ID3D11Debug::ReportLiveDeviceObjects 是一个非常有用的调试工具,但它确实有一些怪癖。具体来说,一些对象具有您无法直接控制的生命,它们是 ID3D11Device 本身的一部分。如果不关闭设备,您将无法摆脱引用,此时您将无法获得活动对象报告。
在DXUT for Direct3D 11 框架中,我通过在调用报告活动对象之前调用ClearState 然后在直接上下文上调用Flush 来尽可能地降低它。
即使在“干净”的出口中,您仍然会有一些挥之不去的“活动”对象:
D3D11 WARNING: Live ID3D11Device at 0x025CA03C, Refcount: 5 [ STATE_CREATION WARNING #441: LIVE_DEVICE]
D3D11 WARNING: Live ID3D11Context at 0x02831030, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT]
D3D11 WARNING: Live ID3DDeviceContextState at 0x02828038, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #3145742: LIVE_DEVICECONTEXTSTATE]
D3D11 WARNING: Live ID3D11BlendState at 0x005B766C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: Live ID3D11DepthStencilState at 0x0283ECAC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: Live ID3D11RasterizerState at 0x027006F4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: Live ID3D11Sampler at 0x0270082C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: Live ID3D11Query at 0x005BB904, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #438: LIVE_QUERY]
D3D11 WARNING: Live ID3D11Context : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3DDeviceContextState : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3D11BlendState : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3D11DepthStencilState : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3D11RasterizerState : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3D11Sampler : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
D3D11 WARNING: Live ID3D11Query : 1 [ STATE_CREATION WARNING #422: LIVE_OBJECT_SUMMARY]
这些是运行时本身使用的“默认”对象。理想情况下,调试运行时会在生成此报告时忽略它们,但它不会。
也就是说,由于您有 8 个而不是 5 个活动对象,因此您可能会有一些挥之不去的东西。首先尝试ClearState 和Flush 以确保您没有任何东西由于被绑定到管道或由于延迟破坏而保持活力。如果仍然有对象,找到它们的下一步是使用“调试对象命名”,这样您就可以找出您控制的对象仍然存在。调试命名可以使用宏或模板来完成:
模板
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const char (&name)[TNameLength])
{
#if defined(_DEBUG)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, name);
#else
UNREFERENCED_PARAMETER(resource);
UNREFERENCED_PARAMETER(name);
#endif
}
宏
#ifdef _DEBUG
inline void DXUT_SetDebugName( _In_ ID3D11DeviceChild* pObj,
_In_z_ const CHAR* pstrName )
{
if ( pObj )
pObj->SetPrivateData( WKPDID_D3DDebugObjectName,
(UINT)strlen(pstrName), pstrName );
}
#else
#define DXUT_SetDebugName( pObj, pstrName )
#endif
您需要链接到dxguid.lib 以获取符号WKPDID_D3DDebugObjectName。 “WKPDID”代表众所周知的私有数据 ID。这很讽刺,因为它并不是那么“众所周知”。
见Object Naming和Direct3D SDK Debug Layer Tricks