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c – 有人可以解释为什么我在发布指向它们之后仍然有活动对象吗

发布时间:2020-12-16 09:48:52 所属栏目:百科 来源:网络整理
导读:我正在尝试单例模式,以便更容易使用DirectX API的一些常见接口,但我有一个我似乎无法解决的问题. 这是我的定义: #include d3d11.h#include d3dx11.h#include DxErr.h#pragma comment(lib,"d3d11.lib")#pragma comment(lib,"d3dx11.lib")#pragma comment(lib
我正在尝试单例模式,以便更容易使用DirectX API的一些常见接口,但我有一个我似乎无法解决的问题.

这是我的定义:

#include <d3d11.h>
#include <d3dx11.h>
#include <DxErr.h>

#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx11.lib")
#pragma comment(lib,"DxErr.lib")

class Core
{
public:
    ~Core();

    static ID3D11Device*& getDevice();
    static ID3D11DeviceContext*& getContext();
    static IDXGISwapChain*& getSwapChain();
    static ID3D11RenderTargetView*& getRenderTargetView();
    static ID3D11Debug*& getDebug();

    static HRESULT Initialize(HWND hwnd);
    static void Reset();

private:
    Core();

    HRESULT CreateDevice();

    static Core*            instance;

    ID3D11Device*           device;
    ID3D11DeviceContext*    context;

    IDXGISwapChain*         swapChain;
    IDXGIDevice1*           ddevice;
    IDXGIAdapter1*          adapter;
    IDXGIFactory1*          factory;
    ID3D11RenderTargetView* rtv;
    ID3D11Debug*            debug;

    Core(Core const&);             
    void operator=(Core const&);
};

这是实施:

#include "Core.h"

Core* Core::instance;

Core::Core()
{
    HRESULT hr;
    hr = CreateDevice();
    if(FAILED(hr)) throw hr;
}

Core::~Core()
{
    if (device) device->Release();
    if (context) context->Release();

    if (swapChain) swapChain->Release();
    if (ddevice) ddevice->Release();
    if (adapter) adapter->Release();
    if (factory) factory->Release();
    if (rtv) rtv->Release();

    debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);

}

//--------------------------------------------------------------------------------
// Get Functions
//--------------------------------------------------------------------------------

ID3D11Device*& Core::getDevice()
{
    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }
    return instance->device;
}

ID3D11DeviceContext*& Core::getContext()
{
    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }
    return instance->context;
}


IDXGISwapChain*& Core::getSwapChain()
{
    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }

    return instance->swapChain;
}

ID3D11RenderTargetView*& Core::getRenderTargetView()
{
    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }
    return instance->rtv;
}

ID3D11Debug*& Core::getDebug()
{
    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }
    return instance->debug;
}


//--------------------------------------------------------------------------------
// Other Functions
//--------------------------------------------------------------------------------

HRESULT Core::CreateDevice()
{
    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,D3D_FEATURE_LEVEL_10_1,D3D_FEATURE_LEVEL_10_0,};
    D3D_FEATURE_LEVEL featureLevel;

    UINT flags = NULL;
#ifdef _DEBUG
    flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    HRESULT hr;

    hr = D3D11CreateDevice(
        NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,flags,featureLevels,ARRAYSIZE(featureLevels),D3D11_SDK_VERSION,&device,&featureLevel,&context);
    if(FAILED(hr)) return hr;

    hr = device->QueryInterface(__uuidof(ID3D11Debug),(void**) &debug);
    if(FAILED(hr)) return hr;
    hr = device->QueryInterface(__uuidof(IDXGIDevice1),(void**) &ddevice);
    if(FAILED(hr)) return hr;
    hr = ddevice->GetParent(__uuidof(IDXGIAdapter1),(void**) &adapter);
    if(FAILED(hr)) return hr;
    hr = adapter->GetParent(__uuidof(IDXGIFactory1),(void**) &factory);
    if(FAILED(hr)) return hr;

    return S_OK;
}

HRESULT Core::Initialize(HWND hwnd)
{
    // Create the swap chain
    RECT rc;
    GetClientRect(hwnd,&rc);
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory( &sd,sizeof( sd ) );
    sd.BufferCount = 1;
    sd.BufferDesc.Width = width;
    sd.BufferDesc.Height = height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = hwnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;

    if (!instance)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            return hr;
        }
    }

    instance->factory->CreateSwapChain(instance->device,&sd,&instance->swapChain);

    // Create and set the render target view
    HRESULT hr;
    ID3D11Texture2D* renderingBuffer;   
    hr = instance->swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),(void**) &renderingBuffer);
    if(FAILED(hr)) 
    {
        renderingBuffer->Release();
        return hr;
    }
    hr = instance->device->CreateRenderTargetView(renderingBuffer,&instance->rtv);
    renderingBuffer->Release();
    if(FAILED(hr)) return hr;

