各位。我已经开始在我的游戏引擎中添加实例了。这是我创建的一个泛型函数,这样我就可以传入一个实例缓冲区指针和一些矩阵,以及要绘制的实例列表。然而,在它的第一个循环中,缓冲区是空的,所以它试图初始化它,但失败了,并返回HR = E_INVALID_ARGS。我不是很确定参数的哪一部分是无效的。
我们的目标是为每个实例传递两个XMFLOAT4X4形式的4X4矩阵。
"sizeofXMFLOAT4X4“变量只是一个完整性检查,看看它读取了多少字节(64,4字节*4浮点/ vec *4 vec= 64)。
如果有人能发现这里可能出现的问题并指出它,我将不胜感激。如果您需要更多信息,请告诉我。谢谢。
void StaticSceneryListClass::UpdateInstanceBuffer(ID3D11Buffer *pInstanceBuffer, XMFLOAT4X4 VPMat, XMFLOAT4X4 tileMat, vector<StaticSceneryStruct> culledInstanceList)
{
//Pass this the buffer you want to update, the VPMat for the frame, and a list of instances to draw and it will fill the buffer with the stuff and things.
//If the buffer is not initialized yet, it will be initialized too.
//first, create the data needed.
vector<XMFLOAT4X4> instanceMats;
for (int i = 0; i < culledInstanceList.size(); i++)
{
XMFLOAT4X4 WorldMat = xmCon->MatTranspose(xmCon->MatMultiply(culledInstanceList[i].worldMat, tileMat));
XMFLOAT4X4 WVP = xmCon->MatTranspose(xmCon->MatMultiply(WorldMat, VPMat));
instanceMats.push_back(WVP);
instanceMats.push_back(WorldMat);
}
if (pInstanceBuffer == NULL)
{
//buffer not initialized yet, initialize it.
D3D11_BUFFER_DESC instBuffDesc;
ZeroMemory(&instBuffDesc, sizeof(instBuffDesc));
sizeofXMFLOAT4X4 = sizeof(XMFLOAT4X4);
instBuffDesc.Usage = D3D11_USAGE_DYNAMIC;
instBuffDesc.ByteWidth = sizeofXMFLOAT4X4 * 2 * culledInstanceList.size();
instBuffDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instBuffDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
instBuffDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA instData;
ZeroMemory(&instData, sizeof(instData));
instData.pSysMem = &instanceMats[0];
HRESULT hr = graphicsPointers.pdev->CreateBuffer(&instBuffDesc, &instData, &pInstanceBuffer);
if (FAILED(hr))
{
//Fails here with E_INVALID_ARG
MessageBox(NULL, "Failed to create instance buffer!", "StaticSceneryList", MB_OK);
}
}
else
{
//buffer already initialized, need to use resource may and unmap.
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
// Disable GPU access to the vertex buffer data.
graphicsPointers.pdevcon->Map(pInstanceBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
// Update the vertex buffer here.
memcpy(mappedResource.pData, &instanceMats[0], sizeof(XMFLOAT4X4) * 2 * culledInstanceList.size());
// Reenable GPU access to the vertex buffer data.
graphicsPointers.pdevcon->Unmap(pInstanceBuffer, 0);
}UPDATE1: 12/2/2017 2:02 CST今天早上我一直在运行各种调试测试,结果很有趣。我尝试隔离这个问题,发现为数据传入null或为缓冲区传入新的本地指针没有任何作用。我打开了调试层,但它没有为create buffer语句提供任何输出。我试着使用缓冲区描述的参数,看看它会做什么,但它们给了我一个错误。我添加了一个捕获,如果剔除的列表大小为0,即使它不是16的倍数,它也会偶尔通过,但它实际上从未产生过工作缓冲区。事实上,它通常仍然会失败,因为...S_OK??失败( HR )正在下降,HR为S_OK,这没有多大意义。当我查看buffer指针的内存值时,它从null变为有一个地址,但它不会被"if not null,release and set to null“块捕获。
这样做的一个有趣的副作用是,它会导致各种形式的巨大内存泄漏。进程内存在大约10秒内以近乎线性的速度攀升到3 3gb以上(我在这一点上关闭了程序,它仍然非常灵敏)。
当然,我似乎也偶尔会遇到这种情况,但这种情况似乎永远不会发生,因为缓冲区是否已经初始化的代码还没有触发。
以下是当前更新后的代码:
void StaticSceneryListClass::UpdateInstanceBuffer(ID3D11Buffer *pInstanceBuffer, XMFLOAT4X4 VPMat, XMFLOAT4X4 tileMat, vector<StaticSceneryStruct> culledInstanceList)
{
//Pass this the buffer you want to update, the VPMat for the frame, and a list of instances to draw and it will fill the buffer with the stuff and things.
//If the buffer is not initialized yet, it will be initialized too.
//Skip this process if there aren't any instances to draw
if (culledInstanceList.size() > 0)
{
//first, create the data needed.
vector<XMFLOAT4X4> instanceMats;
for (int i = 0; i < culledInstanceList.size(); i++)
{
XMFLOAT4X4 WorldMat = xmCon->MatTranspose(xmCon->MatMultiply(culledInstanceList[i].worldMat, tileMat));
XMFLOAT4X4 WVP = xmCon->MatTranspose(xmCon->MatMultiply(WorldMat, VPMat));
instanceMats.push_back(WVP);
instanceMats.push_back(WorldMat);
}
if (pInstanceBuffer == NULL)
{
//buffer not initialized yet, initialize it.
D3D11_BUFFER_DESC instBuffDesc;
ZeroMemory(&instBuffDesc, sizeof(instBuffDesc));
bytewidth = sizeof(XMFLOAT4X4) * 2 * culledInstanceList.size();
if (bytewidth % 16 != 0)
{
//hasn't fallen into here yet, which makes sense.
MessageBox(NULL, "Instance Buffer Byte Width Not a multiple of 16", "StaticSceneryList", MB_OK);
}
instBuffDesc.Usage = D3D11_USAGE_DYNAMIC;
instBuffDesc.ByteWidth = bytewidth;
instBuffDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instBuffDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
instBuffDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA instData;
ZeroMemory(&instData, sizeof(instData));
instData.pSysMem = &instanceMats[0];
HRESULT hr = graphicsPointers.pdev->CreateBuffer(&instBuffDesc, &instData, &pInstanceBuffer);
//HRESULT hr = graphicsPointers.pdev->CreateBuffer(&instBuffDesc, &instData, &debugInstanceBuffer); //DEBUG
if (FAILED(hr))
{
//Fails here with S_OK lulwut
MessageBox(NULL, "Failed to create instance buffer!", "StaticSceneryList", MB_OK);
if (pInstanceBuffer != NULL)
{
//This doesn't seem to trigger even though the address is not 0x0000etc
pInstanceBuffer->Release();
pInstanceBuffer = NULL;
}
}
else
{
//occasionally gets here but it doesn't seem to stick
MessageBox(NULL, "Successfully created instance buffer.", "StaticSceneryList", MB_OK);
}
}
else
{
//never seems to get to here.
//buffer already initialized, need to use resource may and unmap.
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
// Disable GPU access to the vertex buffer data.
graphicsPointers.pdevcon->Map(pInstanceBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
// Update the vertex buffer here.
memcpy(mappedResource.pData, &instanceMats[0], sizeof(XMFLOAT4X4) * 2 * culledInstanceList.size());
// Reenable GPU access to the vertex buffer data.
graphicsPointers.pdevcon->Unmap(pInstanceBuffer, 0);
}
}//if there is anything to drawhttps://stackoverflow.com/questions/47605608
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