我遇到的问题是以下
ID3D10Texture2D *pBackBuffer;
hr = mpSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer);
以下是我的代码......
#include "DX3dApp.h"
bool DX3dApp::Init(HINSTANCE hInstance, int width, int height)
{
mhInst = hInstance;
mWidth = width;
mHeight = height;
if(!WindowsInit())
{
return false;
}
if(!InitDirect3D())
{
return false;
}
return true;
}
int DX3dApp::Run()
{
MSG msg = {0};
while (WM_QUIT != msg.message)
{
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Render();
}
return (int) msg.wParam;
}
bool DX3dApp::WindowsInit()
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = mhInst;
wcex.hIcon = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = TEXT("DirectXExample");
wcex.hIconSm = 0;
RegisterClassEx(&wcex);
// Resize the window
RECT rect = { 0, 0, mWidth, mHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
// create the window from the class above
mMainhWnd = CreateWindow(TEXT("DirectXExample"),
TEXT("DirectXExample"),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rect.right - rect.left,
rect.bottom - rect.top,
NULL,
NULL,
mhInst,
NULL);
if (!mMainhWnd)
{
return false;
}
ShowWindow(mMainhWnd, SW_SHOW);
UpdateWindow(mMainhWnd);
return true;
}
bool DX3dApp::InitDirect3D()
{
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 1;
scd.BufferDesc.Width = mWidth;
scd.BufferDesc.Height = mHeight;
scd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = mMainhWnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = TRUE;
HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,D3D10_DRIVER_TYPE_REFERENCE,
NULL,
0,
D3D10_SDK_VERSION,
&scd,
&mpSwapChain,
&mpD3DDevice);
if(!hr != S_OK)
{
return FALSE;
}
ID3D10Texture2D *pBackBuffer;
hr = mpSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer);
return TRUE;
}
void DX3dApp::Render()
{
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
// Allow the user to press the escape key to end the application
case WM_KEYDOWN:
switch(wParam)
{
// Check if the user hit the escape key
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
// The user hit the close button, close the application
case WM_DESTROY:
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
我收到以下错误
chp1.exe': Unloaded 'C:\Windows\SysWOW64\oleaut32.dll'
First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018eeb0..
First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018edd0..
First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018ef1c..
The thread 'Win32 Thread' (0xfc4) has exited with code 0 (0x0).
'chp1.exe': Unloaded 'C:\Windows\SysWOW64\D3D10Ref.DLL'
First-chance exception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000.
Unhandled exception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000.
似乎错误发生在最后一个参数中。 &安培; pBackBuffer。我添加了这一行代码并发生错误。
[编辑]
如下所述,问题是我正在访问一个指向缓冲区的空指针。但是我不知道创造它我做错了什么。
答案 0 :(得分:3)
此错误表示您访问了NULL指针。最有可能的是,mpSwapChain
为NULL。
修改强>:
您对hr
的检查未正确执行:它应为if (hr != S_OK)
而不是if (!hr != S_OK)
。
检查hr的更好方法是:if (FAILED(hr))
(或检查成功时为SUCCEEDED(hr)
)。这样做会更好,因为hr
的某些成功值不是S_OK
。
答案 1 :(得分:1)
找出我的问题。问题是以下代码行
scd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
我输入的缓冲区格式不正确。这几乎类似于
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
所以喜欢interjay说。当这样的错误组成时。更可能是它的问题导致SwapChain不被启动。这更可能是一个逻辑错误。