    // TODO: create and set the depth stencil view

    instance->context->OMSetRenderTargets(1,&instance->rtv,nullptr);

    return S_OK;
}

void Core::Reset()
{
    delete instance;
}

析构函数被调用,但是一旦我退出应用程序,我仍然会在输出窗口中看到这个:

D3D11 WARNING: Live ID3D11Device at 0x007A201C,Refcount: 2 [ STATE_CREATION WARNING #441: LIVE_DEVICE]
D3D11 WARNING:  Live ID3D11Context at 0x007A3620,Refcount: 0,IntRef: 1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT]
D3D11 WARNING:  Live ID3DDeviceContextState at 0x007ADBB0,IntRef: 1 [ STATE_CREATION WARNING #3145742: LIVE_DEVICECONTEXTSTATE]
D3D11 WARNING:  Live ID3D11BlendState at 0x007B3D84,IntRef: 1 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING:  Live ID3D11DepthStencilState at 0x007B3ECC,IntRef: 1 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING:  Live ID3D11RasterizerState at 0x007B403C,IntRef: 1 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING:  Live ID3D11Sampler at 0x007B428C,IntRef: 1 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING:  Live ID3D11Query at 0x007B440C,IntRef: 1 [ STATE_CREATION WARNING #438: LIVE_QUERY]
D3D11 WARNING:  Live IDXGISwapChain at 0x007B45B8,Refcount: 0 [ STATE_CREATION WARNING #442: LIVE_SWAPCHAIN]
D3D11 WARNING:  Live ID3D11Texture2D at 0x007B4B1C,IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING:  Live ID3D11RenderTargetView at 0x007B4EBC,IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
D3D11 WARNING:  Live ID3D11Texture2D at 0x007B55EC,IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]

我还检查了析构函数中的Release()函数是否实际被调用了.

我必须遗漏一些非常明显的东西,如果有人能指出我,我会非常感激.

另外,这是我使用单例模式在这种情况下做的聪明吗?

谢谢.

编辑:

这是我的DirectX类,我使用Core类:

#include "DirectX.h"

DirectX::DirectX() {}
DirectX::DirectX(HWND hwnd)
{
    HRESULT hr;
    hr = Init(hwnd);
    if(FAILED(hr)) throw hr;
    hr = Load();
    if(FAILED(hr)) throw hr;
}
DirectX::~DirectX()
{
    Core::Reset();
}

HRESULT DirectX::Init(HWND hwnd)
{
    HRESULT hr;
    hr = Core::Initialize(hwnd);
    if(FAILED(hr)) return hr;

    return S_OK;
}

HRESULT DirectX::Load()
{
    return S_OK;
}

HRESULT DirectX::Update()
{
    return S_OK;
}

HRESULT DirectX::Render()
{
    try 
    {
        float backgroundcolor[4] = {1.0f,1.0f,0.0f,1.0f};
        Core::getContext()->ClearRenderTargetView(Core::getRenderTargetView(),backgroundcolor);
        Core::getSwapChain()->Present(0,0);
    }
    catch (HRESULT hr)
    {
        return hr;
    }
    return S_OK;
}

解决方法

我很高兴你自己已经找到了答案,但是我可以给你一些关于单身模式和Cpp的建议吗?

对我来说,看起来你是从C背景转换到Cpp.我一直在为那些进行转换的团队审查很多代码,这看起来很熟悉我.

你在那里做的是没有单例模式(即使它有那个实例指针).您有一个指向实例的静态指针并不意味着所有方法都必须是静态的. – 你所做的是一个静态函数库,它对一个结构中的数据进行操作,而这个结构本身就是它自己的实例.你可能已经离开了这个类,将数据放在一个结构上,你将拥有与你几乎相同的东西. – 但是单身就是其中之一,它是一个用自己的方法操作的对象,就像你期望从一个对象那样的数据(比如家里唯一的,不可复制的咖啡机),而不是静态数据.

Joachim Pileborg对指针的处理也是正确的,这很危险,因为任何人都可以在每次事故中分配另一个对象,留下泄露的记忆和其他影响会导致在较大的项目中很难找到错误.你应该只有一个非常好的理由这样做.

接下来,你应该在构造函数中为所有成员变量定义使用初始化列表,或者在构造函数中以另一种方式初始化它们,否则如果somemone获得一个实例并立即在你的类上调用Reset,则指针都是随机地址(不是0) ).意味着析构函数肯定会崩溃.

作为最后一个提示不要使用指针,因为你会在if语句中使用布尔值.你编写代码,你是一个作者,如果(obj == NULL)尝试清楚地沟通你在做什么.

