问题描述
我正在试验单例模式,以便更容易地使用DirectX API的一些常用接口,但是我有一个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&);
};
实现如下:
#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, NULL, &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;
}
调用析构函数,但在退出应用程序后仍在输出窗口中看到以下内容:
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, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #3145742: LIVE_DEVICECONTEXTSTATE]
D3D11 WARNING: Live ID3D11BlendState at 0x007B3D84, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: Live ID3D11DepthStencilState at 0x007B3ECC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: Live ID3D11RasterizerState at 0x007B403C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: Live ID3D11Sampler at 0x007B428C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: Live ID3D11Query at 0x007B440C, Refcount: 0, 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, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: Live ID3D11RenderTargetView at 0x007B4EBC, Refcount: 0, IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
D3D11 WARNING: Live ID3D11Texture2D at 0x007B55EC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
我还检查了析构函数中的release()函数是否被实际调用,并且它们确实被调用了。
我肯定遗漏了一些非常明显的东西,如果有人能给我指出,我将不胜感激。
另外,我在这种情况下使用单例模式是否明智?
谢谢。
编辑:
下面是我的DirectX类,我在其中使用了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;
}
推荐答案
我很高兴您自己已经找到了答案,但是我可以给您一些关于单例模式和cpp的建议吗?
对我来说,您看起来像是从C背景转到CPP。我已经为进行这种转换的团队回顾了很多代码,这对我来说很熟悉。
您在那里所做的不是单例模式(即使它具有该实例指针)。拥有指向实例的静电指针并不意味着所有方法都必须是静电。详细说明:您所做的是一个静电函数库,它操作一个结构中的数据,而这个结构恰好是它自己的实例。您可以离开类,将数据放在一个结构上,这样您就会得到几乎与您现在一样的东西。-但Singleton也是一种东西,它是一个使用自己的方法操作的对象,数据就像你从对象中预期的那样(比如家里唯一的一台不可复制的咖啡机),而不是操作静电的数据。
Joachim Pileborg关于指针的句柄也是正确的,这是危险的,因为任何人都可以在每次意外中分配另一个对象,留下泄漏的内存和其他影响,这将导致在更大的项目中很难找到错误。你只有在有一个非常非常好的理由的情况下才能这么做。 接下来,您应该明确地在构造函数上为所有成员变量使用初始值设定项列表,或者以另一种方式在构造函数中初始化它们,否则,如果有人获得一个实例并立即在您的类上调用Reset,则指针都是随机地址(而不是0)。这意味着析构函数肯定会崩溃。作为最后一个技巧,不要使用指针,因为您会在if语句中使用布尔值。你写代码,你是作者,如果(obj==null),试着清楚地沟通你在做什么。
应用基本单例模式如下(还有其他方式可以实现更优雅的实例化或线程感知,但这是基本模式):
(请注意,我没有编译它,因为我在Linux机器ATM上工作,可能会有问题,例如,如果CreateDevice()函数中的这个->x在前面有一个&;,我没有选中这些)
祝您的项目好运!
核心.h
#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* 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,
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;
this->factory->CreateSwapChain(this->device, &sd, this->swapChain);
// Create and set the render target view
HRESULT hr;
ID3D11Texture2D* renderingBuffer;
hr = this->swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**) &renderingBuffer);
if(FAILED(hr))
{
renderingBuffer->Release();
return hr;
}
hr = this->device->CreateRenderTargetView(renderingBuffer, NULL, 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, 0.0f, 1.0f};
core->ClearRenderTargetView(core->getRenderTargetView(), backgroundcolor);
core->Present(0, 0);
}
catch (HRESULT hr)
{
return hr;
}
return S_OK;
}
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