在Windows 8上使用OpenGL时出现DXGI警告?
发布时间:2020-12-14 03:52:57 所属栏目:Windows 来源:网络整理
导读:我正在使用OpenGL(而不是DirectX)编写CAD应用程序.在 Windows 8 Pro(64位)上运行调试版本时,在应用程序正确终止之前,会将以下消息打印到调试器的控制台窗口: DXGI WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects
我正在使用OpenGL(而不是DirectX)编写CAD应用程序.在
Windows 8 Pro(64位)上运行调试版本时,在应用程序正确终止之前,会将以下消息打印到调试器的控制台窗口:
DXGI WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Producer at 0x0000009E51808AD8,Refcount: 2. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Object at 0x0000009E5180A570,Refcount: 2. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Object : 1 [ STATE_CREATION WARNING #0: ] 我不知道这是从哪里来的. DXGI似乎与DirectX有关,我没有使用它.任何提示? 更新 按照Paul-Jan的建议,我启用了设备调试,产生以下消息: D3D11 INFO: Create ID3D11Context: Name="unnamed",Addr=0x00000015EEB486D0,ExtRef=1,IntRef=0 [ STATE_CREATION INFO #2097225: CREATE_CONTEXT] D3D11 INFO: Create ID3DDeviceContextState: Name="unnamed",Addr=0x00000015EE96DE70,IntRef=0 [ STATE_CREATION INFO #3145735: CREATE_DEVICECONTEXTSTATE] D3D11 INFO: Create ID3D11BlendState: Name="unnamed",Addr=0x00000015EE97B6A0,IntRef=0 [ STATE_CREATION INFO #2097270: CREATE_BLENDSTATE] D3D11 INFO: Create ID3D11DepthStencilState: Name="unnamed",Addr=0x00000015EE9799F0,IntRef=0 [ STATE_CREATION INFO #2097273: CREATE_DEPTHSTENCILSTATE] D3D11 INFO: Create ID3D11RasterizerState: Name="unnamed",Addr=0x00000015EE97B340,IntRef=0 [ STATE_CREATION INFO #2097276: CREATE_RASTERIZERSTATE] D3D11 INFO: Create ID3D11Sampler: Name="unnamed",Addr=0x00000015EE97AE30,IntRef=0 [ STATE_CREATION INFO #2097267: CREATE_SAMPLER] D3D11 INFO: Create ID3D11Query: Name="unnamed",Addr=0x00000015F25D3060,IntRef=0 [ STATE_CREATION INFO #2097279: CREATE_QUERY] D3D11 INFO: Create ID3D11Texture2D: Name="unnamed",Addr=0x00000015EEB8CA50,IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D] D3D11 INFO: Create ID3D11Texture2D: Name="unnamed",Addr=0x00000015EA313BF0,Addr=0x00000015EEB41EC0,IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D] D3D11 INFO: Destroy ID3D11Texture2D: Name="unnamed",Addr=0x00000015EA313BF0 [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D] D3D11 INFO: Destroy ID3D11Texture2D: Name="unnamed",Addr=0x00000015EEB41EC0 [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D] D3D11 INFO: Destroy ID3D11Texture2D: Name="unnamed",Addr=0x00000015EEB8CA50 [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D] D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Producer at 0x00000015EEA57E08,Refcount: 3. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EEB486D0,Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EE96DE70,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EE97B6A0,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EE9799F0,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EE97B340,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015EE97AE30,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x00000015F25D3060,Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object : 7 [ STATE_CREATION WARNING #0: UNKNOWN] DXGI WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Producer at 0x00000015F25D2EB8,Refcount: 2. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Object at 0x00000015EE9AF870,Refcount: 2. [ STATE_CREATION WARNING #0: ] DXGI WARNING: Live Object : 1 [ STATE_CREATION WARNING #0: ] 解决方法
在Windows Vista及更高版本中,DirectX和OpenGL实际上都可以通过DXGI工作. DXGI管理设备.使用的实际渲染API(OpenGL / DirectX)在DXGI中称为生产者,因此我们可以安全地假设该消息与您的通用OpenGL用法有关.
因为它抱怨生产者和参考数量为2的活对象,你可能没有正确地破坏你的OpenGL上下文吗? (即成功调用wglMakeCurrent(NULL)和wglDeleteContext)这样的省略根本不是一个实际问题,因为它们都会在处理终止时被破坏,但会发出警告. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
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