I'm trying to implement full screen support on my Direct3D11 application, but I've been having a issue with this. I'm using the ALT+ENTER key combination that makes the IDXGISwapChain change the target window to full screen and back. But when I go into full screen my back buffer starts blinking between the color that I have set on the call to ID3D11DeviceContext::ClearRenderTargetView
to black.
I also have code in the WinProc function of my window, that when it receives the WM_SIZE
message, this code is executed.
If I don't use this code to resize the buffers, the blinking doesn't happen for some reason.
If I call ID3D11DeviceContext::ClearRenderTargetView
once after creating the new swap chain, and again after calling IDXGISwapChain::Present
, the blinking also doesn't happen.
It's a bit confusing, but I have a theory that maybe, when I go to full screen mode and call IDXGISwapChain::ResizeBuffers
it somehow makes my swap chain have more than one buffer, and when I call IDXGISwapChain::Present
it rotates to the next buffer, which is on the default color black.
Note that I have also tried to call IDXGISwapChain::SetFullscreenState
, but the issue persists.
My code is too big to paste here, so I took the code from this tutorial and changed it a bit to show the behaviour I'm describing:
#include <windows.h>
#include <d3d11.h>
#pragma comment (lib, "d3d11.lib")
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
IDXGISwapChain* swapchain;
ID3D11Device* dev;
ID3D11DeviceContext* devcon;
ID3D11RenderTargetView* backbuffer;
void InitD3D(HWND hWnd);
void RenderFrame(void);
void CleanD3D(void);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int main()
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = GetModuleHandle(nullptr);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
RECT wr = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
GetModuleHandle(nullptr),
NULL);
ShowWindow(hWnd, SW_SHOW);
InitD3D(hWnd);
MSG msg;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
case WM_SIZE: {
if (swapchain)
{
devcon->OMSetRenderTargets(0, 0, 0);
backbuffer->Release();
HRESULT hr;
hr = swapchain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
ID3D11Texture2D* pBuffer;
hr = swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D),
(void**)&pBuffer);
hr = dev->CreateRenderTargetView(pBuffer, NULL,
&backbuffer);
pBuffer->Release();
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
float fColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
devcon->ClearRenderTargetView(backbuffer, fColor);
DXGI_SWAP_CHAIN_DESC Desc;
ZeroMemory(&Desc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapchain->GetDesc(&Desc);
D3D11_VIEWPORT vp;
vp.Width = Desc.BufferDesc.Width;
vp.Height = Desc.BufferDesc.Height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
devcon->RSSetViewports(1, &vp);
}
return 1;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
void InitD3D(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.Width = SCREEN_WIDTH;
scd.BufferDesc.Height = SCREEN_HEIGHT;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = 1;
scd.Windowed = TRUE;
scd.Flags = 0;
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
ID3D11Texture2D* pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
float fColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
devcon->ClearRenderTargetView(backbuffer, fColor);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
devcon->RSSetViewports(1, &viewport);
}
void RenderFrame(void)
{
swapchain->Present(1, 0);
}
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL);
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
After messing a bit with the code, I've noticed that when the SampleDesc::Count
variable from the DXGI_SWAP_CHAIN_DESC
is not equal to 1, the blinking also doesn't happen.