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#1 |
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Member
Iscritto dal: Jul 2008
Messaggi: 86
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[ C++ | Direct3D11] - Errori nel rilascio delle interfacce
Ciao a tutti.
Sto sviluppando lo scheletro di un motore grafico. Per comodità di sviluppo il codice nativo è ridotto all'osso, ho quindi una libreria scritta in C# che si interfaccia con Windows e Direct3D11 tramite una .dll scritta in C++. I metodi per la creazione del device sono questi (le variabili sono dichiarate su un header a parte): Codice:
#define CHECK(hr) if (hr != S_OK) { return hr; }
HRESULT CreateRenderTargetView()
{
CHECK(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer));
CHECK(pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView));
pBackBuffer->Release();
return S_OK;
}
HRESULT CreateDepthStencilView(int width, int height)
{
ID3D11Texture2D* pDepthBuffer = NULL;
D3D11_TEXTURE2D_DESC zDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
zDesc.Width = width;
zDesc.Height = height;
zDesc.MipLevels = 1;
zDesc.ArraySize = 1;
zDesc.Format = DXGI_FORMAT_D32_FLOAT;
zDesc.SampleDesc.Count = 1;
zDesc.SampleDesc.Quality = 0;
zDesc.Usage = D3D11_USAGE_DEFAULT;
zDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
zDesc.CPUAccessFlags = 0;
zDesc.MiscFlags = 0;
dsvDesc.Flags=0;
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension= D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice=0;
CHECK(pDevice->CreateTexture2D(&zDesc, NULL, &pDepthBuffer));
CHECK(pDevice->CreateDepthStencilView(pDepthBuffer, &dsvDesc, &pRenderTargetDepth));
pDepthBuffer->Release();
return S_OK;
}
void SetViewPort(int width, int height)
{
D3D11_VIEWPORT vp;
vp.Width = (float)width;
vp.Height = (float)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
pContext->OMSetRenderTargets(1, &pRenderTargetView, pRenderTargetDepth);
pContext->RSSetViewports(1, &vp);
}
extern "C" __declspec(dllexport) HRESULT CreateDevice()
{
DXGI_SWAP_CHAIN_DESC sc;
ZeroMemory(&sc, sizeof(sc));
RECT rect;
CHECK_BOOL(GetClientRect(HWnd, &rect), "Impossibile misurare le dimensioni della finestra.");
int width = rect.right;
int height = rect.bottom;
sc.BufferCount = 1;
sc.BufferDesc.Width = rect.right;
sc.BufferDesc.Height = rect.bottom;
sc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sc.BufferDesc.RefreshRate.Numerator = 60;
sc.BufferDesc.RefreshRate.Denominator = 1;
sc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sc.OutputWindow = HWnd;
sc.SampleDesc.Count = 1;
sc.SampleDesc.Quality = 0;
sc.Windowed = TRUE;
D3D_FEATURE_LEVEL requestedFL[1] = { D3D_FEATURE_LEVEL_11_0 };
D3D_FEATURE_LEVEL supportedFL[6];
CHECK(D3D11CreateDeviceAndSwapChain(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
requestedFL,
1,
D3D11_SDK_VERSION,
&sc,
_ppSwapChain,
_ppDevice,
supportedFL,
_ppContext));
CHECK(CreateRenderTargetView());
CHECK(CreateDepthStencilView(width, height));
SetViewPort(width, height);
pContext->OMSetRenderTargets(1, &pRenderTargetView, pRenderTargetDepth);
D3D11_DEPTH_STENCIL_DESC DSDesc = D3D11_DEPTH_STENCIL_DESC();
DSDesc.DepthEnable = true;
DSDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
DSDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
D3D11_RASTERIZER_DESC RDesc = D3D11_RASTERIZER_DESC();
RDesc.CullMode = D3D11_CULL_BACK;
RDesc.FillMode = D3D11_FILL_SOLID;
D3D11_SAMPLER_DESC SDesc = D3D11_SAMPLER_DESC();
SDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
SDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
SDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
SDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
D3D11_BLEND_DESC BDesc = D3D11_BLEND_DESC();
BDesc.IndependentBlendEnable = false;
BDesc.RenderTarget[0].BlendEnable = false;
BDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
CHECK(pDevice->CreateRasterizerState(&RDesc, &pRasterState));
CHECK(pDevice->CreateDepthStencilState(&DSDesc, &pDepthState));
CHECK(pDevice->CreateSamplerState(&SDesc, &pSamplerState));
CHECK(pDevice->CreateBlendState(&BDesc, &pBlendState));
pContext->RSSetState(pRasterState);
pContext->OMSetDepthStencilState(pDepthState, 0);
pContext->OMSetBlendState(pBlendState, 0, 0xffffffff);
ID3D11SamplerState* samples[1] = { pSamplerState };
pContext->PSSetSamplers(0, 1, samples);
pContext->DSSetSamplers(0, 1, samples);
return S_OK;
}
Codice:
#define SAFE_RELEASE(x) if( x ) { (x)->Release(); (x) = NULL; }
extern "C" __declspec(dllexport) void DestroyDevice()
{
SAFE_RELEASE(pBlendState);
SAFE_RELEASE(pSamplerState);
SAFE_RELEASE(pDepthState);
SAFE_RELEASE(pRasterState);
SAFE_RELEASE(pRenderTargetDepth);
SAFE_RELEASE(pRenderTargetView);
SAFE_RELEASE(pSwapChain);
SAFE_RELEASE(pContext);
