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D3D11On12CreateDevice 函式 (d3d11on12.h)

在 Direct3D 12 中建立使用 Direct3D 11 功能的裝置,並指定要用於 Direct3D 11 Interop 的預先存在的 Direct3D 12 裝置。

語法

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
);

參數

[in] pDevice

類型: IUnknown*

指定要用於 Direct3D 11 Interop 的既有 Direct3D 12 裝置。 可能不是 Null。

Flags

類型: UINT

來自 D3D11_CREATE_DEVICE_FLAG的一或多個位 OR'd 旗標。 這些旗標與 D3D11CreateDeviceAndSwapChain所使用的旗標相同。 指定要啟用的執行時間 旗標 必須與裝置旗標相容,而且其 NodeMask 必須是提供給目前 API 的 NodeMask 子集。

[in, optional] pFeatureLevels

類型: const D3D_FEATURE_LEVEL*

下列任一項的陣列:

  • 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

小於或等於 Direct3D 12 裝置功能層級的第一個功能層級將用來執行 Direct3D 11 驗證。 如果未提供可接受的功能層級,建立將會失敗。 提供 Null 會預設為 Direct3D 12 裝置的功能層級。

FeatureLevels

類型: UINT

(的大小,也就是 pFeatureLevels 陣列) 中的專案數目。

[in, optional] ppCommandQueues

類型: IUnknown* const *

要使用的 D3D11On12 唯一佇列陣列。 佇列必須是 3D 命令佇列類型。

NumQueues

類型: UINT

(的大小,也就是 ppCommandQueues 陣列) 中的專案數目。

NodeMask

類型: UINT

要使用的 Direct3D 12 裝置節點。 只能設定 1 位。

[out, optional] ppDevice

類型: ID3D11Device**

傳回之 ID3D11Device的指標。 可能是 NULL。

[out, optional] ppImmediateContext

類型: ID3D11DeviceCoNtext**

傳回之 ID3D11DeviceCoNtext的指標。 可能是 NULL。

[out, optional] pChosenFeatureLevel

類型: D3D_FEATURE_LEVEL*

傳回功能層級的指標。 可能是 NULL。

傳回值

類型: HRESULT

這個方法會傳回D3D11CreateDevice記載的其中一個Direct3D 12 傳回碼

如果您在Flags中指定D3D11_CREATE_DEVICE_DEBUG,且電腦上已安裝不正確的偵錯層版本,這個方法會傳回DXGI_ERROR_SDK_COMPONENT_MISSING。 安裝最新的 Windows SDK 以取得正確的版本。

備註

函式簽章PFN_D3D11ON12_CREATE_DEVICE會以 typedef 的形式提供,因此您可以使用動態連結技術 (GetProcAddress) ,而不是靜態連結。

範例

若要透過 11On12 裝置使用 Direct2D 透過 Direct3D 12 轉譯文字,請載入轉譯管線相依性。

// 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])));
        }
    }
}

請參閱 Direct3D 12 參考內容中範例程式碼的相關附注。

需求

   
目標平台 Windows
標頭 d3d11on12.h
程式庫 D3D11.lib
Dll D3D11.dll

另請參閱

11on12 函式