2016-06-07 79 views
3

這裏是Triangle.cpp代碼:試圖渲染3D triagle擊碎Nvidia驅動程序!爲什麼? [C++ && DirectX11的SDK]

#include "Triangle.h" 

Triangle::Triangle() 
{ 
    _vertexBuffer = NULL; 
    _indexBuffer = NULL; 
    _vertexShader = NULL; 
    _pixelShader = NULL; 
    _inputLayout = NULL; 

    _stride = sizeof(Vertex); 
    _offset = 0; 
} 

Triangle::~Triangle() 
{ 
    if (_vertexBuffer) 
    { 
     _vertexBuffer->Release(); 
     _vertexBuffer = NULL; 
    } 
    if (_indexBuffer) 
    { 
     _indexBuffer->Release(); 
     _indexBuffer = NULL; 
    } 
    if (_vertexShader) 
    { 
     _vertexShader->Release(); 
     _vertexShader = NULL; 
    } 
    if (_pixelShader) 
    { 
     _pixelShader->Release(); 
     _pixelShader = NULL; 
    } 
    if (_inputLayout) 
    { 
     _inputLayout->Release(); 
     _inputLayout = NULL; 
    } 
} 

const bool Triangle::Initialize(DirectX * graphics) 
{ 
    _graphics = graphics; 

    InitTriangleData(); 

    if (!InitializeVertexAndIndexBuffers(graphics->GetDevice())) 
     return false; 

    if (!InitializeShadersAndinputLayout(graphics->GetDevice())) 
     return false; 

    return true; 
} 

void Triangle::Render() 
{ 
    _graphics->GetDeviceContext()->IASetVertexBuffers(0, 1, &_vertexBuffer, &_stride, &_offset); 
    _graphics->GetDeviceContext()->IASetIndexBuffer(_indexBuffer, DXGI_FORMAT_D32_FLOAT, 0); 
    _graphics->GetDeviceContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); 

    _graphics->GetDeviceContext()->PSSetShader(_pixelShader, 0, 1); 
    _graphics->GetDeviceContext()->VSSetShader(_vertexShader, 0, 1); 

    _graphics->GetDeviceContext()->DrawIndexed(3, 0, 0); 

    _graphics->GetDeviceContext()->PSSetShader(0, 0, 0); 
    _graphics->GetDeviceContext()->VSSetShader(0, 0, 0); 
} 

void Triangle::InitTriangleData() 
{ 
    _vertices = new Vertex[3]; 
    _indices = new unsigned long[3]; 

    float halfX = 50; 
    float halfY = 50; 

    _vertices[0].position = D3DXVECTOR3(0.0f, halfY, 0.0f); 
    _vertices[0].uv = D3DXVECTOR2(0.0f, 0.0f); 

    _vertices[1].position = D3DXVECTOR3(halfX, -halfY, 0.0f); 
    _vertices[1].uv = D3DXVECTOR2(0.0f, 0.0f); 

    _vertices[2].position = D3DXVECTOR3(-halfX, -halfY, 0.0f); 
    _vertices[2].uv = D3DXVECTOR2(0.0f, 0.0f); 
} 

const bool Triangle::InitializeVertexAndIndexBuffers(ID3D11Device * device) 
{ 
    HRESULT result; 

    D3D11_BUFFER_DESC bufferDesc; 
    ZeroMemory(&bufferDesc, sizeof bufferDesc); 

    D3D11_SUBRESOURCE_DATA bufferData; 
    ZeroMemory(&bufferData, sizeof bufferData); 

    bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 
    bufferDesc.ByteWidth = _stride * 3; 
    bufferDesc.StructureByteStride = 0; 
    bufferDesc.MiscFlags = 0; 
    bufferDesc.CPUAccessFlags = 0; 
    bufferDesc.Usage = D3D11_USAGE_DEFAULT; 

    bufferData.pSysMem = _vertices; 

    result = device->CreateBuffer(&bufferDesc, &bufferData, &_vertexBuffer); 
    if (FAILED(result)) 
     return false; 

    ZeroMemory(&bufferData, sizeof bufferData); 
    ZeroMemory(&bufferDesc, sizeof bufferDesc); 

    bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; 
    bufferDesc.ByteWidth = sizeof(unsigned long) *3; 
    bufferDesc.StructureByteStride = 0; 
    bufferDesc.MiscFlags = 0; 
    bufferDesc.CPUAccessFlags = 0; 
    bufferDesc.Usage = D3D11_USAGE_DEFAULT; 

    bufferData.pSysMem =_indices; 

    result = device->CreateBuffer(&bufferDesc, &bufferData, &_indexBuffer); 
    if (FAILED(result)) 
     return false; 

    delete[] _vertices; 
    _vertices = 0; 
    delete[] _indices; 
    _indices = 0; 

    return true; 
} 

const bool Triangle::InitializeShadersAndinputLayout(ID3D11Device * device) 
{ 
    HRESULT result; 
    ID3D10Blob *data; 
    ID3D10Blob* error; 

    std::string name = ".//Resources//Shaders//BasicTextureShader//color.ps"; 

    result = D3DX11CompileFromFileA(name.c_str(), NULL, NULL, "ColorPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &data, &error, NULL); 
    if (FAILED(result)) { 
     if (error) 
     { 
      PrintOutMessage(error); 
      error->Release(); 
      error = NULL; 
     } 
     return false; 
    } 

    result = device->CreatePixelShader(data->GetBufferPointer(), data->GetBufferSize(), NULL, &_pixelShader); 
    if (FAILED(result)) { 
     return false; 
    } 

    data->Release(); 
    data = NULL; 

    name.clear(); 
    name = ".//Resources//Shaders//BasicTextureShader//color.vs"; 

    result = D3DX11CompileFromFileA(name.c_str(), NULL, NULL, "ColorVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &data, &error, NULL); 
    if (FAILED(result)) { 
     if (error) 
     { 
      PrintOutMessage(error); 
      error->Release(); 
      error = NULL; 
     } 
     return false; 
    } 

    result = device->CreateVertexShader(data->GetBufferPointer(), data->GetBufferSize(), NULL, &_vertexShader); 
    if (FAILED(result)) 
     return false; 

