3

*** FML:这是 FRAPS。停止DX屏幕录制软件并且它可以工作。特别感谢 @zdd 进行了一些联合测试,帮助我解决了这个问题。***

记住:FRAPS + D3D11_CREATE_DEVICE_DEBUG +SampleDesc.Count > 1不要混合。

我对 DX 真的很陌生……就像一周前一样。但是这个问题很容易描述,即使我的术语和理解有限。我保持这DEBUG一层,因为它提供了有价值的反馈。但反过来,它会产生一个我无法克服的问题。我花了 1 天的时间来一根一根地拉头发。

问题

如果我创建一个D3D11设备

vSwapChainDesc.SampleDesc.Count = 4;
vSwapChainDesc.SampleDesc.Quality = 3;

->Release()...无论它是哪个对象,它都会在 final 上崩溃。完全相同的DAMN 代码

vSwapChainDesc.SampleDesc.Count = 1;
vSwapChainDesc.SampleDesc.Quality = 0;

... 顺利清理 COM 引用。更不用说这两种变体都可以在没有标志的情况下正常工作。ReleaseDEBUG

在 中Output,我得到一些神秘的错误说法live children without parents。但是我只有 5 个与 COM 包装器一起使用的 COM 对象。

因此,我删除了 COM 包装器,为它们中的每一个手动执行->Release()和操作。= nullptrIMO ,不可能错误地发布某些东西。在决赛中->Release(),它说它遇到了断点。

那么...有没有其他人遇到过这种行为?除非其他人经历了完全相同的事情,否则我认为我无法得到答案。太奇怪了……

编码

// Uncomment this and it all works... like magic!
// #undef _DEBUG

#pragma region Includes
#include <stdio.h>
#include <conio.h>
#include <map>
#include <windows.h>
#include <d3d11.h>

#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3d11.lib")
#pragma endregion

#pragma region Com Helpers
// track the refcounts on ->Release() :)
std::map<std::string, int> g_ComCounter;

template <typename Interface_t>
Interface_t** ComRelease(Interface_t** aPointer, LPCSTR aName) {
    if(!aPointer) {
        DebugBreak();
    }

    if(*aPointer) {
        // save refcount for debug
        g_ComCounter[aName] = (*aPointer)->Release();
        *aPointer = nullptr;
    }
    printf("Destroyed %p (%s:%d).\r\n", *aPointer, aName, g_ComCounter[aName]);

    return aPointer;
}

#define COM_RELEASE(Pointer) ComRelease(&Pointer, #Pointer)

template <typename Interface_t>
Interface_t** ComPointer(Interface_t** aPointer, LPCSTR aName) {
    if(!aPointer) {
        DebugBreak();
    }

    if(*aPointer) {
        // save refcount for debug
        g_ComCounter[aName] = (*aPointer)->Release();
        *aPointer = nullptr;
    }
    printf("Prepared %p (%s:%d).\r\n", *aPointer, aName, g_ComCounter[aName]);

    // Object is being Acquired

    return aPointer;
}

#define COM_POINTER(Pointer) ComPointer(&Pointer, #Pointer)
#pragma endregion

#pragma region Window Proc
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam) {
    PAINTSTRUCT vPainStruct = { 0 };
    HDC vDc(nullptr);

    switch(uMessage) {
        case WM_PAINT:
            vDc = BeginPaint(hWnd, &vPainStruct);
            EndPaint(hWnd, &vPainStruct);
            return FALSE;
            break;
        case WM_ERASEBKGND:
            // Don't erase background!
            return TRUE;
            break;
        case WM_CLOSE:
            DestroyWindow(hWnd);
            break;
        case WM_DESTROY:
            PostQuitMessage(0);
            break;
        default:
            break;
    }

    return DefWindowProc(hWnd, uMessage, wParam, lParam);
}
#pragma endregion

#ifdef _CONSOLE
int wmain(int aArgc, const WCHAR* aArgv[]) {
#else
int wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow) {
#endif
#pragma region Variables
    HINSTANCE                   vInstance = GetModuleHandle(nullptr);
    HWND                        vHwnd = nullptr;
    D3D_DRIVER_TYPE             vDriverType = D3D_DRIVER_TYPE_UNKNOWN;
    D3D_FEATURE_LEVEL           vFeatureLevel = D3D_FEATURE_LEVEL_11_0;
    IDXGIFactory                *vDxgiFactory = nullptr;
    IDXGIAdapter                *vDxgiAdapter = nullptr;
    ID3D11Device                *vD3dDevice = nullptr;
    ID3D11DeviceContext         *vD3dContext = nullptr;
    IDXGISwapChain              *vSwapChain = nullptr;
    ID3D11Texture2D             *vBackBuffer(nullptr);
    ID3D11RenderTargetView      *vRenderTargetView = nullptr;
#ifdef _DEBUG
    ID3D11Debug                 *vDebugger = nullptr;
    ID3D11InfoQueue             *vInfoQueue = nullptr;
#endif
#pragma endregion

