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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