    D3D11_INPUT_ELEMENT_DESC elements[2]; 
    unsigned int elementsCount = 2; 

    elements[0].AlignedByteOffset = 0; 
    elements[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; 
    elements[0].InputSlot = 0; 
    elements[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; 
    elements[0].InstanceDataStepRate = 0; 
    elements[0].SemanticIndex = 0; 
    elements[0].SemanticName = "POSITION"; 

    elements[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; 
    elements[1].Format = DXGI_FORMAT_R32G32_FLOAT; 
    elements[1].InputSlot = 0; 
    elements[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; 
    elements[1].InstanceDataStepRate = 0; 
    elements[1].SemanticIndex = 0; 
    elements[1].SemanticName = "TEXCOORD"; 

    result = device->CreateInputLayout(elements, elementsCount, data->GetBufferPointer(), data->GetBufferSize(), &_inputLayout); 
    if (FAILED(result)) 
     return false; 

    data->Release(); 
    data = NULL; 

    return true; 
} 

void Triangle::PrintOutMessage(ID3D10Blob * error) 
{ 
    if (!error) 
     return; 

    char * message = new char[error->GetBufferSize()]; 
    message = (char*)error->GetBufferPointer(); 

    std::fstream file; 
    file.open("ShaderErrorReport.txt", std::fstream::in | std::fstream::out | std::fstream::trunc); 
    if (!file.is_open()) 
     return; 

    for (size_t i = 0; i < error->GetBufferSize(); i++) 
    { 
     file << message[i]; 
    } 
    file.close(); 

} 

而Triangle.h代碼:

#ifndef TRIANGLE_H 
#define TRIANGLE_H 

#include "Engine\DirectX.h" 

#include <D3DX10math.h> 
#include <string> 
#include <fstream> 

class Triangle 
{ 
private: 
    struct ConstantBuffer { 
     D3DXMATRIX world; 
     D3DXMATRIX view; 
     D3DXMATRIX proj; 
    }; 

    struct Vertex 
    { 
     D3DXVECTOR3 position; 
     D3DXVECTOR2 uv; 
    }; 

public: 
    Triangle(); 
    ~Triangle(); 

    const bool Initialize(DirectX* graphics); 

    void Render(); 

private: 
    void InitTriangleData(); 
    const bool InitializeVertexAndIndexBuffers(ID3D11Device* device); 
    const bool InitializeShadersAndinputLayout(ID3D11Device* device); 

    void PrintOutMessage(ID3D10Blob * error); 
private: 
    Vertex* _vertices; 
    unsigned long * _indices; 
    unsigned int _vertexCount = 3; 
    unsigned int indexCount = 3; 
    unsigned int _stride; 
    unsigned int _offset; 

    ID3D11Buffer* _vertexBuffer, *_indexBuffer, *_constantBuffer; 

    ID3D11InputLayout *_inputLayout; 
    ID3D11PixelShader* _pixelShader; 
    ID3D11VertexShader* _vertexShader; 

    DirectX* _graphics; 
}; 

#endif 

我有一個Nvidia的GTX 760的GPU和當我運行此它圖形驅動程序粉碎並恢復...並且我的窗口變爲白色['clear'顏色爲黑色]

+1

它可以是很多東西,首先,您必須啓用調試設備並觀察輸出,如果你做錯事,它很可能在那裏顯示。 – galop1n

+0

好的。我用D3D11_CREATE_DEVICE_DEBUG創建了D3D11Device,並運行它。它在這一行制動:_graphics-> GetDeviceContext() - > PSSetShader(_pixelShader,0,1);此例外:Test_1.exe中的0x76AAC41F(KernelBase.dll):0x0000087D(參數:0x00000000,0x003FD7A8,0x003FCBE0)未處理的異常。 – Narcis

+0

在輸出窗口中發現:D3D11 CORRUPTION:ID3D11DeviceContext :: PSSetShader:第二個參數(ppClassInstances)損壞或意外NULL。 [其他腐敗#14:CORRUPTED_PARAMETER2] – Narcis

回答

1

API ID3D11DeviceContext::PSSetShaderID3D11DeviceContext::VSSetShader第二個和第三個參數用於動態鏈接,在您的情況下它們應該是nullptr0。通過告訴設備0,1,您聲明一個類實例,但給它一個零指針。設備會拒絕無效的着色器綁定,並且當您嘗試渲染時,GPU會掛起,因爲它沒有適當的着色器來運行。

在代碼中,替換

_graphics->GetDeviceContext()->PSSetShader(_pixelShader, 0, 1); 
_graphics->GetDeviceContext()->VSSetShader(_vertexShader, 0, 1); 

通過

_graphics->GetDeviceContext()->PSSetShader(_pixelShader, nullptr, 0); 
_graphics->GetDeviceContext()->VSSetShader(_vertexShader, nullptr, 0);