#pragma region Init Window
    // Register class
    WNDCLASSEX vWndClass;
    ZeroMemory(&vWndClass, sizeof(vWndClass));
    vWndClass.cbSize = sizeof(WNDCLASSEX);
    vWndClass.style = 0; // CS_HREDRAW | CS_VREDRAW (draw in loop, no need for WM_PAINT)
    vWndClass.lpfnWndProc = WndProc;
    vWndClass.cbClsExtra = 0;
    vWndClass.cbWndExtra = 0;
    vWndClass.hInstance = vInstance;
    vWndClass.hIcon = 0;
    vWndClass.hCursor = LoadCursor(nullptr, IDC_ARROW);
    vWndClass.hbrBackground = nullptr;
    vWndClass.lpszMenuName = nullptr;
    vWndClass.lpszClassName = L"D3d11Window";
    vWndClass.hIconSm = 0;
    if(!RegisterClassEx(&vWndClass)) {
        DebugBreak();
        return 0;
    }

    // Create window
    RECT vWindowRect = { 0, 0, 640, 480 };
    AdjustWindowRect(&vWindowRect, WS_OVERLAPPEDWINDOW, FALSE);
    vHwnd = CreateWindowEx(
        0, vWndClass.lpszClassName, L"D3D11", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT, CW_USEDEFAULT,
        vWindowRect.right - vWindowRect.left, vWindowRect.bottom - vWindowRect.top,
        nullptr, nullptr, vInstance,
        nullptr);
    if(!vHwnd) {
        DebugBreak();
        return 0;
    }

    ShowWindow(vHwnd, SW_SHOWDEFAULT);
#pragma endregion

#pragma region Initialization
    RECT vClientRect = { 0 };
    GetClientRect(vHwnd, &vClientRect);
    UINT vWidth = vClientRect.right - vClientRect.left;
    UINT vHeight = vClientRect.bottom - vClientRect.top;

    if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)COM_POINTER(vDxgiFactory)))) {
        DebugBreak();
        return 0;
    }

    if(FAILED(vDxgiFactory->EnumAdapters(0, COM_POINTER(vDxgiAdapter)))) {
        DebugBreak();
        return 0;
    }

    D3D_FEATURE_LEVEL vRequestedFeatureLevels[] = {
        D3D_FEATURE_LEVEL_11_0,
        // D3D_FEATURE_LEVEL_10_1,
        // D3D_FEATURE_LEVEL_10_0
    };

    UINT vNumFeatureLevels = ARRAYSIZE(vRequestedFeatureLevels);

    UINT vDeviceFlags = 0;
#ifdef _DEBUG
    vDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    if(FAILED(D3D11CreateDevice(
        vDxgiAdapter,
        vDriverType,
        nullptr,
        vDeviceFlags,
        vRequestedFeatureLevels,
        vNumFeatureLevels,
        D3D11_SDK_VERSION,
        COM_POINTER(vD3dDevice),
        &vFeatureLevel,
        COM_POINTER(vD3dContext)))) {
        return 0;
    }

#ifdef _DEBUG
    if(FAILED(vD3dDevice->QueryInterface(__uuidof(ID3D11Debug), (LPVOID*)COM_POINTER(vDebugger)))) {
        return 0;
    }
    if(FAILED(vDebugger->QueryInterface(__uuidof(ID3D11InfoQueue), (LPVOID*)COM_POINTER(vInfoQueue)))) {
        return 0;
    }
    vInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
    vInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
    vDebugger->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
#endif

    UINT vMsaaQuality = 0;
    if(FAILED(vD3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &vMsaaQuality)) || (vMsaaQuality < 1)) {
        return 0;
    }
    printf("MsaaQuality: %d for 4\r\n", vMsaaQuality);

