【发布时间】:2020-08-11 05:54:34
【问题描述】:
每个人。
两年前我写了一个小的 3D 场景,它只有 1700 行源代码(不包括 .h 文件)。现在回到 GitHub 并运行我的应用程序,我在调试模式下发现了一个非常有趣的错误。 为顶点缓冲区调用 CreateBuffer 时,调试器抛出异常:
auto result = device->CreateBuffer(&vertex_buffer_desc, &vertex_data, &vertex_buffer);
if(FAILED(result))
return false;
基本上,调试器说 (d3d11) device is nullptr 这不可能,因为在非调试模式下运行,一切正常。但是当我在创建设备之前定义UINT create_device_flag = D3D11_CREATE_DEVICE_DEBUG; 时,我抛出了这个异常:读取访问冲突。设备为 nullptr。几天后,我仍然无法找出问题所在,因为定义指针的顺序是正确的。
这里是 Main.cpp:
#include <StdAfx.h>
#include <Window.h>
#include <FPSCamera.h>
#include <DirectInput8.h>
#include <D3D11Renderer.h>
#include <Terrain.h>
#include <TerrainShader.h>
using namespace bm;
int __stdcall WinMain(HINSTANCE, HINSTANCE, char*, int)
{
auto resource_directory_name = L"..\\..\\..\\Resource\\"s;
auto terrain_name = L"terrain"s;
auto dds_file_extension = L".dds"s;
auto hlsl_file_extension = L".hlsl"s;
std::wstring resources[] = {resource_directory_name + L"heightmap.bmp"s,
resource_directory_name + terrain_name + dds_file_extension,
resource_directory_name + terrain_name + L"_bump"s + dds_file_extension,
resource_directory_name + terrain_name + L"_vs"s + hlsl_file_extension,
resource_directory_name + terrain_name + L"_ps"s + hlsl_file_extension};
constexpr auto ENABLE_FULLSCREEN = false;
constexpr auto ENABLE_VSYNC = false;
constexpr auto SCREEN_WIDTH = 1366;
constexpr auto SCREEN_HEIGHT = 768;
auto window = std::make_shared<bm::Window>(SCREEN_WIDTH, SCREEN_HEIGHT, ENABLE_FULLSCREEN);
window->registerClass();
window->create();
auto d3d11_renderer = std::make_shared<bm::D3D11Renderer>(SCREEN_WIDTH, SCREEN_HEIGHT, ENABLE_FULLSCREEN, window->getHandle(), ENABLE_VSYNC);
// Exception is thrown in the following ponter, but d3d11 device should be already initialized.
auto terrain = std::make_shared<bm::Terrain>(d3d11_renderer->getDevice(), resources[0].c_str(), resources[1].c_str(), resources[2].c_str());
auto terrain_shader = std::make_shared<bm::TerrainShader>(d3d11_renderer->getDevice(), resources[3].c_str(), resources[4].c_str());
auto fps_camera = std::make_shared<bm::FPSCamera>(static_cast<float>(SCREEN_WIDTH), static_cast<float>(SCREEN_HEIGHT));
fps_camera->setPosition(500.f, 75.f, 400.f);
fps_camera->setRotation(20.f, 30.f, 0.f); // in degree.
auto direct_input_8 = std::make_shared<bm::DirectInput8>(window->getHandle());
constexpr float CLEAR_COLOR[] = {0.84f, 0.84f, 1.f, 1.f};
while(window->update())
{
direct_input_8->update(fps_camera->getMoveLeftRight(), fps_camera->getMoveBackForward(), fps_camera->getYaw(), fps_camera->getPitch());
fps_camera->update();
d3d11_renderer->clearScreen(CLEAR_COLOR);
terrain->render(d3d11_renderer->getDeviceContext());
terrain_shader->render(d3d11_renderer->getDeviceContext(),
terrain->getIndexCount(),
fps_camera->getWorld(),
fps_camera->getView(),
fps_camera->getProjection(),
{0.82f, 0.82f, 0.82f, 1.0f},
{-0.0f, -1.0f, 0.0f},
terrain->getColorTexture(),
terrain->getNormalMapTexture());
d3d11_renderer->swapBuffers();
}
return 0;
}
附: 而且我知道网站上有一篇 6 年前的文章:CreateBuffer throwing an "Access violation reading location" 但它几乎没有解释任何事情,因为我没有全局变量和指针。我想纠正我以前的错误,所以如果需要的话,我很乐意指定任何内容。
【问题讨论】:
标签: c++ debugging exception direct3d