在開發D3D應用程序時,咱們會使用Debug Layer來調試應用程序,以確保咱們的程序在最終發佈時沒有warnings和errors。不過最近在開發應用程序時遇到了這樣的問題,就是我把多個網格模型的頂點數據放在一個vertex buffer中,與此同時也把它們的索引數據放在一個index buffer中,而後在繪製不一樣的網格模型時就須要設置相應的偏移量,代碼看上去是這樣的:ide
首先我建立了一個box和一個grid:函數
CGeometryGenerator::CreateBox( 1.0f, 1.0f, 1.0f, box ); CGeometryGenerator::CreateGrid( 20.0f, 30.0f, 50, 40, grid );
接着我記錄下每一個網格模型的頂點偏移量和索引偏移量:ui
g_uBoxVertexOffset = 0; g_uGridVertexOffset = g_uBoxVertexOffset + box.vertices.size(); g_uBoxIndexCount = box.indices.size(); g_uGridIndexCount = grid.indices.size(); g_uBoxIndexOffset = 0; g_uGridIndexOffset = g_uBoxIndexOffset + g_uBoxIndexCount;
最後我將box和grid的頂點數據與索引數據存放在一個vertex buffer和index buffer中:spa
// Copy vertices UINT uVertexCount = box.vertices.size() + grid.vertices.size() + sphere.vertices.size() + cylinder.vertices.size(); std::vector<VertexPositionNormal> vVertices( uVertexCount ); UINT uVertexIndex = 0; for ( UINT vertexIndex = 0; vertexIndex < box.vertices.size(); ++vertexIndex, ++uVertexIndex ) { VertexPositionNormal &vertex = vVertices[uVertexIndex]; VertexPositionNormalTangentColorTexture &boxVertex = box.vertices[vertexIndex]; vertex.position = boxVertex.position; vertex.normal = boxVertex.normal; } for ( UINT vertexIndex = 0; vertexIndex < grid.vertices.size(); ++vertexIndex, ++uVertexIndex ) { VertexPositionNormal &vertex = vVertices[uVertexIndex]; VertexPositionNormalTangentColorTexture &gridVertex = grid.vertices[vertexIndex]; vertex.position = gridVertex.position; vertex.normal = gridVertex.normal; } // Create vertex buffer { D3D11_BUFFER_DESC vertexBufferDesc; vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; vertexBufferDesc.ByteWidth = sizeof(VertexPositionNormal) * uVertexCount; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA subresourceData; subresourceData.pSysMem = &vVertices[0]; subresourceData.SysMemPitch = 0; subresourceData.SysMemSlicePitch = 0; HRESULT hr; V( pD3DDevice->CreateBuffer(&vertexBufferDesc, &subresourceData, g_pShapeVertexBuffer.ReleaseAndGetAddressOf()) ); } // Create indices UINT uIndexCount = g_uBoxIndexCount + g_uGridIndexCount; std::vector<UINT> vIndices; vIndices.insert( vIndices.end(), box.indices.begin(), box.indices.end() ); vIndices.insert( vIndices.end(), grid.indices.begin(), grid.indices.end() ); // Create index buffer { D3D11_BUFFER_DESC indexBufferDesc; indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; indexBufferDesc.ByteWidth = sizeof(UINT) * uIndexCount; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; indexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA subresourceData; subresourceData.pSysMem = &vIndices[0]; subresourceData.SysMemPitch = 0; subresourceData.SysMemSlicePitch = 0; HRESULT hr; V( pD3DDevice->CreateBuffer(&indexBufferDesc, &subresourceData, g_pShapeIndexBuffer.ReleaseAndGetAddressOf()) ); }
所以,在繪製grid時,我就須要設置相應的偏移量來保證讀取的頂點和索引數據是正確的,代碼以下:調試
pD3DImmediateContext->DrawIndexed( g_uGridIndexCount, g_uGridIndexOffset, g_uGridVertexOffset );
這個時候,D3D Debug Layer就會出現錯誤:code
起初覺得是偏移量設置出錯,可是仔細檢查了代碼,發現沒有任何問題,同時渲染結果也是正確的。因而,嘗試採用另外一種方式,就是在設置vertex buffer時設置偏移量:orm
UINT stride = sizeof( VertexPositionNormal ); UINT offset = g_uGridVertexOffset * sizeof(VertexPositionNormal); pD3DImmediateContext->IASetVertexBuffers( 0, 1, g_pShapeVertexBuffer.GetAddressOf(), &stride, &offset ); pD3DImmediateContext->DrawIndexed( g_uGridIndexCount, g_uGridIndexOffset, 0 );
此時錯誤就消失了,渲染也是正確的,也就是說,代碼中的偏移量計算是正確的。blog
因而上網翻閱了一些資料,發現有很多朋友遇到過這個問題,同時確認這個是D3D Debug Layer的bug,也就是當DrawIndexed函數中的StartIndexLocation和BaseVertexLocation參數同時不爲0時,就會出現上圖的warning。
既然程序是正確的,那麼有什麼辦法能夠不讓它打印這個warning呢?一個方法就是上面我提到的,在設置vertex buffer時設置偏移量。還有個辦法就是通知Debug Layer隱藏這個消息:索引
// Hide warning: DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL which is a bug of D3D11 Debug Layer #if defined(DEBUG) | defined(_DEBUG) ID3D11Debug *pD3DDebug = NULL; if( SUCCEEDED(pD3DDevice->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<VOID**>(&pD3DDebug))) ) { ID3D11InfoQueue *pD3DInfoQueue = NULL; if( SUCCEEDED(pD3DDebug->QueryInterface(__uuidof(ID3D11InfoQueue), reinterpret_cast<VOID**>(&pD3DInfoQueue))) ) { D3D11_MESSAGE_ID arrHiddenMessageID[] = { D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL, }; D3D11_INFO_QUEUE_FILTER filter; memset( &filter, 0, sizeof(filter) ); filter.DenyList.NumIDs = ARRAYSIZE( arrHiddenMessageID ); filter.DenyList.pIDList = arrHiddenMessageID; pD3DInfoQueue->AddStorageFilterEntries( &filter ); SAFE_RELEASE( pD3DInfoQueue ); } SAFE_RELEASE( pD3DDebug ); } #endif