Maximize screen

pas finie, par fois ça crash au démarrage
This commit is contained in:
2024-03-25 16:11:43 +01:00
parent 05e5959cb1
commit 47717f1755
8 changed files with 100 additions and 7 deletions

View File

@@ -593,4 +593,60 @@ bool D3DClass::RecreateResources()
IDXGISwapChain* D3DClass::GetSwapChain()
{
return m_swapChain;
}
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
{
HRESULT result;
// Release existing DirectX resources
m_renderTargetView->Release();
m_depthStencilBuffer->Release();
// Resize the swap chain
m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(m_swapChain))
{
MessageBox(NULL, L"Failed to resize swap chain buffers", L"Error", MB_OK);
return;
}
// Recreate the render target view
ID3D11Texture2D* backBuffer;
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
backBuffer->Release();
// Recreate the depth/stencil buffer and view
D3D11_TEXTURE2D_DESC depthBufferDesc;
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
depthBufferDesc.Width = newWidth;
depthBufferDesc.Height = newHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = depthBufferDesc.Format;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Other depthStencilDesc settings...
m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
// Set the new render target and depth/stencil views for rendering
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// Update the viewport
m_viewport.Width = static_cast<float>(newWidth);
m_viewport.Height = static_cast<float>(newHeight);
m_deviceContext->RSSetViewports(1, &m_viewport);
}