&device);
if (FAILED(result)) {
_com_error error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(),
MB_OK);
return 2;
}
}
}
ID3D12Debug* debugInterface;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface))))
{
debugInterface->EnableDebugLayer();
}
D3D12_COMMAND_QUEUE_DESC commandQueueDesc;
commandQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
commandQueueDesc.NodeMask = 0;
commandQueueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
commandQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ID3D12CommandQueue* commandQueue;
result = device->CreateCommandQueue(&commandQueueDesc, __uuidof(ID3D12CommandQueue), (void**)&commandQueue);
if (FAILED(result)) {
_com_error error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(), MB_OK);
result = device->GetDeviceRemovedReason();
error = _com_error(result);
MessageBox(hwnd, error.ErrorMessage(),
(wstring(L"Error: ") + to_wstring(__LINE__)).c_str(), MB_OK);
debugInterface->Release(); device->Release(); return 2;
}
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
while (GetMessage(&msg, NULL, 0, 0) && msg.message != WM_QUIT)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
commandQueue->Release();
device->Release();
UnregisterClass(WindowClass, hInstance);
return 0;
}我在第97行和第102行分别得到以下错误:
The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.第二个错误:
The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
The calling application should re-create the device and continue.发布于 2016-02-13 18:16:10
这似乎很可能是某种类型的驱动程序错误。检查硬件是否有更新的驱动程序。您应该尝试在这个Direct3D12中使用VSIX游戏模板,看看它们是否遇到了相同的问题(有关模板的更多细节,请参见这篇博客文章)。
您为不同功能级别调用D3D12CreateDevice的级联模式是不寻常的,也不是必要的。如果您的应用程序可以在Direct3D功能级别11.0或更高级别上运行,那么只需使用D3D_FEATURE_LEVEL_11_0一次。您应该将所支持的最低功能级别传递给此函数。
如果Direct3D 12设备确实支持更高的功能级别,则可以通过检查各个特性或使用D3D12_FEATURE_FEATURE_LEVELS来使用CheckFeatureSupport来发现这一点。
// Create the DX12 API device object.
DX::ThrowIfFailed(D3D12CreateDevice(
adapter.Get(),
m_d3dMinFeatureLevel,
IID_PPV_ARGS(&m_d3dDevice)
));
// Determine maximum supported feature level for this device
static const D3D_FEATURE_LEVEL s_featureLevels[] =
{
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
D3D12_FEATURE_DATA_FEATURE_LEVELS featLevels =
{
_countof(s_featureLevels), s_featureLevels, D3D_FEATURE_LEVEL_11_0
};
HRESULT hr = m_d3dDevice->CheckFeatureSupport(D3D12_FEATURE_FEATURE_LEVELS,
&featLevels, sizeof(featLevels));
if (SUCCEEDED(hr))
{
m_d3dFeatureLevel = featLevels.MaxSupportedFeatureLevel;
}
else
{
m_d3dFeatureLevel = m_d3dMinFeatureLevel;
}请记住,D3D_FEATURE_LEVEL_12_0和D3D_FEATURE_LEVEL_12_1本质上只是D3D_FEATURE_LEVEL_11_1,一些可选特性是强制性的。如果您的应用程序已经在11.x检查它们,那么就没有理由“要求”12.0或12.1。见MSDN。
对于绝大多数Direct3D 12游戏和应用程序来说,D3D_FEATURE_LEVEL_11_0或D3D_FEATURE_LEVEL_11_1都是不错的选择。请记住,虽然AMD/ATI支持功能级别11.1非常早,NVIDIA DirectX 11部件只支持11.0与一些可选的功能一段时间。
https://stackoverflow.com/questions/35380051
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