SAFE_RELEASE(pDevice);
}
Codice:
D3D11: WARNING: Live Device: Name="unnamed", Addr=0x00226C58, ExtRef=1 [ STATE_CREATION WARNING #2097297: LIVE_DEVICE ] D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x0022CB6C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ] D3D11: WARNING: Live DepthStencilState: Name="unnamed", Addr=0x0022CA24, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ] D3D11: WARNING: Live RasterizerState: Name="unnamed", Addr=0x0022C8D4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ] D3D11: WARNING: Live DepthStencilView: Name="unnamed", Addr=0x0022C72C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097247: LIVE_DEPTHSTENCILVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0022C51C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live RenderTargetView: Name="unnamed", Addr=0x0022B334, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097244: LIVE_RENDERTARGETVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0022AFBC, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live Query: Name="unnamed", Addr=0x04B5C7F4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097280: LIVE_QUERY ] D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x04B5C644, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ] D3D11: WARNING: Live RasterizerState: Name="unnamed", Addr=0x04B5C4B4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ] D3D11: WARNING: Live DepthStencilState: Name="unnamed", Addr=0x04B5C384, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ] D3D11: WARNING: Live BlendState: Name="unnamed", Addr=0x04B5C1F4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097271: LIVE_BLENDSTATE ] D3D11: WARNING: Live Context: Name="unnamed", Addr=0x04B4006C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT ] D3D11: WARNING: Live Device Child Summary: Device Addr=0x00226C58 Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with ExtRef=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction. Live Context: 1 Live Buffer: 0 Live Texture1D: 0 Live Texture2D: 2 Live Texture3D: 0 Live ShaderResourceView: 0 Live RenderTargetView: 1 Live DepthStencilView: 1 Live VertexShader: 0 Live GeometryShader: 0 Live PixelShader: 0 Live InputLayout: 0 Live Sampler: 2 Live BlendState: 1 Live DepthStencilState: 2 Live RasterizerState: 2 Live Query: 1 Live Predicate: 0 Live Counter: 0 Live CommandList: 0 Live HullShader: 0 Live DomainShader: 0 Live ClassInstance: 0 Live ClassLinkage: 0 Live ComputeShader: 0 Live UnorderedAccessView: 0 [ STATE_CREATION WARNING #2097298: LIVE_OBJECT_SUMMARY ] Grazie in anticipo! Zarko
__________________
XFX 780i - Zotac GTX470 + XFX 8800GTS 512Mb - 2x Patriot Viper 2Gb SLI-Ready - Q9300 @ 3.2GHz - Triton 88 - SuperFlower 700W I computer sono stupidi, se vuoi convivere con loro impara a dirgli cosa fare. |
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#2 |
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Senior Member
Iscritto dal: Oct 2006
Città: Roma
Messaggi: 1383
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ma se stai programmando in C# perché non usi DirectX Managed?
![]() e comunque in C++ ti converrebbe usare ATL, in particolare per tenere un riferimento ad un oggetto COM ti converrebbe usare CComPtr e compagnia. |
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#3 | |
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Member
Iscritto dal: Jul 2008
Messaggi: 86
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Quote:
ATL e CComPtr mi sta diventando arabo... Comunque quello che volevo capire è specifico di Direct3D11: cosa significa esattamente quell'output?
__________________
XFX 780i - Zotac GTX470 + XFX 8800GTS 512Mb - 2x Patriot Viper 2Gb SLI-Ready - Q9300 @ 3.2GHz - Triton 88 - SuperFlower 700W I computer sono stupidi, se vuoi convivere con loro impara a dirgli cosa fare. |
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#4 |
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Member
Iscritto dal: Apr 2010
Messaggi: 56
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Si, le DirectX Managed sono morte e sepolte.
Ci sarebbe http://slimdx.org/ comunque (supporta DX9/10/11, XAudio2 e altro). |
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#5 | |
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Member
Iscritto dal: Jul 2008
Messaggi: 86
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Quote:
Altre idee su cosa sia quell output? Non riesco neppure a trovare la documentzione MS..
__________________
XFX 780i - Zotac GTX470 + XFX 8800GTS 512Mb - 2x Patriot Viper 2Gb SLI-Ready - Q9300 @ 3.2GHz - Triton 88 - SuperFlower 700W I computer sono stupidi, se vuoi convivere con loro impara a dirgli cosa fare. |
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