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  • 3D Render

    记录最近遇到的问题:

    1:崩溃问题
    由于高频率获取DC异常导致。
    void D3D11Texture2D::Copy2Window(void* srcdc, uint32_t left, uint32_t top, uint32_t dw, uint32_t dh)
    {
    IDXGISurface1* pSurface1 = NULL;
    HRESULT hr = mTex->QueryInterface(__uuidof(IDXGISurface1), (void**)&pSurface1);
    if (hr == S_OK)
    {
    HDC srcDC = NULL;
    hr = pSurface1->GetDC(false, &srcDC);
    if (hr == S_OK)
    {
    BitBlt((HDC)srcdc, left, top, dw, dh, srcDC, 0, 0, SRCCOPY);
    pSurface1->ReleaseDC(NULL);
    }
    }
    }
    目的:将最终的像素图像copy到窗口上,该方式经常崩溃
    解决方法:创建一个新的窗口(该窗口为需要显示的窗口的子窗口),使用rtt渲染到新窗口、

    m_pForeTex = (IOEye::D3D11Texture2D*)m_pRender->CreateTexture(IOEye::TT_TextureRT,
    m_nWidth, m_nHeight,
    IOEye::TF_RGBA32, IOEye::TF_SharedResource);
    ::SendMessage(m_hPreviewWnd, WM_SETPREVIEWTEXTURE, 0, (LPARAM)m_pForeTex->GetSharedHandle());
    ::SendMessage(::FindWindowEx(NULL,NULL,_T("IOEHdmiWndClass"),_T("IOEHDMI")), WM_SETPREVIEWTEXTURE, 0, (LPARAM)m_pForeTex->GetSharedHandle());

    Texture* D3D11RenderDevice::CreateTexture(TextureType tt, int tw, int th, TextureFormat tf, TextureFlag tflag)
    {
    switch (tt)
    {
    case TT_Texture1D:
    {
    return 0;
    }
    break;
    case TT_Texture2D:
    {
    D3D11Texture2D* texture = new D3D11Texture2D(this);

    D3D11_TEXTURE2D_DESC desc = { 0 };
    memset(&desc, 0, sizeof(desc));

    desc.ArraySize = 1;
    desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    desc.Usage = D3D11_USAGE_DYNAMIC;
    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
    desc.MiscFlags = 0;
    //desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    desc.Width = tw;
    desc.Height = th;
    desc.MipLevels = 1;
    desc.MiscFlags = 0;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;

    switch (tf)
    {
    case TF_RGBA32:
    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    break;
    case TF_BGRA32:
    desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    break;
    default:
    desc.Format = DXGI_FORMAT_UNKNOWN;
    break;
    }

    HRESULT hr = mDevice->CreateTexture2D(&desc, NULL, &(texture->mTex));
    if (FAILED(hr))
    {
    LogError(_T("CreateTexture2D failed."), hr);
    return NULL;
    }

    hr = mDevice->CreateShaderResourceView(texture->mTex, 0, &(texture->mTexSv));
    if (FAILED(hr))
    {
    LogError(_T("CreateShaderResourceView failed."), hr);
    texture->mTex->Release();
    return NULL;
    }

    texture->mWidth = tw;
    texture->mHeight = th;
    texture->mSamples = 1;
    texture->mFormat = tf;

    return texture;
    }
    case TT_TextureRT:
    {
    D3D11Texture2D* texture = new D3D11Texture2D(this);

    D3D11_TEXTURE2D_DESC desc = { 0 };
    memset(&desc, 0, sizeof(desc));

    desc.ArraySize = 1;
    desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
    desc.Usage = D3D11_USAGE_DEFAULT;
    desc.CPUAccessFlags = 0;
    //desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    desc.Width = tw;
    desc.Height = th;
    desc.MipLevels = 1;
    desc.MiscFlags = 0;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;

    if (tflag & TF_GDIResource)
    {
    desc.MiscFlags |= D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
    }
    else if (tflag & TF_SharedResource)
    {
    desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
    }

    switch (tf)
    {
    case TF_RGBA32:
    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    break;
    case TF_BGRA32:
    desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    break;
    default:
    desc.Format = DXGI_FORMAT_UNKNOWN;
    break;
    }

    HRESULT hr = mDevice->CreateTexture2D(&desc, NULL, &(texture->mTex));
    if (FAILED(hr))
    {
    LogError(_T("CreateTexture2D failed."), hr);
    return NULL;
    }

    IDXGIResource* pDXGIResource = 0;
    hr = texture->mTex->QueryInterface(__uuidof(IDXGIResource), (void **)&pDXGIResource);
    if (FAILED(hr))
    {
    LogError(_T("CreateSharedHandle failed."), hr);
    }
    pDXGIResource->GetSharedHandle(&texture->mSharedHandle);
    pDXGIResource->Release();

    hr = mDevice->CreateShaderResourceView(texture->mTex, 0, &(texture->mTexSv));
    if (FAILED(hr))
    {
    LogError(_T("CreateShaderResourceView failed."), hr);
    texture->mTex->Release();
    return NULL;
    }

    hr = mDevice->CreateRenderTargetView(texture->mTex, NULL, &texture->mTexRtv);
    if (FAILED(hr))
    {
    LogError(_T("CreateRenderTargetView failed."), hr);
    texture->mTex->Release();
    return NULL;
    }

    texture->mWidth = tw;
    texture->mHeight = th;
    texture->mSamples = 1;
    texture->mFormat = tf;

    return texture;
    }
    default:
    return NULL;
    }
    }

    在其他的窗口获取该共享纹理,然后进行渲染;
    m_hPreviewTextureHandle = (HANDLE)lParam;
    m_pPreviewTexture = (IOEye::D3D11Texture2D*)m_pPreviewRender->CreateTexture(IOEye::TT_Texture2D, m_hPreviewTextureHandle);
    m_pPreviewQuad->SetSubMeshTexture(0, m_pPreviewTexture);

    2:增加HDMI输出(使用SDL方案发现map纹理过慢,4K画质需要200ms,导致卡顿,更改为开启一个新的进程使用共享纹理方案)

    3:小纹理可拖动大小位置方案更改为直接使用大纹理(导致加载过慢,显存消耗过度)->进行资源释放,以减小资源的利用(任然效果不佳)->使用freeImage进行纹理裁剪,建立大量定点和索引,由于频繁创建顶点和纹理是的CPU频繁和GPU进行交互,导致创建顶点索引和纹理异常,更改为
    (1):使用配置文件进行顶点计算出各个顶点坐标
    (2):根据顶点进行纹理的裁剪,裁剪为小纹理
    (3):根据顶点坐标一次性创建一个序列帧的所有顶点和索引
    (4):然后更具图片的路径创建出静态纹理(将所有的操作提交给GPU,减少异常发生的可能)

    由于创建顶点缓存等等是通过PCI_Express总线,速度相对于CPU访问缓存和GPU访问缓存非常慢,所以进行CPU GPU交互的时候非常容易异常
    4:时间线逻辑的更改(设计变更)

    作者:长风 Email:844064492@qq.com QQ群:607717453 Git:https://github.com/zhaohu19910409Dz 开源项目:https://github.com/OriginMEK/MEK 本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利. 感谢您的阅读。如果觉得有用的就请各位大神高抬贵手“推荐一下”吧!你的精神支持是博主强大的写作动力。 如果觉得我的博客有意思,欢迎点击首页左上角的“+加关注”按钮关注我!
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  • 原文地址:https://www.cnblogs.com/zhaohu/p/6994871.html
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