c++win32dx9中lpdirect3ddevice9声明设备对象在dx11中如何声明
时间: 2024-11-06 17:22:31 浏览: 16
在DX11中,与Win32/DX9中的`IDirect3DDevice9`不同,设备对象通常通过`IDXGIFactory`接口创建,而不是直接从`LPDIRECT3D9`入手。以下是在C++ Win32 DX11中声明设备对象的基本步骤:
1. 创建一个`IDXGIFactory`实例[^1]:
```cpp
IDXGIFactory* factory;
CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
```
2. 使用`factory`创建一个`IDXGIAdapter`,表示硬件适配器:
```cpp
IDXGIAdapter* adapter;
factory->EnumAdapters(0, &adapter);
```
3. 基于`adapter`创建一个`IDXGIScreen`(如果程序窗口化),或`IDXGIOutput`(如果是全屏):
```cpp
IDXGIScreen* screen;
if (windowed)
adapter->GetAdapterOutput(windowHandle, &screen);
else
adapter->GetDefaultSwapChain(&swapChainDesc)->GetTarget(&screen);
```
4. 使用`screen`创建一个`ID3D11Device`对象:
```cpp
D3D_FEATURE_LEVEL levels[] = {D3D_FEATURE_LEVEL_11_0};
D3D11CreateDevice(screen, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_SINGLETHREADED, levels, ARRAYSIZE(levels), D3D11_SDK_VERSION, &device, nullptr, &featureLevel);
```
5. 最后释放工厂:
```cpp
factory->Release();
```
请注意,以上代码片段假设你已经有了窗口句柄`windowHandle`以及一个`D3D11_SWAP_CHAIN_DESC`结构`swapChainDesc`,这些都需要根据具体应用配置。
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