像这样应用一个基本的单例模式(还有其他方法可以实现更优雅的实例化或线程保存,但这是基本模式):

(注意我没有编译这个,因为我正在使用Linux机器atm,可能会出现问题,即如果在&Create;前面有一个& x,那么在CreateDevice()函数中,我没有检查这些)

祝你的项目好运!

Core.h

#include <d3d11.h>
#include <d3dx11.h>
#include <DxErr.h>

#pragma comment(lib,"DxErr.lib")

class Core
{
public:
    Core* instance();
    static void Reset();

    ~Core();

    HRESULT Initialize(HWND hwnd);

    ID3D11Device* getDevice();
    ID3D11DeviceContext* getContext();
    IDXGISwapChain* getSwapChain();
    ID3D11RenderTargetView* getRenderTargetView();
    ID3D11Debug* getDebug();

private:
    static Core*            instance;

    ID3D11Device*           device;
    ID3D11DeviceContext*    context;

    IDXGISwapChain*         swapChain;
    IDXGIDevice1*           ddevice;
    IDXGIAdapter1*          adapter;
    IDXGIFactory1*          factory;
    ID3D11RenderTargetView* rtv;
    ID3D11Debug*            debug;

    HRESULT CreateDevice();

    Core();
    Core(Core const&);          
    void operator=(Core const&);
};

Core.cpp

#include "Core.h"

Core* Core::instance;

Core* Core::instance()
{
    if (instance == NULL)
    {
        try
        {
            instance = new Core();
        }
        catch (HRESULT hr)
        {
            throw hr;
        }
    }
}

Core::Core() :
    device(NULL),context(NULL),swapChain(NULL),ddevice(NULL),adapter(NULL),factory(NULL),rtv(NULL),debug(NULL)
{
    HRESULT hr;
    hr = CreateDevice();
    if(FAILED(hr)) throw hr;
}

Core::~Core()
{
    if (device != NULL) device->Release();
    if (context != NULL) context->Release();

    if (swapChain != NULL) swapChain->Release();
    if (ddevice != NULL) ddevice->Release();
    if (adapter != NULL) adapter->Release();
    if (factory != NULL) factory->Release();
    if (rtv != NULL) rtv->Release();

    debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
}

ID3D11Device* Core::getDevice()
{
    return this->device;
}

ID3D11DeviceContext* Core::getContext()
{
    return this->context;
}


IDXGISwapChain* Core::getSwapChain()
{
    return this->swapChain;
}

ID3D11RenderTargetView* Core::getRenderTargetView()
{
    return this->rtv;
}

ID3D11Debug* Core::getDebug()
{
    return this->debug;
}

HRESULT Core::CreateDevice()
{
    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,sizeof( sd ) );
    sd.BufferCount = 1;
    sd.BufferDesc.Width = width;
    sd.BufferDesc.Height = height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = hwnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;

    this->factory->CreateSwapChain(this->device,this->swapChain);

    // Create and set the render target view
    HRESULT hr;
    ID3D11Texture2D* renderingBuffer;   
    hr = this->swapChain->GetBuffer(0,(void**) &renderingBuffer);
    if(FAILED(hr)) 
    {
        renderingBuffer->Release();
        return hr;
    }
    hr = this->device->CreateRenderTargetView(renderingBuffer,this->rtv);
    renderingBuffer->Release();
    if(FAILED(hr)) return hr;

    // TODO: create and set the depth stencil view

    this->context->OMSetRenderTargets(1,&this->rtv,nullptr);

    return S_OK;
}

void Core::Reset()
{
    delete instance;
}

用法

#include "DirectX.h"

DirectX::DirectX() {}

DirectX::DirectX(HWND hwnd)
{
    HRESULT hr;
    hr = Init(hwnd);
    if(FAILED(hr)) throw hr;
    hr = Load();
    if(FAILED(hr)) throw hr;
}

DirectX::~DirectX()
{
    Core::instance()->Reset();
}

HRESULT DirectX::Init(HWND hwnd)
{
    HRESULT hr;
    hr = Core::instance()->Initialize(hwnd);
    if(FAILED(hr)) return hr;

    return S_OK;
}

HRESULT DirectX::Load()
{
    return S_OK;
}

HRESULT DirectX::Update()
{
    return S_OK;
}

HRESULT DirectX::Render()
{
    try 
    {
        Core* core = Core::instance();
        float backgroundcolor[4] = {1.0f,1.0f};
        core->ClearRenderTargetView(core->getRenderTargetView(),backgroundcolor);
        core->Present(0,0);
    }
    catch (HRESULT hr)
    {
        return hr;
    }
    return S_OK;
}

(编辑:李大同)

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