    DXGI_SWAP_CHAIN_DESC vSwapChainDesc;
    ZeroMemory(&vSwapChainDesc, sizeof(vSwapChainDesc));
    vSwapChainDesc.BufferCount = 2;
    vSwapChainDesc.BufferDesc.Width = vWidth;
    vSwapChainDesc.BufferDesc.Height = vHeight;
    vSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    vSwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    vSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    vSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
    vSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
    vSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    vSwapChainDesc.SampleDesc.Count = 4; // set 1 for the code to work              vSwapChainDesc.SampleDesc.Quality = vMsaaQuality - 1;
    vSwapChainDesc.OutputWindow = vHwnd;
    vSwapChainDesc.Windowed = true;
    vSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    vSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

    if(FAILED(vDxgiFactory->CreateSwapChain(vD3dDevice, &vSwapChainDesc, COM_POINTER(vSwapChain)))) {
        return 0;
    }

    if(FAILED(vSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)COM_POINTER(vBackBuffer)))) {
        return 0;
    }

    if(FAILED(vD3dDevice->CreateRenderTargetView(vBackBuffer, nullptr, COM_POINTER(vRenderTargetView)))) {
        return 0;
    }

    vD3dContext->OMSetRenderTargets(1, &vRenderTargetView, nullptr);

    D3D11_VIEWPORT vViewport = { 0 };
    vViewport.Width = static_cast<FLOAT>(vWidth);
    vViewport.Height = static_cast<FLOAT>(vHeight);
    vViewport.MinDepth = D3D11_MIN_DEPTH;
    vViewport.MaxDepth = D3D11_MAX_DEPTH;
    vViewport.TopLeftX = 0;
    vViewport.TopLeftY = 0;
    vD3dContext->RSSetViewports(1, &vViewport);
#pragma endregion

#pragma region Game Loop
    MSG vMessage = { 0 };
    while(WM_QUIT != vMessage.message) {
        while(PeekMessage(&vMessage, 0, 0, 0, PM_REMOVE)) {
            TranslateMessage(&vMessage);
            DispatchMessage(&vMessage);
        }

        if(WM_QUIT == vMessage.message) {
            break;
        }

#pragma region Render
        float vClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
        vD3dContext->ClearRenderTargetView(vRenderTargetView, vClearColor);
        vSwapChain->Present(true, 0); // vsync
#pragma endregion
    }
#pragma endregion

#pragma region Cleanup
    if(vSwapChain) {
        vSwapChain->SetFullscreenState(false, nullptr);
    }
    if(vD3dContext) {
        vD3dContext->ClearState();
    }

    COM_RELEASE(vRenderTargetView);
    COM_RELEASE(vBackBuffer);
    COM_RELEASE(vSwapChain);
    COM_RELEASE(vD3dContext);
    COM_RELEASE(vD3dDevice);
    COM_RELEASE(vDxgiFactory);
    COM_RELEASE(vDxgiAdapter);

#ifdef _DEBUG
    COM_RELEASE(vDebugger);
    COM_RELEASE(vInfoQueue);
#endif

    printf("\r\nREF COUNTS AFTER RELEASE():\r\n");
    for(const auto& vComCount : g_ComCounter) {
        printf("%s:%d\r\n", vComCount.first.c_str(), vComCount.second);
    }

#pragma endregion

    _getch();
    return (int)vMessage.wParam;
}

帮助!

如果你想让我评论代码以更好地解释逻辑,我会的。我收到的评论提到了清楚地解释问题和代码的事情......也许我不够清楚。

最后的想法

也许我没有调用的某些对象内部有某种释放函数。也许我做错了什么或者真的错了。但我是从一个有信誉的网站上得到的。它与Hello DirectX!我目前正在沉迷的书中的代码相匹配。

这个片段被精简和简约。在试图找出问题时,这是一个更复杂的版本的精简版本。另外,我删除了所有 OOP,以便将其放在一个易于遵循的代码块中。

现在有最后一个问题:除了这个之外,还有另一种平滑线条的方法SampleDesc吗?

