清理DirectX应用程序时崩溃

Crash while cleaning DirectX application

本文关键字:崩溃 应用程序 DirectX 清理      更新时间:2023-10-16

我有一个DirectX应用程序。这很简单,但我有一个问题。我创建设备,设备上下文等,一切都在工作,但当我退出时,发生崩溃,错误是:HEAP: Free Heap block 3ad7d18 modified at 3ad7d98 after it was freed。它只有在我调用IDXGISwapChain Present函数至少一次时才会发生。如果我不这样做,那么整个清洁过程就会很顺利。此外,我在每个COM对象上调用Release,并且只有在我释放最后一个COM对象时才会发生崩溃(顺序无关紧要)。我在Windows 7, MS Visual 2012上使用DirectX 11 (Win8 SDK)。

My message loop function:

int Engine::run( ){
    MSG msg = { 0 };
    mTimeCounter->restart( ); // doesn't matter
    while( msg.message != WM_QUIT ){ 
        if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) ){
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        } else {
            updateScene( mTimeCounter->deltaTime( ) );
            drawScene( );  
        }  
    }
    return static_cast<int>( msg.wParam );
}

updateScene现在什么都不做,绘制场景只调用这两个函数:

void Engine::sceneBegin( ){
    static FLOAT color[] = { 0.05f, 0.15f, 0.05f, 1.0f }; 
    mDeviceContext->ClearRenderTargetView( mBackBufferView, color );
    mDeviceContext->ClearDepthStencilView( mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0 );
}

void Engine::sceneEnd( ){
    mSwapChain->Present( 0, 0 ); // crash do not occure if i comment this line of code
}

部分消息切换:

   case WM_QUIT : // i do not receive it even once because i press window's X button and it destroy window before i could receive WM_QUIT ( or not? :P )
    {
                DestroyWindow( mMainWnd );
            }
            break;
            case WM_DESTROY : // i receive it if press window's X button
            {
                PostQuitMessage( 0 ); 
            }  
            break;
return DefWindowProc( hWnd, msg, wParam, lParam );

初始化和启动引擎的主函数:

EngTest *eng = new EngTest( );
eng->initialize( hInstance, L"Hi", show );
int r = eng->run( );
delete eng; // crash occures here but only if i call Present at least once.

关闭:

// called in Engine's destructor
void Engine::shutdown( ){ 
    RELEASE_COM( mDepthStencilView );
    RELEASE_COM( mDepthStencilBuffer );
    RELEASE_COM( mBackBufferView );
    RELEASE_COM( mSwapChain );
    if( mDeviceContext )
        mDeviceContext->ClearState( );
    RELEASE_COM( mDeviceContext );
    RELEASE_COM( mDevice );  
}

RELEASE_COM

#define RELEASE_COM( x ) { if( x != NULL ) { x->Release( ); x = NULL; } }

Ok…这真的很烦人。这段代码似乎很好,问题是在驱动程序或其他。当我安装新驱动程序并重启PC两次时,问题消失了。

值得的是,这就是我如何修复完全相同的问题。在渲染代码中仅发生Clear(),并且仅当D3D11_CREATE_DEVICE_DEBUG上时(为了增加神秘感):

case WM_CLOSE: // X clicked or Alt+F4
    ::DestroyWindow(hWnd); // triggers WM_DESTROY
    break;
case WM_DESTROY:
    gD3d11Context->ClearState();
    PostQuitMessage(0); // this triggers the WM_QUIT to break the loop
    break;

加上我有我的指针包装在一个自定义的ComPtr实现。它们是类的成员,并以相反的构造顺序自毁。所以没有->Release()堆栈:)