简单的DirectX 11程序运行时出错

4
我是DirectX 11的新手,已经在我的书中完成了绘制三角形一章。我写了这段代码,但是运行时出现错误:“DirectX 11.exe中位于0x00cd14e6的未处理异常:0xc0000005:访问位置0x00000000时出现访问冲突。”我的编译器显示错误在InitPipeline函数中,但是我找不到错误所在。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;
}

在程序崩溃前设置断点,然后在调试器中逐行执行代码。在每行代码之前,查看下一行使用的指针,是否有任何一个是0x00000000。 - jcoder
3个回答

3

该错误基本上意味着你在某个地方使用了空指针。检查所有的指针。我的猜测是,某个函数没有正确设置你的指针(或者你的参数顺序不正确)。


嗨!在我的书中,没有关于分配和初始化的任何内容。即使在DirectX教程网页上,它们也没有被初始化链接 - Janman
我已经检查了我的“D3D11CreateDeviceAndSwapChain”,并没有什么问题(我甚至将网页中的“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
@Janman:检查指针。在InitPipeline()中放置代码,例如if (!dev) std::cout << "dev is null!\n"; 对于其他指针也是如此。一旦确定哪个指针为空,然后调查原因。调试没有什么魔法。 - Peter Alexander
2
@Janman:你的正确目录下是否有shaders.hlsl文件?我猜这就是问题所在。在D3DX11CompileFromFile上放置一个失败检查,你应该能找到问题所在。 - Peter Alexander
是的,我甚至尝试将它移动到不同的目录中,但问题仍然存在。 - Janman
显示剩余4条评论

2

尝试将scd.SampleDesc.Count设置为1。

这个值告诉Direct3D应该放入多少细节来进行抗锯齿处理,数字越高效果越好。Direct3D 11视频卡最多支持4个,但最低要求是1。也许你的视频卡不支持Direct3D 11?


2

您正在使用一个NULL指针。您定义了8个全局的D3D接口指针,并且在InitPipeline中使用了devdevcon,它们需要在调用任何方法之前进行分配和初始化。


1
嗨! 在我的书中,没有关于分配和初始化的任何内容。 即使在DirectX教程网页上,它们也没有进行初始化[链接](http://directxtutorial.com/Tutorial11/B-A/BA5.aspx#still) - Janman
create函数返回一个HRESULT,你应该在使用设备之前检查它是否成功。我没有看到你的代码片段中调用任何ID3D创建函数的地方:http://msdn.microsoft.com/en-us/library/ff476153(v=VS.85).aspx - AJG85
已添加了一个if(FAILED()),并且它显示DeviceAndSwapChain已成功。 (更新了问题中的代码)。 - Janman
好吧,这是一个不错的猜测。我可以继续猜测,但你调试起来会更容易。断点、断言、日志或消息框,随便选一个,找出哪个指针为空以及何时变为空。 - AJG85

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