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Create dxgi factory 2 bf4
Create dxgi factory 2 bf4









create dxgi factory 2 bf4

Void CGame::Initialize() scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT // how the swap chain should be used scd.BufferCount = 2 // a front buffer and a back buffer scd.Format = DXGI_FORMAT_B8G8R8A8_UNORM // the most common swap chain format scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL // the recommended flip mode  = 1 // disable anti-aliasing CoreWindow^ Window = CoreWindow::GetForCurrentThread() // get the window pointer // create the swap chain dxgiFactory->CreateSwapChainForCoreWindow( dev. Factory Factory1 Factory2 Factor圓 Factory4 Factory5 FactoryMedia Feature Format. The swap chain is represented by a new COM interface, called IDXGISwapChain1. This setup is called the swap chain, as it is a chain of buffers, swapping positions each time a new frame is rendered. Multiple Back Buffers Can Get Better Peformance Of course, we could make our game have better performance by adding additional back buffers, like this.

create dxgi factory 2 bf4

The back buffer then becomes the front buffer (and vice versa), and no tearing occurs. In order to avoid this (and to make the whole thing go faster anyway), DXGI uses a pointer for each buffer (both front and back) and simply switches their values. Accepted types are: fn, mod, struct, enum, trait.

create dxgi factory 2 bf4

However, doing this can still cause tearing, because the image transfer can still occur while the monitor is refreshing (the GPU is way faster than the monitor). Prefix searches with a type followed by a colon (e.g., fn:) to restrict the search to a given type.

Create dxgi factory 2 bf4 update#

You draw all your images onto the back buffer, and when you are done, DXGI will update the front buffer with the contents of the back buffer, discarding the old image. This will be a common theme for all resource binding in DirectX 12. Once we create the descriptor heap we can get a handle to the memory location in the heap and then create the view using the pointer to that memory location. The front buffer would be the buffer currently being displayed. To create the views we first need to create a descriptor heap to hold the tow back buffer views in memory. Instead of rendering new images directly to the monitor, the DXGI automatically draws your images onto a secondary buffer of pixels, called the back buffer. To avoid this, the DXGI implements a feature called swapping. Thank you for being part of Answer HQ Community Make sure that you are automatically notified by email when your question gets a reply by clicking the 'Subscriptions' box on the right hand side of the 'New Question' page. If another model were rendered to the GPU while the monitor was refreshing, the image displayed would be cut in two, the top portion containing the old image and the bottom portion containing the new. Most refresh rates range from 60 Hz (60 fps) to about 100 Hz. Perhaps it only affects certain chipsets. However, there is a slight problem with this in that the monitor does not refresh as fast as needed for real-time rendering. Since posting this thread, I have upgraded to an EVGA GTX 980 Superclocked and I have so far not experienced the DXGI error, even though the card is overclocked from the factory. The monitor then redraws the screen from top to bottom, replacing the old image with the new. When you need to render something, such as a 3D model or image, the GPU updates this array and sends the information to the monitor to display. A GPU contains in its memory a pointer to a buffer of pixels that contains the image currently being displayed on the screen.











Create dxgi factory 2 bf4