DirectX9中的访问冲突

时间:2011-09-05 03:41:57

标签: c++ directx access-violation

最简单的方法:每次运行时,我的代码都会抛出访问冲突错误。我已经得出结论,在函数this->d3ddev.(whatever)内调用System::renderFrame()是错误的。这个功能从第112行开始。如果有人能在这里帮助我,那就太好了。 (顺便说一下,我已经完成了这项工作,但是我想把这些代码放到课堂上,这就是我开始遇到麻烦的地方。而且,我之前被告知要确保初始化所有指针。它们已初始化,通过d3d->createDevice()

system.h中

#ifndef SYSTEM_H
#define SYSTEM_H

#include "stdinc.h"


class System {
  private:
    void initD3D (void);
    void cleanD3D (void);
    void setUpHWND (HINSTANCE, LPSTR, int);
    static LRESULT CALLBACK StaticWindowProc(HWND, UINT, WPARAM, LPARAM);
    LRESULT WindowProc(HWND, UINT, WPARAM, LPARAM);

    HWND window;
    WNDCLASSEX windowClass;
    LPDIRECT3D9 d3d;
    LPDIRECT3DDEVICE9 d3ddev;
    D3DPRESENT_PARAMETERS d3dpp;

    HINSTANCE hInstance;
    LPSTR lpCmdLine;
    int nCmdShow;
  public:
    System (void);
    System (HINSTANCE, LPSTR, int);
    System (const System&);
    ~System (void);

    void renderFrame (void);
};

#endif

system.cpp

#include "system.h"

//////////////////////////////////////////////////
// Class: System
// Private
//////////////////////////////////////////////////

void System::initD3D (void) {
    this->d3d = Direct3DCreate9(D3D_SDK_VERSION);

    ZeroMemory(&(this->d3dpp), sizeof(d3dpp));
    this->d3dpp.Windowed = WINDOWED;
    this->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    this->d3dpp.hDeviceWindow = this->window;
    this->d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    this->d3dpp.BackBufferWidth = SCREEN_WIDTH;
    this->d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    this->d3dpp.EnableAutoDepthStencil = TRUE;
    this->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    this->d3d->CreateDevice(D3DADAPTER_DEFAULT,
        D3DDEVTYPE_HAL,
        this->window,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &(this->d3dpp),
        &(this->d3ddev));

    this->d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);
    this->d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    this->d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
};

void System::cleanD3D (void) { 
    this->d3d->Release();
    this->d3ddev->Release();
};

void System::setUpHWND (
                        HINSTANCE hInstance,
                        LPSTR lpCmdLine,
                        int nCmdShow) {
    this->hInstance = hInstance;
    this->lpCmdLine = lpCmdLine;
    this->nCmdShow = nCmdShow;

    ZeroMemory(&(this->windowClass), sizeof(WNDCLASSEX));
    this->windowClass.cbSize = sizeof(WNDCLASSEX);
    this->windowClass.style = CS_HREDRAW | CS_VREDRAW;
    this->windowClass.lpfnWndProc = System::StaticWindowProc;
    this->windowClass.hInstance = this->hInstance;
    this->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
    this->windowClass.lpszClassName = "WindowClass";
    RegisterClassEx(&(this->windowClass));

    this->window = CreateWindowEx(NULL, "WindowClass", "The Direct3D Program", 
        WS_OVERLAPPEDWINDOW, SCREEN_X, SCREEN_Y, SCREEN_WIDTH, SCREEN_HEIGHT,
        NULL, NULL, this->hInstance, NULL);
};

LRESULT CALLBACK System::StaticWindowProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
    System *SystemPtr = (System*)GetWindowLong(hWnd, GWLP_USERDATA);

    if(SystemPtr)
    {
        return SystemPtr->WindowProc(hWnd, message, wParam, lParam);
    }
    else
    {
       return DefWindowProc(hWnd, message, wParam, lParam);
    }
};

LRESULT System::WindowProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
    switch(message)
    {
    case WM_DESTROY:
        {
            PostQuitMessage(0);
            return 0;
        } break;
    }

    return DefWindowProc(hWnd, message, wParam, lParam);
};

//////////////////////////////////////////////////
// Class: System
// Public
//////////////////////////////////////////////////

System::System (void) {
};

System::System (
                HINSTANCE hInstance,
                LPSTR lpCmdLine,
                int nCmdShow) {
    this->setUpHWND(hInstance, lpCmdLine, nCmdShow);

    ShowWindow(this->window, this->nCmdShow);

    this->initD3D();
};

System::System (const System &) {
};

System::~System (void) {
    this->cleanD3D();
};

void System::renderFrame (void) {
    // Update the camera here

    // Update objects

    // Clear objects

    // FOR SOME REASON THERE IS AN ERROR HERE
    this->d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0);
    this->d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    this->d3ddev->BeginScene();

    // Draw objects

    // Finish up
    this->d3ddev->EndScene(); 

    this->d3ddev->Present(NULL, NULL, NULL, NULL); 
};

的main.cpp

#include "system.h"

int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow) {
    System MainSys;
    MainSys = System(hInstance, lpCmdLine, nCmdShow);

    // Enter the main loop
    MSG msg;

    while (TRUE)
    {
        while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if (msg.message == WM_QUIT)
            break;

        MainSys.renderFrame();
    }

    // Clean up DirectX and the COM
    //delete MainSys;

    return msg.wParam;
};

2 个答案:

答案 0 :(得分:4)

我尝试编译代码并更改了以下行:

System MainSys;
MainSys = System(hInstance, lpCmdLine, nCmdShow);

System MainSys(hInstance, lpCmdLine, nCmdShow);

并且有效。

我承认我不确切地知道它失败的原因,但是你的System类中有很多东西,你正在构建它的两个实例(一次在两行中)然后分配给另一个。在任何情况下这都不是一个好主意,也没有必要。我想它与Direct3D引用计数有一些关系,当你将类复制到第二行的MainSys时,你并不尊重它。

修改

我只是注意到在使用 System(hInstance,lpCmdLine,nCmdShow)构建类之后,MainSys的析构函数被调用; 所以刚刚获得的设备再次被释放()。

答案 1 :(得分:1)

我在这里看不到任何错误,但很容易错过一些东西。 我建议从每个d3d api调用中检查HRESULTS,以确保某些事情没有失败,并且全力支持assert(指针!= NULL)以尝试捕获问题。或者使用调试器并查看变量以确定它何时开始失败。

另外,如果您还没有这样做,请打开d3d9调试版并查看日志。它经常告诉你你错过了什么。