D3D11On12CreateDevice 函数 (d3d11on12.h)

创建在 Direct3D 12 中使用 Direct3D 11 功能的设备,指定要用于 Direct3D 11 互操作的预先存在的 Direct3D 12 设备。

语法

HRESULT D3D11On12CreateDevice(
  [in]            IUnknown                *pDevice,
                  UINT                    Flags,
  [in, optional]  const D3D_FEATURE_LEVEL *pFeatureLevels,
                  UINT                    FeatureLevels,
  [in, optional]  IUnknown                * const *ppCommandQueues,
                  UINT                    NumQueues,
                  UINT                    NodeMask,
  [out, optional] ID3D11Device            **ppDevice,
  [out, optional] ID3D11DeviceContext     **ppImmediateContext,
  [out, optional] D3D_FEATURE_LEVEL       *pChosenFeatureLevel
);

参数

[in] pDevice

类型: IUnknown*

指定要用于 Direct3D 11 互操作的预先存在的 Direct3D 12 设备。 不能为 NULL。

Flags

类型: UINT

D3D11_CREATE_DEVICE_FLAG中的一个或多个按位 OR 标志。 这些标志与 D3D11CreateDeviceAndSwapChain 使用的标志相同。 指定要启用的运行时 标志 必须与设备标志兼容,并且其 NodeMask 必须是提供给当前 API 的 NodeMask 的子集。

[in, optional] pFeatureLevels

类型: const D3D_FEATURE_LEVEL*

以下任一项的数组:

  • D3D_FEATURE_LEVEL_12_1
  • D3D_FEATURE_LEVEL_12_0
  • D3D_FEATURE_LEVEL_11_1
  • D3D_FEATURE_LEVEL_11_0
  • D3D_FEATURE_LEVEL_10_1
  • D3D_FEATURE_LEVEL_10_0
  • D3D_FEATURE_LEVEL_9_3
  • D3D_FEATURE_LEVEL_9_2
  • D3D_FEATURE_LEVEL_9_1

小于或等于 Direct3D 12 设备功能级别的第一个功能级别将用于执行 Direct3D 11 验证。 如果未提供可接受的功能级别,则创建将失败。 提供 NULL 将默认为 Direct3D 12 设备的功能级别。

FeatureLevels

类型: UINT

(的大小,即 pFeatureLevels 数组) 元素数。

[in, optional] ppCommandQueues

类型: IUnknown* const *

供 D3D11On12 使用的唯一队列数组。 队列必须是 3D 命令队列类型。

NumQueues

类型: UINT

(的大小,即 ) ppCommandQueues 数组中的元素数。

NodeMask

类型: UINT

要使用的 Direct3D 12 设备的哪个节点。 只能设置 1 位。

[out, optional] ppDevice

类型: ID3D11Device**

指向返回的 ID3D11Device 的指针。 可以为 NULL。

[out, optional] ppImmediateContext

类型: ID3D11DeviceContext**

指向返回的 ID3D11DeviceContext 的指针。 可以为 NULL。

[out, optional] pChosenFeatureLevel

类型: D3D_FEATURE_LEVEL*

指向返回的功能级别的指针。 可以为 NULL。

返回值

类型: HRESULT

此方法返回为 D3D11CreateDevice 记录的 Direct3D 12 返回代码之一。

如果在Flags 中指定了D3D11_CREATE_DEVICE_DEBUG,并且计算机上安装了调试层的版本不正确,则此方法将返回DXGI_ERROR_SDK_COMPONENT_MISSING。 安装最新的 Windows SDK 以获取正确的版本。

备注

函数签名PFN_D3D11ON12_CREATE_DEVICE以 typedef 形式提供,因此可以使用动态链接技术 (GetProcAddress) ,而不是静态链接。

示例

若要通过 11On12 设备使用 Direct2D 通过 Direct3D 12 呈现文本,请加载呈现管道依赖项。

// Load the rendering pipeline dependencies.
void D3D1211on12::LoadPipeline()
{
    UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
    D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
#if defined(_DEBUG)
    // Enable the D2D debug layer.
    d2dFactoryOptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;

