I'm programming a game framework based on DirectX11 but I'm getting a problem, my textures are badly shown on screen, this is a screenshot:
As you can see the image is not perfect but I've noticed that this is happening only if I initialize the swap-chain to windowed, if I don't and I initialize it to full screen the sprite is shown correctly, even if during runtimes I swap from full screen to windowed it still shown correctly, this is the image shown on screen:
There is the initialization of my swapchain:
RECT dimensions;
GetClientRect(game->Window, &dimensions);
unsigned int width = dimensions.right - dimensions.left;
unsigned int height = dimensions.bottom - dimensions.top;
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
D3D_DRIVER_TYPE_SOFTWARE
};
unsigned int totalDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
unsigned int totalFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = DXGI_SWAP_EFFECT_SEQUENTIAL;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = game->Window;
swapChainDesc.Windowed = true;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
unsigned int creationFlags = 0;
#ifdef _DEBUG
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
HRESULT result;
unsigned int driver = 0;
pin_ptr<IDXGISwapChain*> swapChainPointer;
swapChainPointer = &swapChain_;
pin_ptr<ID3D11Device*> d3dDevicePointer;
d3dDevicePointer = &d3dDevice_;
pin_ptr<D3D_FEATURE_LEVEL> featureLevelPointer;
featureLevelPointer = &featureLevel_;
pin_ptr<ID3D11DeviceContext*> d3dContextPointer;
d3dContextPointer = &d3dContext_;
for (driver = 0; driver < totalDriverTypes; ++driver)
{
result = D3D11CreateDeviceAndSwapChain(0, driverTypes[driver], 0, creationFlags, featureLevels, totalFeatureLevels,
D3D11_SDK_VERSION, &swapChainDesc, swapChainPointer,
d3dDevicePointer, featureLevelPointer, d3dContextPointer);
if (SUCCEEDED(result))
{
driverType_ = driverTypes[driver];
break;
}
}
And this is the code to toggle the full screen:
swapChain_->SetFullscreenState(isFullScreen, NULL);
Where IsFullScreen is a boolean passed to the containig function.
Can anyone help me? Thanks in advance!
EDIT:
Solved:
I've change WS_OVERLAPPED parameter on my window creation:
RECT rc = { 0, 0, WindowWidth, WindowHeight };
AdjustWindowRect(&rc, WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU, FALSE);
LPCTSTR title = Utilities::StringToLPCSTR(Title);
HWND hwnd = CreateWindowA("BSGame", title, WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, windowHandler, NULL);
To WS_OVERLAPPEDWINDOW
When you call SetFullScreen on you SwapChain, you only request a mode change.
Normally after the call, you should receive a WM_SIZE message from your main form, you then need to do the following:
Release any associated resource bound to your swapchain (eg: Texture and RenderTargetView) Make sure you also call ClearState on device context, since if you SwapChain is still bound to pipeline you will also have issue (runtime will not destroy a resource if it's bound to pipeline).
next you call resize on swapchain, like:
Finally, you can query texture again:
And create a new RenderTargetView, plus update your ViewPort to the new size (get Description from texture).