我在Visual Studio 2013中使用DirectX11.1,开发Windows 8商店应用程序。
我已经尝试了几天来了解使用DirectX创建2D UI,就像我以为我可能已经得到它一样,我遇到了一个未经处理的例外我似乎无法忍受摇匀。
“First.exe中0x002E2901处的未处理异常:0xC0000005:访问冲突读取位置0x00000000。”
更新:似乎在'd2dFactory-> CreateDevice(dxgiDevice.Get(),& dev2d)之后;' dev2d即将出现。
更新:使用HRESULT,创建设备方法给出错误“E_INVALIDARG”。
(我一直关注http://msdn.microsoft.com/en-us/library/windows/apps/hh780340.aspx)
下面是标题和.cpp文件中的代码。我没有包含任何过去创建ID2D1DeviceContex的内容,因为这是错误发生的地方(只有当我包含它才会发生异常。
·H
#pragma once
#include <d2d1.h>
#include <d2d1_1.h>
#include "DeviceResources.h"
#include "DirectXHelper.h"
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Platform;
using namespace DirectX;
class CGame
{public:
ComPtr<ID3D11Device1> dev; // the device interface
ComPtr<ID3D11DeviceContext1> devcon; // the device context interface
ComPtr<IDXGISwapChain1> swapchain; // the swap chain interface
ComPtr<ID3D11RenderTargetView> rendertarget; // the render target interface
ComPtr<ID3D11Buffer> vertexbuffer; // the vertex buffer interface
ComPtr<ID3D11Buffer> vertexbuffer2; //For triangle
ComPtr<ID3D11Buffer> vertexbuffer3; //For laser
ComPtr<ID3D11Buffer> vertexbuffer4; //ship 2
ComPtr<ID3D11VertexShader> vertexshader; // the vertex shader interface
ComPtr<ID3D11PixelShader> pixelshader; // the pixel shader interface
ComPtr<ID3D11InputLayout> inputlayout; // the input layout interface
//2D Stuff
ComPtr<IDXGISurface> dxgiBackBuffer;
ComPtr<ID2D1Factory1> d2dFactory;
ComPtr<ID2D1Device> dev2d;
ComPtr<ID2D1DeviceContext> devcon2d;
ComPtr<ID2D1Bitmap1> targetBitmap;
ComPtr<ID2D1SolidColorBrush> pBlackBrush;
.cpp文件
#include "pch.h"
#include "Game.h"
#include <fstream>
#include <process.h>
// Use some common namespaces to simplify the code
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Popups;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace Platform;
using namespace std;
// this function initializes and prepares Direct3D for use
void CGame::Initialize()
{
// Define temporary pointers to a device and a device context
ComPtr<ID3D11Device> dev11;
ComPtr<ID3D11DeviceContext> devcon11;
//Create Factory ID2D1Factory1
D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
__uuidof(ID2D1Factory1),
0,
&d2dFactory
);
// Create 3D device and device context objects
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
nullptr,
0,
D3D11_SDK_VERSION,
&dev11,
nullptr,
&devcon11);
// Convert the pointers from the DirectX 11 versions to the DirectX 11.1 versions
dev11.As(&dev);
devcon11.As(&devcon);
// obtain the DXGI factory
ComPtr<IDXGIDevice1> dxgiDevice;
dev.As(&dxgiDevice);
ComPtr<IDXGIAdapter> dxgiAdapter;
dxgiDevice->GetAdapter(&dxgiAdapter);
ComPtr<IDXGIFactory2> dxgiFactory;
dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), &dxgiFactory);
//Create an ID2D1Device and an ID2D1DeviceContex
d2dFactory->CreateDevice(dxgiDevice.Get(), &dev2d);
DX::ThrowIfFailed(
dev2d->CreateDeviceContext(
D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
&devcon2d
)
);
非常感谢任何帮助,以防万一有理由查看以下代码:
// set up the swap chain description
DXGI_SWAP_CHAIN_DESC1 scd = { 0 };
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how the swap chain should be used
scd.BufferCount = 2; // a front buffer and a back buffer
scd.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // the most common swap chain format
scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // the recommended flip mode
scd.SampleDesc.Count = 1; // disable anti-aliasing
CoreWindow^ Window = CoreWindow::GetForCurrentThread(); // get the window pointer
// create the swap chain
dxgiFactory->CreateSwapChainForCoreWindow(
dev.Get(), // address of the device
reinterpret_cast<IUnknown*>(Window), // address of the window
&scd, // address of the swap chain description
nullptr, // advanced
&swapchain); // address of the new swap chain pointer
// get a pointer directly to the back buffer
ComPtr<ID3D11Texture2D> backbuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), &backbuffer);
// create a render target pointing to the back buffer
dev->CreateRenderTargetView(backbuffer.Get(), nullptr, &rendertarget);
//Set up Direct2D render target bitmap, linking it to the swapchain
D2D1_PIXEL_FORMAT pixelFormat = { DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED };
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
{ pixelFormat,
0,
0,
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
0,
};
//Direct2D needs the dxgi version of the backbuffer surface pointer
swapchain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer));
//Get a D2D surface from the DXGI back buffer to use as the D2D render target.
devcon2d->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
&bitmapProperties,
&targetBitmap
);
//Now we can set the Direct2D render target
devcon2d->SetTarget(targetBitmap.Get());
//Create a brush for 2D
devcon2d->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::Black),
&pBlackBrush);
// set the viewport
D3D11_VIEWPORT viewport = { 0 };
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = Window->Bounds.Width;
viewport.Height = Window->Bounds.Height;
devcon->RSSetViewports(1, &viewport);
更新
输出跟随错误是:(在stackoverflow上潜伏着这个类似的错误输出,虽然看起来很无法解决。
'First.exe' (Win32): Loaded 'C:\Users\Alec\Documents\Visual Studio 2013\Projects\First\Debug\First\AppX\First.exe'. Symbols loaded.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d2d1.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d11.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DWrite.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\vccorlib120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\msvcp120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Program Files\WindowsApps\Microsoft.VCLibs.120.00.Debug_12.0.21005.1_x86__8wekyb3d8bbwe\msvcr120d_app.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'. Cannot find or open the PDB file.
The thread 0x22c0 has exited with code 0 (0x0).
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\twinapi.appcore.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rsaenh.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\actxprxy.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\MrmCoreR.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\BCP47Langs.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\Windows.UI.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ninput.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\igd10umd32.dll'. Cannot find or open the PDB file.
'First.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Cannot find or open the PDB file.
答案 0 :(得分:1)
原来我没有创建我的D3D11设备以与Direct2D兼容。下面的代码修复了它。感谢Trillian提供的调试帮助,非常有帮助。
// This flag adds support for surfaces with a different color channel ordering than the API default.
// You need it for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This array defines the set of DirectX hardware feature levels this app supports.
// The ordering is important and you should preserve it.
// Don't forget to declare your app's minimum required feature level in its
// description. All apps are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D_FEATURE_LEVEL m_featureLevel;
// Create 3D device and device context objects
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&dev11,
&m_featureLevel,
&devcon11);