    // Enable the Direct3D 11 debug layer.
    d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    
    // Enable the Direct3D 12 debug layer.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
            warpAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_d3d12Device)
            ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
            hardwareAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_d3d12Device)
            ));
    }

    // Describe and create the command queue.
    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
    queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

    ThrowIfFailed(m_d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));

    // Describe the swap chain.
    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.BufferDesc.Width = m_width;
    swapChainDesc.BufferDesc.Height = m_height;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.OutputWindow = Win32Application::GetHwnd();
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.Windowed = TRUE;

    ComPtr<IDXGISwapChain> swapChain;
    ThrowIfFailed(factory->CreateSwapChain(
        m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
        &swapChainDesc,
        &swapChain
        ));

    ThrowIfFailed(swapChain.As(&m_swapChain));

    // This sample does not support fullscreen transitions.
    ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create an 11 device wrapped around the 12 device and share
    // 12's command queue.
    ComPtr<ID3D11Device> d3d11Device;
    ThrowIfFailed(D3D11On12CreateDevice(
        m_d3d12Device.Get(),
        d3d11DeviceFlags,
        nullptr,
        0,
        reinterpret_cast<IUnknown**>(m_commandQueue.GetAddressOf()),
        1,
        0,
        &d3d11Device,
        &m_d3d11DeviceContext,
        nullptr
        ));

    // Query the 11On12 device from the 11 device.
    ThrowIfFailed(d3d11Device.As(&m_d3d11On12Device));

    // Create D2D/DWrite components.
    {
        D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
        ThrowIfFailed(D2D1CreateFactory(
            D2D1_FACTORY_TYPE_SINGLE_THREADED,
            __uuidof(ID2D1Factory3),
            &d2dFactoryOptions,
            &m_d2dFactory));
        ComPtr<IDXGIDevice> dxgiDevice;
        ThrowIfFailed(m_d3d11On12Device.As(&dxgiDevice));
        ThrowIfFailed(m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice));
        ThrowIfFailed(m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext));
        ThrowIfFailed(DWriteCreateFactory(
            DWRITE_FACTORY_TYPE_SHARED,
            __uuidof(IDWriteFactory),
            &m_dWriteFactory));
    }

    // Query the desktop's dpi settings, which will be used to create
    // D2D's render targets.
    float dpi = GetDpiForWindow(Win32Application::GetHwnd());
    D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
        D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
        D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
        dpi,
        dpi
        );

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        m_rtvDescriptorSize = 
            m_d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    }

    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV, D2D render target, and a command allocator for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_d3d12Device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);

            // Create a wrapped 11On12 resource of this back buffer. Since we are 
            // rendering all Direct3D 12 content first and then all D2D content, we specify 
            // the In resource state as RENDER_TARGET - because Direct3D 12 will have last 
            // used it in this state - and the Out resource state as PRESENT. When 
            // ReleaseWrappedResources() is called on the 11On12 device, the resource 
            // will be transitioned to the PRESENT state.
            D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
            ThrowIfFailed(m_d3d11On12Device->CreateWrappedResource(
                m_renderTargets[n].Get(),
                &d3d11Flags,
                D3D12_RESOURCE_STATE_RENDER_TARGET,
                D3D12_RESOURCE_STATE_PRESENT,
                IID_PPV_ARGS(&m_wrappedBackBuffers[n])
                ));

            // Create a render target for D2D to draw directly to this back buffer.
            ComPtr<IDXGISurface> surface;
            ThrowIfFailed(m_wrappedBackBuffers[n].As(&surface));
            ThrowIfFailed(m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
                surface.Get(),
                &bitmapProperties,
                &m_d2dRenderTargets[n]
                ));

            rtvHandle.Offset(1, m_rtvDescriptorSize);

            ThrowIfFailed(m_d3d12Device->CreateCommandAllocator(
                D3D12_COMMAND_LIST_TYPE_DIRECT,
                IID_PPV_ARGS(&m_commandAllocators[n])));
        }
    }
}

请参阅 有关 Direct3D 12 参考内容中的示例代码的说明。

要求

   
目标平台 Windows
标头 d3d11on12.h
Library D3D11.lib
DLL D3D11.dll

另请参阅

11on12 函数