简体   繁体   English

试图渲染3d triagle粉碎Nvidia驱动程序! 为什么? [C ++ && DirectX11 SDK]

[英]Trying to render a 3d triagle Crushes the Nvidia Driver! WHY? [C++ && DirectX11 SDK]

Here is the Triangle.cpp code: 这是Triangle.cpp代码:

#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();

}

And the Triangle.h code: 和Triangle.h代码:

#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

I have a Nvidia GTX 760 gpu and when i run this it the Graphics driver crushes and recovers...and my window goes white.[the 'clear' color is black] 我有一个Nvidia GTX 760 gpu,当我运行它时,图形驱动程序粉碎并恢复......我的窗口变白了。['清晰'颜色为黑色]

The API ID3D11DeviceContext::PSSetShader and ID3D11DeviceContext::VSSetShader second and third arguments are use for dynamic linkage, in your case they should be nullptr and 0 . API ID3D11DeviceContext::PSSetShaderID3D11DeviceContext::VSSetShader第二个和第三个参数用于动态链接,在您的情况下它们应该是nullptr0 By telling the device 0,1 , you claim one class instance but give a nil pointer for it. 通过告诉设备0,1 ,您声明了一个类实例,但为它指定了一个nil指针。 The device reject your invalid shader binding, and when you attempt to render, the gpu hang because it does not have a proper shader to run. 设备拒绝无效的着色器绑定,当您尝试渲染时,gpu会挂起,因为它没有正确的着色器来运行。

In your code, replace 在您的代码中,替换

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

by 通过

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

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM