英伟达的NvAPI如何实现两个D3D11窗口被同一时刻渲染相同的画面,给出详细代码,只有一个设备和上下文,两个窗口
时间: 2024-03-02 07:52:37 浏览: 115
不同的渲染场景放在同一个窗口进行展示实例
要实现两个D3D11窗口被同一时刻渲染相同的画面,可以使用NvAPI的多GPU API,具体步骤如下:
1. 初始化NvAPI
```
NvAPI_Status status = NvAPI_Initialize();
if (status != NVAPI_OK)
{
// 初始化失败
return;
}
```
2. 获取设备和上下文句柄
```
ID3D11Device* pDevice = // 获取设备句柄
ID3D11DeviceContext* pContext = // 获取上下文句柄
```
3. 创建两个交换链和渲染目标视图
```
IDXGISwapChain* pSwapChain1;
IDXGISwapChain* pSwapChain2;
ID3D11RenderTargetView* pRTV1;
ID3D11RenderTargetView* pRTV2;
// 创建第一个交换链和渲染目标视图
DXGI_SWAP_CHAIN_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.BufferCount = 1;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.OutputWindow = hWnd1; // 第一个窗口句柄
desc.SampleDesc.Count = 1;
desc.Windowed = TRUE;
IDXGIDevice* pDXGIDevice;
pDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
IDXGIAdapter* pAdapter;
pDXGIDevice->GetAdapter(&pAdapter);
IDXGIFactory* pFactory;
pAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pFactory);
pFactory->CreateSwapChain(pDevice, &desc, &pSwapChain1);
pFactory->Release();
ID3D11Texture2D* pBackBuffer;
pSwapChain1->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV1);
pBackBuffer->Release();
// 创建第二个交换链和渲染目标视图,与第一个交换链相同
// ...
```
4. 获取GPU句柄
```
NvPhysicalGpuHandle gpuHandle;
NvAPI_Status status = NvAPI_D3D11_CreateDevice(pDevice, &gpuHandle);
if (status != NVAPI_OK)
{
// 获取GPU句柄失败
return;
}
```
5. 绑定交换链和渲染目标视图到GPU
```
NvAPI_Status status1 = NvAPI_D3D11_SetDepthStencil(gpuHandle, pContext);
NvAPI_Status status2 = NvAPI_D3D11_SetViewports(gpuHandle, pContext);
NvAPI_Status status3 = NvAPI_D3D11_SetRenderTargets(gpuHandle, pContext, pRTV1);
NvAPI_Status status4 = NvAPI_D3D11_SetRenderTargets(gpuHandle, pContext, pRTV2);
```
完整代码如下:
```
NvAPI_Status status = NvAPI_Initialize();
if (status != NVAPI_OK)
{
// 初始化失败
return;
}
ID3D11Device* pDevice = // 获取设备句柄
ID3D11DeviceContext* pContext = // 获取上下文句柄
IDXGISwapChain* pSwapChain1;
IDXGISwapChain* pSwapChain2;
ID3D11RenderTargetView* pRTV1;
ID3D11RenderTargetView* pRTV2;
// 创建第一个交换链和渲染目标视图
DXGI_SWAP_CHAIN_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.BufferCount = 1;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.OutputWindow = hWnd1; // 第一个窗口句柄
desc.SampleDesc.Count = 1;
desc.Windowed = TRUE;
IDXGIDevice* pDXGIDevice;
pDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
IDXGIAdapter* pAdapter;
pDXGIDevice->GetAdapter(&pAdapter);
IDXGIFactory* pFactory;
pAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pFactory);
pFactory->CreateSwapChain(pDevice, &desc, &pSwapChain1);
pFactory->Release();
ID3D11Texture2D* pBackBuffer;
pSwapChain1->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV1);
pBackBuffer->Release();
// 创建第二个交换链和渲染目标视图,与第一个交换链相同
// ...
NvPhysicalGpuHandle gpuHandle;
NvAPI_Status status = NvAPI_D3D11_CreateDevice(pDevice, &gpuHandle);
if (status != NVAPI_OK)
{
// 获取GPU句柄失败
return;
}
NvAPI_Status status1 = NvAPI_D3D11_SetDepthStencil(gpuHandle, pContext);
NvAPI_Status status2 = NvAPI_D3D11_SetViewports(gpuHandle, pContext);
NvAPI_Status status3 = NvAPI_D3D11_SetRenderTargets(gpuHandle, pContext, pRTV1);
NvAPI_Status status4 = NvAPI_D3D11_SetRenderTargets(gpuHandle, pContext, pRTV2);
```
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