C++ 未处理的异常DirectX11.1渲染二维图形
我正在Visual studio 2013中使用DirectX11.1,开发一个Windows 8应用商店应用程序 几天来,我一直在尝试使用DirectX创建2D UI,正如我所想的那样,我遇到了一个未经处理的异常,我似乎无法摆脱 “First.exe中0x002E2901处的未处理异常:0xC0000005:访问冲突读取位置0x00000000。” 更新:似乎在“d2dFactory->CreateDevice(dxgiDevice.Get(),&dev2d);”之后dev2d显示为空 更新:使用HRESULT创建设备方法时出现错误“E_INVALIDARG” (我一直在跟踪) 下面是我在头文件和.cpp文件中的代码。在创建ID2D1DeviceContex之前,我没有包含任何内容,因为这是错误发生的地方(只有当我包含它时,才会发生异常) hC++ 未处理的异常DirectX11.1渲染二维图形,c++,exception,directx,render,unhandled,C++,Exception,Directx,Render,Unhandled,我正在Visual studio 2013中使用DirectX11.1,开发一个Windows 8应用商店应用程序 几天来,我一直在尝试使用DirectX创建2D UI,正如我所想的那样,我遇到了一个未经处理的异常,我似乎无法摆脱 “First.exe中0x002E2901处的未处理异常:0xC0000005:访问冲突读取位置0x00000000。” 更新:似乎在“d2dFactory->CreateDevice(dxgiDevice.Get(),&dev2d);”之后dev2d显示为空 更新:
事实证明,我没有创建与Direct2D兼容的D3D11设备。下面的代码修复了它。多亏了Trillian的调试帮助,这非常有帮助
// This flag adds support for surfaces with a different color channel ordering than the API default.
// You need it for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This array defines the set of DirectX hardware feature levels this app supports.
// The ordering is important and you should preserve it.
// Don't forget to declare your app's minimum required feature level in its
// description. All apps are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D_FEATURE_LEVEL m_featureLevel;
// Create 3D device and device context objects
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&dev11,
&m_featureLevel,
&devcon11);
事实证明,我没有创建与Direct2D兼容的D3D11设备。下面的代码修复了它。多亏了Trillian的调试帮助,这非常有帮助
// This flag adds support for surfaces with a different color channel ordering than the API default.
// You need it for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This array defines the set of DirectX hardware feature levels this app supports.
// The ordering is important and you should preserve it.
// Don't forget to declare your app's minimum required feature level in its
// description. All apps are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D_FEATURE_LEVEL m_featureLevel;
// Create 3D device and device context objects
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&dev11,
&m_featureLevel,
&devcon11);
您是否尝试过使用
D3D11\u CREATE\u DEVICE\u DEBUG
和Direct3D调试运行时?它们可能能够输出更有意义的诊断。因此,我认为在进行一些调试后,问题一定与调用“d2dFactory->CreateDevice(dxgiDevice.Get(),&dev2d);”后dev2d为空有关(至少看起来是这样)。因此调用dev2d->CreateDevice时会出现故障。至于为什么我还不确定,我对DirectX比较陌生。首先要尝试的是检查CreateDevice
返回的HRESULT
。空指针值应该伴随一个错误返回代码。好的,因此错误是“E_INVALIDARG一个或多个参数是无效的”(为此欢呼,我意识到这似乎很明显,尽管我仍在处理DirectX和Windows API)来自:“向返回函数传递了无效参数“您是否尝试过使用D3D11\u CREATE\u DEVICE\u DEBUG
和Direct3D调试运行时?它们可能能够输出更有意义的诊断。因此,我认为在进行一些调试后,问题一定与调用'd2dFactory->CreateDevice(dxgiDevice.Get(),&dev2d);'后dev2d为Null有关(至少看起来是这样的情况)。因此调用dev2d->CreateDevice时会出现故障。至于为什么我还不确定,我对DirectX比较陌生。首先要尝试的是检查CreateDevice
返回的HRESULT
。空指针值应该伴随一个错误返回代码。好的,因此错误是“E_INVALIDARG一个或多个参数无效”(为此欢呼,我意识到这似乎很明显,尽管我仍在处理DirectX和Windows API)来自:“向返回函数传递了无效参数”
// set up the swap chain description
DXGI_SWAP_CHAIN_DESC1 scd = { 0 };
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how the swap chain should be used
scd.BufferCount = 2; // a front buffer and a back buffer
scd.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // the most common swap chain format
scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // the recommended flip mode
scd.SampleDesc.Count = 1; // disable anti-aliasing
CoreWindow^ Window = CoreWindow::GetForCurrentThread(); // get the window pointer
// create the swap chain
dxgiFactory->CreateSwapChainForCoreWindow(
dev.Get(), // address of the device
reinterpret_cast<IUnknown*>(Window), // address of the window
&scd, // address of the swap chain description
nullptr, // advanced
&swapchain); // address of the new swap chain pointer
// get a pointer directly to the back buffer
ComPtr<ID3D11Texture2D> backbuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), &backbuffer);
// create a render target pointing to the back buffer
dev->CreateRenderTargetView(backbuffer.Get(), nullptr, &rendertarget);
//Set up Direct2D render target bitmap, linking it to the swapchain
D2D1_PIXEL_FORMAT pixelFormat = { DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED };
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
{ pixelFormat,
0,
0,
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
0,
};
//Direct2D needs the dxgi version of the backbuffer surface pointer
swapchain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer));
//Get a D2D surface from the DXGI back buffer to use as the D2D render target.
devcon2d->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
&bitmapProperties,
&targetBitmap
);
//Now we can set the Direct2D render target
devcon2d->SetTarget(targetBitmap.Get());
//Create a brush for 2D
devcon2d->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::Black),
&pBlackBrush);
// set the viewport
D3D11_VIEWPORT viewport = { 0 };
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = Window->Bounds.Width;
viewport.Height = Window->Bounds.Height;
devcon->RSSetViewports(1, &viewport);
'First.exe' (Win32): Loaded 'C:\Users\Alec\Documents\Visual Studio 2013\Projects\First\Debug\First\AppX\First.exe'. Symbols loaded.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d2d1.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d11.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DWrite.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\vccorlib120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\msvcp120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\msvcr120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'. Cannot find or open the PDB file.
The thread 0x22c0 has exited with code 0 (0x0).
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\twinapi.appcore.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rsaenh.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\actxprxy.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\MrmCoreR.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\BCP47Langs.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\Windows.UI.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ninput.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\igd10umd32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Cannot find or open the PDB file.
// This flag adds support for surfaces with a different color channel ordering than the API default.
// You need it for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This array defines the set of DirectX hardware feature levels this app supports.
// The ordering is important and you should preserve it.
// Don't forget to declare your app's minimum required feature level in its
// description. All apps are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D_FEATURE_LEVEL m_featureLevel;
// Create 3D device and device context objects
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&dev11,
&m_featureLevel,
&devcon11);