2012-03-23 670 views
4

我正在設計一個使用DirectX 11 API的遊戲引擎,特別是使用延遲上下文。其基本思想是讓每個設備狀態都有自己的延遲上下文,然後在渲染完所有幾何圖形後,通過迭代每個延遲的上下文並在直接上下文中執行其命令列表來顯示它。我通過使用線框着色器簡單地在屏幕上繪製兩個三角形來測試這一點。即使在PIX調試報告中查看,所有DirectX調用都不會返回錯誤,但只要調用IDXGISwapChain::Present(0,0),整個屏幕就會變黑,然後返回。然後在屏幕右下角彈出一個錯誤框,指出顯示驅動程序「已停止響應併成功恢復」。回顧PIX日誌,我發現在PIX日誌中的前後塊之間有一行顯示「D3D11: Removing Device」。郵政區塊中顯示的返回值爲DXGI_ERROR_DEVICE_REMOVED。我不太確定該怎麼做。 PIX日誌如下:IDXGISwapChain :: Present導致驅動程序崩潰和設備移除

Frame 000001 ........PRE: CreateDXGIFactory1(IID_IDXGIFactory1, 0x012E1E2C) 
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x0040FF98, 0x0065B810) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x0040FF98, 0x0065B810) 
Frame 000001 ........POST: <S_OK> CreateDXGIFactory1(IID_IDXGIFactory1, 0x012E1E2C) 
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 32, NULL, 0, 7, 0x0019F444, 0x012E1E5C, 0x012E1E54, 0x012E1E58, 0x012E1E60) 
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x03666B38, 0x009E9940) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x03666B38, 0x009E9940) 
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x03666B98, 0x0065BAB0) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x03666B98, 0x0065BAB0) 
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x03666BE8, 0x0065C940) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x03666BE8, 0x0065C940) 
Frame 000001 ............PRE: AddObject(DXGI Device, 0x03666C40, 0x009E9718) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x03666C40, 0x009E9718) 
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x03666CA0, 0x009EF940) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x03666CA0, 0x009EF940) 
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x03666D38, 0x009EFB9C) 
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x03666D38, 0x009EFB9C) 
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x03666D98, 0x009EFBD4) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x03666D98, 0x009EFBD4) 
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x036C1E08, 0x009F1840) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x036C1E08, 0x009F1840) 
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 32, NULL, 0, 7, 0x0019F444, 0x012E1E5C, 0x012E1E54, 0x012E1E58, 0x012E1E60) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CheckFeatureSupport(D3D11_FEATURE_THREADING, 0x0019F2C8, 8) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CheckFeatureSupport(D3D11_FEATURE_THREADING, 0x0019F2C8, 8) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, 0x0019F2BC, 4) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, 0x0019F2BC, 4) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, 0x0019F2B0) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, 0x0019F2B0) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::GetCreationFlags() 
Frame 000001 ........POST: <32><this=0x03666b38> ID3D11Device::GetCreationFlags() 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateDeferredContext(0, 0x0FB34BA4) 
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x036C9C58, 0x009F7C38) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x036C9C58, 0x009F7C38) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateDeferredContext(0, 0x0FB34BA4) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateRasterizerState(0x0019F3F8, 0x0FB34BA0) 
Frame 000001 ............PRE: AddObject(D3D11 Rasterizer State, 0x03666E38, 0x009F0A98) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Rasterizer State, 0x03666E38, 0x009F0A98) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateRasterizerState(0x0019F3F8, 0x0FB34BA0) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateInputLayout(0x0FB50158, 2, 0x009F0368, 568, 0x0FB35B3C) 
Frame 000001 ............PRE: AddObject(D3D11 Input Layout, 0x03666EB0, 0x009F0B18) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Input Layout, 0x03666EB0, 0x009F0B18) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateInputLayout(0x0FB50158, 2, 0x009F0368, 568, 0x0FB35B3C) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateSamplerState(0x0019F418, 0x0019F46C) 
Frame 000001 ............PRE: AddObject(D3D11 Sampler State, 0x03666F10, 0x009EF8D8) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Sampler State, 0x03666F10, 0x009EF8D8) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateSamplerState(0x0019F418, 0x0019F46C) 
Frame 000001 ........PRE: <this=0x03666f10>ID3D11SamplerState::AddRef() 
Frame 000001 ........POST: <2><this=0x03666f10> ID3D11SamplerState::AddRef() 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::AddRef() 
Frame 000001 ........POST: <8><this=0x03666b38> ID3D11Device::AddRef() 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateVertexShader(0x009F0368, 568, NULL, 0x0FB3046C) 
Frame 000001 ............PRE: AddObject(D3D11 Vertex Shader, 0x03666F60, 0x009EFCB4) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Vertex Shader, 0x03666F60, 0x009EFCB4) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateVertexShader(0x009F0368, 568, NULL, 0x0FB3046C) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreatePixelShader(0x009F0958, 244, NULL, 0x0FB30470) 
Frame 000001 ............PRE: AddObject(D3D11 Pixel Shader, 0x03666FB8, 0x009E2CF4) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Pixel Shader, 0x03666FB8, 0x009E2CF4) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreatePixelShader(0x009F0958, 244, NULL, 0x0FB30470) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::Release() 
Frame 000001 ........POST: <9><this=0x03666b38> ID3D11Device::Release() 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB364A8) 
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x036656F0, 0x009E2E14) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x036656F0, 0x009E2E14) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB364A8) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB3E1B0) 
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x03665778, 0x009F03D4) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x03665778, 0x009F03D4) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB3E1B0) 
Frame 000001 ........PRE: <this=0x03666b38>ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB46E58) 
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x03665800, 0x009E3994) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x03665800, 0x009E3994) 
Frame 000001 ........POST: <S_OK><this=0x03666b38> ID3D11Device::CreateBuffer(0x0019F914, NULL, 0x0FB46E58) 
Frame 000001 ........PRE: <this=0x036c1e08>ID3D11DeviceContext::RSSetViewports(1, 0x012E1EBC) 
Frame 000001 ........POST: <><this=0x036c1e08> ID3D11DeviceContext::RSSetViewports(1, 0x012E1EBC) 
Frame 000001 ........PRE: <this=0x036c9c58>ID3D11DeviceContext::IASetInputLayout(0x03666EB0) 
Frame 000001 ........POST: <><this=0x036c9c58> ID3D11DeviceContext::IASetInputLayout(0x03666EB0) 
Frame 000001 ........PRE: <this=0x036c9c58>ID3D11DeviceContext::AddRef() 
Frame 000001 ........POST: <2><this=0x036c9c58> ID3D11DeviceContext::AddRef() 
Frame 000001 ........PRE: <this=0x036c9c58>ID3D11DeviceContext::DrawIndexed(6, 0, 0) 
Frame 000001 ........POST: <><this=0x036c9c58> ID3D11DeviceContext::DrawIndexed(6, 0, 0) 
Frame 000001 ........PRE: <this=0x036c9c58>ID3D11DeviceContext::Release() 
Frame 000001 ........POST: <1><this=0x036c9c58> ID3D11DeviceContext::Release() 
Frame 000001 ........PRE: <this=0x036c9c58>ID3D11DeviceContext::FinishCommandList(FALSE, 0x0019F928) 
Frame 000001 ............PRE: AddObject(D3D11 Command List, 0x03665888, 0x009E3A94) 
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Command List, 0x03665888, 0x009E3A94) 
Frame 000001 ........POST: <S_OK><this=0x036c9c58> ID3D11DeviceContext::FinishCommandList(FALSE, 0x0019F928) 
Frame 000001 ........PRE: <this=0x036c1e08>ID3D11DeviceContext::ExecuteCommandList(0x03665888, FALSE) 
Frame 000001 ........POST: <><this=0x036c1e08> ID3D11DeviceContext::ExecuteCommandList(0x03665888, FALSE) 
Frame 000001 ........PRE: <this=0x03666ca0>IDXGISwapChain::Present(0, 1) 
Frame 000001 ........POST: <S_OK><this=0x03666ca0> IDXGISwapChain::Present(0, 1) 
Frame 000001 ........PRE: <this=0x03666ca0>IDXGISwapChain::Present(0, 0) 
D3D11: Removing Device. 
Frame 000001 ........POST: <DXGI_ERROR_DEVICE_REMOVED><this=0x03666ca0> IDXGISwapChain::Present(0, 0) 
Frame 000001 ....POST: <> Frame(1) 

