有人可以解释为什么释放指针后仍然有活动对象吗?

Jvl*_*den 3 c++ directx singleton destructor memory-leaks

我正在尝试使用单例模式,以使其更容易使用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&);
};
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这是实现:

#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;
}
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析构函数被调用,但是一旦退出应用程序,我仍然会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]
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我还检查了析构函数中的Release()函数是否被实际调用,并且是否被调用。

我必须丢失一些非常明显的东西,如果有人可以向我指出,我将不胜感激。

另外,在这种情况下,我对单例模式的使用是否明智?

谢谢。

编辑:

这是我使用Direct类的DirectX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;
}
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Moo*_*oys 5

即使对象或其依赖项绑定到3D管道,Direct3D也会保留对象的引用计数,即使它们已由应用程序释放(Release())。