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BlackJoker

Resizing swap chain buffer

3 posts in this topic

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)
{
	switch(umessage)
	{
	case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		}
	case WM_CLOSE:
		{
			PostQuitMessage(0);
			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);
			}
		}

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


	ID3D11Texture2D* backBufferPtr;

	//d3d11_DeviceContext->OMSetRenderTargets(0,0,0);

	if (d3d11_DepthStencilBuffer)
	{
		d3d11_DepthStencilBuffer->Release();
		d3d11_DepthStencilBuffer = NULL;
	}
	if (d3d11_RenderTargetView)
	{
		d3d11_RenderTargetView->Release();
		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->Release();
	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_DeviceContext->RSSetState(d3d11_RasterizerState);

	//????????????? ??????? ??? ??????????
	
	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
	d3d11_DeviceContext->RSSetViewports(1,&viewPort);
	}
}

I attached screenshots of described problem.

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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
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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 - rc.top;
 
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.
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