PS它是 Windows 7 x64,VS 2013 + 2014 CTP。并且该卡在调试和发布模式下都支持它(边缘平滑)。只有在调试模式下失败的最终版本。

4

2 回答 2

1

我不知道你的代码为什么会崩溃,但我想根据你的代码分享一些我对 DirectX 编程的经验,:)

  1. 使用 win32 应用程序而不是控制台应用程序
  2. ComRelease 函数太复杂了,不需要那么多代码,一行就够了。
  3. 不要将 d3d 指针包装到 ComPointer。

如下更干净的代码,您将摆脱复杂的 COM 东西,并专注于代码逻辑来检查崩溃。

#define DEBUG
#pragma region Includes
#include <stdio.h>
#include <conio.h>
#include <windows.h>
#include <d3d11.h>

#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3d11.lib")
#pragma endregion

// Release COM object
#define SAFE_RELEASE(P) if(P){ P->Release(); P = NULL;}

#pragma region Window Proc
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam) {
    PAINTSTRUCT vPainStruct = { 0 };
    HDC vDc(nullptr);

    switch(uMessage) {
        case WM_PAINT:
            vDc = BeginPaint(hWnd, &vPainStruct);
            EndPaint(hWnd, &vPainStruct);
            return FALSE;
            break;
        case WM_ERASEBKGND:
            // Don't erase background!
            return TRUE;
            break;
        case WM_CLOSE:
            DestroyWindow(hWnd);
            break;
        case WM_DESTROY:
            PostQuitMessage(0);
            break;
        default:
            break;
    }

    return DefWindowProc(hWnd, uMessage, wParam, lParam);
}
#pragma endregion

int main() {
#pragma region Variables
    HINSTANCE                   vInstance = GetModuleHandle(nullptr);
    HWND                        vHwnd = nullptr;
    D3D_DRIVER_TYPE             vDriverType = D3D_DRIVER_TYPE_UNKNOWN;
    D3D_FEATURE_LEVEL           vFeatureLevel = D3D_FEATURE_LEVEL_11_0;
    IDXGIFactory                *vDxgiFactory = NULL;
    IDXGIAdapter                *vDxgiAdapter = nullptr;
    ID3D11Device                *vD3dDevice = nullptr;
    ID3D11DeviceContext         *vD3dContext = nullptr;
    IDXGISwapChain              *vSwapChain = nullptr;
    ID3D11Texture2D             *vBackBuffer = NULL;
    ID3D11RenderTargetView      *vRenderTargetView = nullptr;
#ifdef _DEBUG
    ID3D11Debug                 *vDebugger = nullptr;
    ID3D11InfoQueue             *vInfoQueue = nullptr;
#endif
#pragma endregion

#pragma region Init Window
    // Register class
    WNDCLASSEX vWndClass;
    ZeroMemory(&vWndClass, sizeof(vWndClass));
    vWndClass.cbSize = sizeof(WNDCLASSEX);
    vWndClass.style = 0; // CS_HREDRAW | CS_VREDRAW (draw in loop, no need for WM_PAINT)
    vWndClass.lpfnWndProc = WndProc;
    vWndClass.cbClsExtra = 0;
    vWndClass.cbWndExtra = 0;
    vWndClass.hInstance = vInstance;
    vWndClass.hIcon = 0;
    vWndClass.hCursor = LoadCursor(nullptr, IDC_ARROW);
    vWndClass.hbrBackground = nullptr;
    vWndClass.lpszMenuName = nullptr;
    vWndClass.lpszClassName = L"D3d11Window";
    vWndClass.hIconSm = 0;
    if(!RegisterClassEx(&vWndClass)) {
        DebugBreak();
        return 0;
    }

    // Create window
    RECT vWindowRect = { 0, 0, 640, 480 };
    vHwnd = CreateWindowEx(
        0, vWndClass.lpszClassName, L"D3D11", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT, CW_USEDEFAULT,
        vWindowRect.right - vWindowRect.left, vWindowRect.bottom - vWindowRect.top,
        nullptr, nullptr, vInstance,
        nullptr);
    if(!vHwnd) {
        DebugBreak();
        return 0;
    }

    ShowWindow(vHwnd, SW_SHOWDEFAULT);
#pragma endregion

#pragma region Initialization
    RECT vClientRect = { 0 };
    GetClientRect(vHwnd, &vClientRect);
    UINT vWidth = vClientRect.right - vClientRect.left;
    UINT vHeight = vClientRect.bottom - vClientRect.top;

    if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&vDxgiFactory)))) {
        DebugBreak();
        return 0;
    }

    if(FAILED(vDxgiFactory->EnumAdapters(0, &vDxgiAdapter))) {
        DebugBreak();
        return 0;
    }

