vault backup: 2025-10-02 10:38:48
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@@ -7,4 +7,5 @@ rating: ⭐
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---
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# 前言
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- [开篇:D3D12龙书指南](https://zhuanlan.zhihu.com/p/417016061)
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- [[DIRECTX 12 3D游戏开发实战_(美)弗兰克·D.卢娜著;王陈译_北京:人民邮电出版社_2019.01_742_14522790.pdf]]
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- [d3dcoder/d3d12book: Sample code for the book "Introduction to 3D Game Programming with DirectX 12" ](http://github.com/d3dcoder/d3d12book)
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@@ -18,4 +18,22 @@ D3D使用IDXGISwapChain控制前后缓存交换。
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- ResizeBuffers()
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- Present():呈现缓冲区内容。
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# 资源描述符号
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1. 常量缓冲区视图(CBV)/SRV/UAV
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2. 采样器(Sample)
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3. 渲染目标视图(RTV)
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4. 深度/模版视图(DSV)
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# 多重采样技术
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解析(resolve,或者可以称之为降采样)
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## 利用D3D进行多重采样
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首先填写DXGI_SAMPLE_DESC:
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```c++
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typedef struct DXGI_SAMPLE_DESC
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{
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UINT Count;
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UINT Quality;
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} DXGI_SAMPLE_DESC;
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```
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之后使用ID3D12Device::CheckFeatureSupport查询到对应的质量级别:
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