简单的 DirectX 11 程序运行时错误
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【中文标题】简单的 DirectX 11 程序运行时错误【英文标题】:Simple DirectX 11 program runtime error 【发布时间】:2011-08-15 17:59:30 【问题描述】:我是 DirectX 11 的新手,我已经设法在我的书中获得了绘图三角形章节。 我已经编写了这段代码,但出现运行时错误: “DirectX 11.exe 中 0x00cd14e6 处未处理的异常:0xc0000005:访问冲突读取位置 0x00000000。”
我的编译器显示错误出在 InitPipeline 函数处,但我在此处找不到错误。 我做错了什么?
代码:
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx11.lib")
#pragma comment(lib,"d3dx10.lib")
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
IDXGISwapChain *swapchain;
ID3D11Device *dev;
ID3D11DeviceContext *devcon;
ID3D11InputLayout *pInputLayout;
ID3D11Buffer *pVBuffer;
ID3D11RenderTargetView *backbuffer;
ID3D11VertexShader *pVS;
ID3D11PixelShader *pPS;
// Type
struct VERTEX
FLOAT X,Y,Z;
D3DXCOLOR Color;
;
//DirectX
void InitPipeline()
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
//debug
if(!dev)
MessageBox(NULL, "DEV = NULL", "ERROR", NULL);
if(!devcon)
MessageBox(NULL, "DEVCON = NULL", "ERROR", NULL);
if(!VS)
MessageBox(NULL, "VS = NULL", "ERROR", NULL);
if(!PS)
MessageBox(NULL, "PS = NULL", "ERROR", NULL);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
D3D11_INPUT_ELEMENT_DESC ied[] =
"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,0,D3D11_INPUT_PER_VERTEX_DATA,0,
"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0,
;
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pInputLayout);
devcon->IASetInputLayout(pInputLayout);
void InitGraphics()
VERTEX OurVertices[] =
1,0,0,D3DXCOLOR(1,0,0,1),
0,-1,0,D3DXCOLOR(1,0,0,1),
0,0,1,D3DXCOLOR(1,0,0,1),
;
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(D3D11_BUFFER_DESC));
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.ByteWidth = sizeof(VERTEX)*3;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.Usage = D3D11_USAGE_DYNAMIC;
dev->CreateBuffer(&bd, NULL, &pVBuffer);
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);
memcpy(ms.pData, OurVertices, sizeof(OurVertices));
devcon->Unmap(pVBuffer, NULL);
void RenderFrame()
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0,0,1,1));
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devcon->Draw(3,0);
swapchain->Present(0,0);
void InitD3D(HWND hWnd)
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
if(FAILED(D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon)))
MessageBox(NULL, "D3D11CreateDeviceAndSwapChain Failed", "ERROR", NULL);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
// Set the viewport
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);
InitPipeline();
InitGraphics();
void CleanD3D()
swapchain->SetFullscreenState(FALSE, NULL);
dev->Release();
devcon->Release();
swapchain->Release();
pInputLayout->Release();
pVBuffer->Release();
backbuffer->Release();
pVS->Release();
pPS->Release();
// Window
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
switch(message)
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, INT nCmdShow)
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
//wc.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = (HICON)LoadIcon(NULL, IDI_APPLICATION);
wc.hInstance = hInstance;
wc.lpfnWndProc = WndProc;
wc.lpszClassName = "DirectXWindow";
wc.style = CS_HREDRAW | CS_VREDRAW;
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
"DirectXWindow",
"DirectX 11 (June 2010",
WS_OVERLAPPEDWINDOW,
0,0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
InitD3D(hWnd);
UpdateWindow(hWnd);
MSG msg = 0;
while(msg.message != WM_QUIT)
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
TranslateMessage(&msg);
DispatchMessage(&msg);
else
RenderFrame();
CleanD3D();
return msg.wParam;
【问题讨论】:
在它崩溃之前放置一个断点,然后在调试器中单步执行代码。在每一行之前,查看下一行中使用的每个指针,看看它们中是否有任何一个是 0x00000000 【参考方案1】:该错误基本上意味着您在某处使用了空指针。检查你所有的指针。我的猜测是某处的某些函数无法设置您的指针(或者您的参数顺序错误)。
【讨论】:
嗨!在我的书中,没有写任何关于分配和初始化的内容。即使在 DirectX 教程网页上,他们也不会初始化它们 link @Janman:我相信D3D11CreateDeviceAndSwapChain
应该初始化它们。正如我所说,检查你的指针。只有这样你才能找到答案。
我检查了我的“D3D11CreateDeviceAndSwapChain”,没有任何问题(我什至将网页中的“InitD3D()”函数复制粘贴到我的代码中)。仍然没有运气。我发现很难找到错误。
@Janman:检查指针。在InitPipeline()
中,类似if (!dev) std::cout << "dev is null!\n";
之类的代码用于其他指针。一旦你弄清楚哪个是空的,然后调查原因。调试没有什么魔力。
@Janman:shaders.hlsl
在正确的目录中吗?我猜这就是问题所在。对D3DX11CompileFromFile
进行失败检查,您应该会发现问题。【参考方案2】:
您正在使用NULL
指针。您定义了 8 个全局 D3D 接口指针,并且在 InitPipeline
中使用了 dev
和 devcon
,它们需要先分配和初始化,然后才能调用它们的任何方法。
【讨论】:
嗨!在我的书中,没有写任何关于分配和初始化的内容。即使在 DirectX 教程网页上,他们也不会初始化它们 link 创建函数返回一个HRESULT
,您应该在使用设备之前检查它以确保它成功。我看不到您在代码 sn-p 中的哪个位置调用了任何 ID3D 创建函数:msdn.microsoft.com/en-us/library/ff476153(v=VS.85).aspx
已经添加了一个 if(FAILED()),我告诉我 DeviceAndSwapChain 它成功了。 (更新了问题中的代码)。
嗯,这是一个很好的猜测。我可以做更多的猜测,但调试起来会容易得多。断点、断言、日志或消息框。挑选你的毒药,找出哪个指针为空,何时变为空。【参考方案3】:
尝试设置 scd.SampleDesc.Count = 1
这个值告诉 Direct3D 应该在抗锯齿中投入多少细节,数字越大越好。 Direct3D 11 显卡在此保证最多支持 4 个,但最小值为 1 个。 也许您的显卡不支持 Direct3D 11?
【讨论】:
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