    D3D_FEATURE_LEVEL vRequestedFeatureLevels[] = {
        D3D_FEATURE_LEVEL_11_0,
        // D3D_FEATURE_LEVEL_10_1,
        // D3D_FEATURE_LEVEL_10_0
    };

    UINT vNumFeatureLevels = ARRAYSIZE(vRequestedFeatureLevels);

    UINT vDeviceFlags = 0;
#ifdef _DEBUG
    vDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    if(FAILED(D3D11CreateDevice(
        vDxgiAdapter,
        vDriverType,
        nullptr,
        vDeviceFlags,
        vRequestedFeatureLevels,
        vNumFeatureLevels,
        D3D11_SDK_VERSION,
        &vD3dDevice,
        &vFeatureLevel,
        &vD3dContext))) {
        return 0;
    }

    UINT vMsaaQuality = 0;
    if(FAILED(vD3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &vMsaaQuality)) || (vMsaaQuality < 1)) {
        return 0;
    }
    printf("MsaaQuality of max %d supported for count 4\r\n", vMsaaQuality);

    DXGI_SWAP_CHAIN_DESC vSwapChainDesc;
    ZeroMemory(&vSwapChainDesc, sizeof(vSwapChainDesc));
    vSwapChainDesc.BufferCount = 2;
    vSwapChainDesc.BufferDesc.Width = vWidth;
    vSwapChainDesc.BufferDesc.Height = vHeight;
    vSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    vSwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    vSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    vSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
    vSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
    vSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    vSwapChainDesc.SampleDesc.Count = 4; // set 1 to work
    vSwapChainDesc.SampleDesc.Quality = vMsaaQuality - 1;
    vSwapChainDesc.OutputWindow = vHwnd;
    vSwapChainDesc.Windowed = true;
    vSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    vSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

    if(FAILED(vDxgiFactory->CreateSwapChain(vD3dDevice, &vSwapChainDesc, &vSwapChain))) {
        return 0;
    }

    if(FAILED(vSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&vBackBuffer))) {
        return 0;
    }

    if(FAILED(vD3dDevice->CreateRenderTargetView(vBackBuffer, nullptr, &vRenderTargetView))) {
        return 0;
    }

    vD3dContext->OMSetRenderTargets(1, &vRenderTargetView, nullptr);

    D3D11_VIEWPORT vViewport = { 0 };
    vViewport.Width = static_cast<FLOAT>(vWidth);
    vViewport.Height = static_cast<FLOAT>(vHeight);
    vViewport.MinDepth = D3D11_MIN_DEPTH;
    vViewport.MaxDepth = D3D11_MAX_DEPTH;
    vViewport.TopLeftX = 0;
    vViewport.TopLeftY = 0;
    vD3dContext->RSSetViewports(1, &vViewport);
#pragma endregion

#pragma region Game Loop
    MSG vMessage = { 0 };
    while(WM_QUIT != vMessage.message) {
        while(PeekMessage(&vMessage, 0, 0, 0, PM_REMOVE)) {
            TranslateMessage(&vMessage);
            DispatchMessage(&vMessage);
        }

        if(WM_QUIT == vMessage.message) {
            break;
        }

#pragma region Render
        float vClearColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
        vD3dContext->ClearRenderTargetView(vRenderTargetView, vClearColor);
        vSwapChain->Present(true, 0); // vsync
#pragma endregion
    }
#pragma endregion

#pragma region Cleanup
    if(vSwapChain) {
        vSwapChain->SetFullscreenState(false, nullptr);
    }
    if(vD3dContext) {
        vD3dContext->ClearState();
    }

    SAFE_RELEASE(vRenderTargetView);
    SAFE_RELEASE(vBackBuffer);
    SAFE_RELEASE(vSwapChain);
    SAFE_RELEASE(vD3dContext);
    SAFE_RELEASE(vD3dDevice);
    SAFE_RELEASE(vDxgiFactory);
    SAFE_RELEASE(vDxgiAdapter);

#ifdef _DEBUG
    SAFE_RELEASE(vDebugger);
    SAFE_RELEASE(vInfoQueue);
#endif


#pragma endregion

    _getch();
    return (int)vMessage.wParam;
}
于 2014-03-08T14:15:14.720 回答
0

使用 CheckMultisampleQualityLevels 检查您的卡是否支持 Quality=3。如果只是为了线条,我建议尝试使用 alpha 抗锯齿 D3D11_RASTERIZER_DESC.AntialiasedLineEnable

于 2014-03-08T13:25:20.117 回答