如果需要其他東西,請告訴我。我沒有發佈代碼,主要是因爲它擴展了近20個獨立的類,但我可以發佈緩衝區內容,HLSL和邏輯背後的解釋。

UPDATE:

我有所解決上述問題,部分原因很可能是由於沒有設置任何着色器,沒有索引緩衝區,沒有頂點緩衝區,並沒有固定的緩衝區。原來的問題仍然沒有解決,但在處理這個問題時,我想到了一個新的想法。我從來沒有打電話給ID3D11DeviceContext::Begin(0)。但是,從設備狀態類獲取設備上下文並在該上下文中調用Begin後,最終會出現訪問衝突,並將指向ID3D11DeviceContext對象的指針設置爲零。這隻發生在Begin的呼叫中,並且移除呼叫會導致行爲停止。仔細查看DirectX SDK中的示例代碼,我無法找到任何明確的調用開始。這個電話是否必要?這可能看起來有點偏離主題,但如果命令列表因此而被破壞,這可能是Present正在移除設備的原因。

相關代碼:

if(FAILED(devstate->BeginDraw(inlayout,&dc))) 
{ 
    return ACERROR_ALREADYDRAWING; //error handling block. 
} 
//dc->Begin(0); //access violation: error accessing location 0x00000024 
for(UINT i=Shader_Vertex;i<Shader_Count;i++) 
{ 
    //set all relevant shaders to the device. 
    (dc->*(vtbls[i].ShaderSet))(shaders[i],0,0); 
} 
+0

我想你會得到這個,如果驅動程序崩潰並重置自己,所以這可能是一個驅動程序錯誤...也許嘗試你的代碼與參考設備,試圖縮小它? – jcoder 2012-03-23 20:42:49

+0

測試參考設備中的程序併發生相同的錯誤。但是,我注意到了兩個明顯的錯誤:儘管創建了一個常量緩衝區,一個頂點着色器和一個像素着色器,但我從未將它們設置爲該設備。因此,當運行時渲染三角形時,沒有着色器代碼,並且世界/視圖/投影矩陣沒有常量緩衝區。我已經着手解決這些錯誤在適當的類中。 – Alex 2012-03-26 00:39:48

+0

如果你在這裏沒有得到任何答案,也許gamedev.stackexchange.com會更好,或者也許在gamedev.net的論壇? – jcoder 2012-03-26 16:42:59

回答

2

過去6天審查了代碼後,我做了一個奇怪的發現:儘管所有我的DirectX 9.0c的知識,在DirectX 11的編碼是..不同。在代碼中發現了幾個愚蠢的錯誤後,我設法修復了硬件設備上的錯誤,但奇怪的是,沒有在ref設備上。我目前正在研究DirectX 11管道變化,然後試圖弄清楚爲什麼我可以非常容易地清除背景,但試圖繪製帶有延遲上下文的三角形根本不起作用。

感謝大家試圖幫助的建議。