试图渲染 3D 三边形会粉碎 Nvidia 驱动程序!为什么?[C++ && DirectX11 SDK]

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

本文关键字:为什么 C++ SDK DirectX11 驱动程序 Nvidia 3D 三边形      更新时间:2023-10-16

这是三角形.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();
}

和三角形代码:

#ifndef TRIANGLE_H
#define TRIANGLE_H
#include "EngineDirectX.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

我有一个 Nvidia GTX 760 GPU,当我运行它时,图形驱动程序会粉碎并恢复......我的窗户变白了。["透明"颜色是黑色]

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的。通过告诉设备0,1,你声明一个类实例,但给出一个 nil 指针。设备拒绝无效的着色器绑定,当你尝试渲染时,GPU 挂起,因为它没有合适的着色器来运行。

在代码中,替换

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

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