Sign in to follow this  

Resizing swap chain buffer

Recommended Posts

BlackJoker    1328

I have a problem with resizing swap chain buffer according to changed screen size.

When I make window smaller, size of rendered screen is less, than client area of that window.


Here is code for resizing buffer:

LRESULT CALLBACK System::WindowProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
			return 0;
	case WM_CLOSE:
			return 0;
	case WM_SIZE:
			int newWidth = LOWORD(lparam);
			int newHeight = HIWORD(lparam);
			if (wparam == SIZE_RESTORED)
				system->application->d3d11->ResizeSwapChain(newWidth, newHeight);
				//system->Save(newWidth, newHeight);

			return applicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
void D3D11::ResizeSwapChain(int width, int height)
	if (swapChain)
		RECT rc;
		GetClientRect(hwnd, &rc);

	ID3D11Texture2D* backBufferPtr;


	if (d3d11_DepthStencilBuffer)
		d3d11_DepthStencilBuffer = NULL;
	if (d3d11_RenderTargetView)
		d3d11_RenderTargetView = NULL;
	swapChain->ResizeBuffers(1, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
	swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	d3d11_Device->CreateRenderTargetView(backBufferPtr, NULL, &d3d11_RenderTargetView);

	//??????????? ????????? ?? ?????? ?????, ??? ??? ?? ?????? ?? ?????
	backBufferPtr = 0;
	//d3d11_DeviceContext->OMSetRenderTargets(1, &d3d11_RenderTargetView, NULL);
	D3D11_TEXTURE2D_DESC depthBufferDescription;
	//?????????????? ???????? ????????? Depth_Buffer
	ZeroMemory(&depthBufferDescription, sizeof(depthBufferDescription));

	//????????? ???????? ?????????
	depthBufferDescription.Width = width;
	depthBufferDescription.Height = height;
	depthBufferDescription.MipLevels = 1;
	depthBufferDescription.ArraySize = 1;
	depthBufferDescription.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDescription.SampleDesc.Count = 1;
	depthBufferDescription.SampleDesc.Quality = 0;
	depthBufferDescription.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDescription.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDescription.CPUAccessFlags = 0;
	depthBufferDescription.MiscFlags = 0;

	//??????? ???????? ??? ?????? ??????? ????????? ??????????? ?????????
	d3d11_Device->CreateTexture2D(&depthBufferDescription, NULL, &d3d11_DepthStencilBuffer);

	//??????????? render target view ? depth stencil buffer ? output pipeline
	d3d11_DeviceContext->OMSetRenderTargets(1, &d3d11_RenderTargetView, d3d11_DepthStencilView);

	D3D11_RASTERIZER_DESC rasterizerDescription;

	//????????? ????????? Raster_Description, ??????? ????? ?????????? ??? ? ????? ???????? ????? ??????????
	rasterizerDescription.AntialiasedLineEnable = false;
	rasterizerDescription.CullMode = D3D11_CULL_BACK;
	rasterizerDescription.DepthBias = 0;
	rasterizerDescription.DepthBiasClamp = 0.0f;
	rasterizerDescription.DepthClipEnable = true;
	rasterizerDescription.FillMode = D3D11_FILL_SOLID;
	rasterizerDescription.FrontCounterClockwise = false;
	rasterizerDescription.MultisampleEnable = false;
	rasterizerDescription.ScissorEnable = false;
	rasterizerDescription.SlopeScaledDepthBias = 0.0f;

	//??????? rasterizerState ?? ????????, ??????? ?????? ??? ?????????
	d3d11_Device->CreateRasterizerState(&rasterizerDescription, &d3d11_RasterizerState);

	//????????????? rasterizer state (????? ?????? ????????? ? D3D11_FILL_SOLID ?? D3D11_FILL_WIREFRAME)

	//????????????? ??????? ??? ??????????
	D3D11_VIEWPORT viewPort;

	viewPort.Width = (float)width;
	viewPort.Height = (float)height;
	viewPort.MinDepth = 0.0f;
	viewPort.MaxDepth = 1.0f;
	viewPort.TopLeftX = 0.0f;
	viewPort.TopLeftY = 0.0f;

	//??????? ViewPort

I attached screenshots of described problem.

Share this post

Link to post
Share on other sites
backstep    1313

You can use the client rectangle you're already fetching in your ResizeSwapChain function, rather than passing it in from the WM_SIZE params.  I think GetClientRect will be more reliable.  i.e. change the function to:

void D3D11::ResizeSwapChain() //removed passed by value arguments
    if (swapChain)
        RECT rc;
        GetClientRect(hwnd, &rc);
        UINT width = rc.right;
        UINT height = rc.bottom;

Edit: nevermind, I'm wrong!  I just checked it with my own DX11 resize and passing 0, 0 for width and height to ResizeBuffers is working fine.  It detects the correct client size on window size changes.


If I had to guess I'd say maybe take a look at your projection matrix?  If you're changing the window client size it's possible you're changing the aspect ratio of the client area and will need to re-create your projection matrix.


Oh one last thing, it's possible your viewport resize is lagging way behind your actual client size when you use the WM_SIZE params for it.  So try the code I posted above, it may keep your viewport size in-sync with your backbuffer size.  

Edited by backstep

Share this post

Link to post
Share on other sites
unbird    8336
Yep. It helps to dump (or even assert) everything size related (texture dimensions, transformations, viewport...) until everything works as it should. I think backstep is spot on with the viewport, the artifact looks like so.
Careful with the the RECT struct, the size is grabbed this way

UINT width = rc.right - rc.left;
UINT height = rc.bottom -;
Also: You recreate the depth stencil texture, but not its associated depth stencil view. You will still use the old one - and the old texture. A resource does not get destroyed until the last view bound to it is destroyed as well. The creation of a view increases the resource's reference count and decreases it when freed.

IIRC if render target and depth buffer size don't match depth will be ignored completely.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this