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Simple DirectX 11 program runtime error

开发者 https://www.devze.com 2023-03-28 01:12 出处:网络
I\'m new to DirectX 11, and I have managed to get the Drawing Triangle chapter in my book. I have written this code, but I get a runtime error:

I'm new to DirectX 11, and I have managed to get the Drawing Triangle chapter in my book. I have written this code, but I get a runtime error: "Unhandled exception at 0x00cd14e6 in DirectX 11.exe: 0xc0000005: Access violation reading location 0x00000000."

My compiler show that the error is at the InitPipeline function, but I can't find the error there. What have I done wrong?

Code:

    #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_W开发者_运维技巧RITE;
    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;
}


That error basically means that you are using a null pointer somewhere. Check all your pointers. My guess is that some function somewhere is failing to set your pointers (or you have the parameters in the wrong order).


You are using a NULL pointer. You define 8 global D3D interface pointers and you are using dev and devcon within InitPipeline they need to be allocated and initialized before you can call any methods on them.


Try setting the scd.SampleDesc.Count = 1

This value tells Direct3D how much detail should be put into anti-aliasing, the higher the number the better. Direct3D 11 video cards are guaranteed to support up to 4 here, but the minimum is 1. Perhaps your video card doesn't support Direct3D 11?

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