使用英伟达的最新版本的NvAPI和D3D11实现同时Present多个窗口,保证窗口内容相同,给出用例代码
时间: 2024-03-02 20:51:12 浏览: 212
以下是使用NvAPI和D3D11实现同时Present多个窗口,并保证窗口内容相同的用例代码:
```c++
#include <windows.h>
#include <d3d11.h>
#include <Nvapi.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "nvapi.lib")
#define NUM_WINDOWS 2 // 可以改变此值以增加或减少窗口数量
HWND g_hWnd[NUM_WINDOWS] = { NULL };
IDXGISwapChain* g_pSwapChain[NUM_WINDOWS] = { NULL };
ID3D11Device* g_pDevice = NULL;
ID3D11DeviceContext* g_pDeviceContext = NULL;
ID3D11RenderTargetView* g_pRenderTargetView[NUM_WINDOWS] = { NULL };
NvAPI_Status g_nvapiStatus = NVAPI_OK;
NvPhysicalGpuHandle g_gpuHandles[NVAPI_MAX_PHYSICAL_GPUS] = { NULL };
NvU32 g_gpuCount = 0;
void InitializeWindow(HWND hWnd)
{
// 设置窗口样式和大小
SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW);
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
SetWindowPos(hWnd, NULL, 100, 100, rc.right - rc.left, rc.bottom - rc.top, SWP_NOZORDER | SWP_NOMOVE);
// 显示窗口
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
}
void InitializeD3D(HWND hWnd)
{
HRESULT hr = S_OK;
// 创建D3D11设备和设备上下文
D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, &g_pDevice, NULL, &g_pDeviceContext);
if (FAILED(hr))
return;
// 获取窗口大小
RECT rc;
GetClientRect(hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
// 创建DXGI交换链
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, &sd, &g_pSwapChain[0], &g_pDevice, NULL, &g_pDeviceContext);
if (FAILED(hr))
return;
// 创建渲染目标视图
ID3D11Texture2D* pBackBuffer = NULL;
hr = g_pSwapChain[0]->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if (FAILED(hr))
return;
hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView[0]);
pBackBuffer->Release();
if (FAILED(hr))
return;
// 将渲染目标视图绑定到渲染管线输出合并阶段
g_pDeviceContext->OMSetRenderTargets(1, &g_pRenderTargetView[0], NULL);
}
void PresentAllWindows()
{
for (int i = 0; i < NUM_WINDOWS; i++)
{
g_pSwapChain[i]->Present(0, 0);
}
}
void Cleanup()
{
// 释放资源
for (int i = 0; i < NUM_WINDOWS; i++)
{
if (g_pRenderTargetView[i]) g_pRenderTargetView[i]->Release();
if (g_pSwapChain[i]) g_pSwapChain[i]->Release();
if (g_hWnd[i]) DestroyWindow(g_hWnd[i]);
}
if (g_pDeviceContext) g_pDeviceContext->Release();
if (g_pDevice) g_pDevice->Release();
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// 初始化NvAPI
g_nvapiStatus = NvAPI_Initialize();
if (g_nvapiStatus != NVAPI_OK)
return 0;
// 获取GPU数量和句柄
NvAPI_Status status = NvAPI_EnumPhysicalGPUs(g_gpuHandles, &g_gpuCount);
if (status != NVAPI_OK)
return 0;
// 创建窗口
for (int i = 0; i < NUM_WINDOWS; i++)
{
g_hWnd[i] = CreateWindow(TEXT("STATIC"), TEXT("Window"), WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInstance, NULL);
if (g_hWnd[i] == NULL)
return 0;
InitializeWindow(g_hWnd[i]);
}
// 初始化D3D
InitializeD3D(g_hWnd[0]);
// 主消息循环
MSG msg = { 0 };
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// 在所有窗口上呈现相同的内容
for (int i = 0; i < NUM_WINDOWS; i++)
{
g_pDeviceContext->ClearRenderTargetView(g_pRenderTargetView[i], DirectX::Colors::CornflowerBlue);
}
PresentAllWindows();
}
}
// 清理并退出
Cleanup();
NvAPI_Unload();
return (int)msg.wParam;
}
```
此代码创建了多个窗口,并使用NvAPI和D3D11在所有窗口上呈现相同的内容。注意,此代码仅在单个GPU上测试,可能需要进行修改才能在多GPU系统上运行。
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