问题
I was working on a project which uses direct composition based on this Article:
Windows with C++ : High-Performance Window Layering Using the Windows Composition Engine
I was able to recreate the example and it is working. Currently i'm trying to apply IDCompositionGaussianBlurEffect to My Visual (variable: visual)
but the Compiler Throws an Access Violation Exception. Is there any way to Apply the Blur Effect on to my visual using Direct Composition.
The Exception:
Exception thrown at 0x6E695565 (dcomp.dll) in DirectComNoCom.exe: 0xC0000005: Access violation reading location 0x41200000.
The Exception is thrown at this line:
effect->SetStandardDeviation(10.0f);
Here is the Full Code:
#ifndef UNICODE
#define UNICODE
#endif
#include <windows.h>
#include <wrl.h>
using namespace Microsoft::WRL;
#include <dxgi1_3.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1_2helper.h>
#include <dcomp.h>
#pragma comment(lib, "dxgi")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d2d1")
#pragma comment(lib, "dcomp")
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
ComPtr<ID3D11Device> direct3dDevice;
ComPtr<IDXGIDevice> dxgiDevice;
ComPtr<IDXGIFactory2> dxFactory;
ComPtr<IDXGISwapChain1> swapChain;
ComPtr<ID2D1Factory2> d2Factory;
ComPtr<ID2D1Device1> d2Device;
ComPtr<IDCompositionTarget> target;
struct ComException
{
HRESULT result;
ComException(HRESULT const value) :
result(value)
{}
};
void HR(HRESULT const result)
{
if (S_OK != result)
{
throw ComException(result);
}
}
void CreateVisual(HWND hwnd)
{
HR(D3D11CreateDevice(nullptr, // Adapter
D3D_DRIVER_TYPE_HARDWARE,
nullptr, // Module
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr, 0, // Highest available feature level
D3D11_SDK_VERSION,
&direct3dDevice,
nullptr, // Actual feature level
nullptr)); // Device context
HR(direct3dDevice.As(&dxgiDevice));
HR(CreateDXGIFactory2(
DXGI_CREATE_FACTORY_DEBUG,
__uuidof(dxFactory),
reinterpret_cast<void**>(dxFactory.GetAddressOf())));
DXGI_SWAP_CHAIN_DESC1 description = {};
description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
description.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
description.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
description.BufferCount = 2;
description.SampleDesc.Count = 1;
description.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
RECT rect = {};
GetClientRect(hwnd, &rect);
description.Width = rect.right - rect.left;
description.Height = rect.bottom - rect.top;
HR(dxFactory->CreateSwapChainForComposition(dxgiDevice.Get(),
&description,
nullptr, // Don’t restrict
swapChain.GetAddressOf()));
D2D1_FACTORY_OPTIONS const options = { D2D1_DEBUG_LEVEL_INFORMATION };
HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,
options,
d2Factory.GetAddressOf()));
// Create the Direct2D device that links back to the Direct3D device
HR(d2Factory->CreateDevice(dxgiDevice.Get(),
d2Device.GetAddressOf()));
// Create the Direct2D device context that is the actual render target
// and exposes drawing commands
ComPtr<ID2D1DeviceContext> dc;
HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
dc.GetAddressOf()));
// Retrieve the swap chain's back buffer
ComPtr<IDXGISurface2> surface;
HR(swapChain->GetBuffer(
0, // index
__uuidof(surface),
reinterpret_cast<void**>(surface.GetAddressOf())));
// Create a Direct2D bitmap that points to the swap chain surface
D2D1_BITMAP_PROPERTIES1 properties = {};
properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
properties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET |
D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
ComPtr<ID2D1Bitmap1> bitmap;
HR(dc->CreateBitmapFromDxgiSurface(surface.Get(),
properties,
bitmap.GetAddressOf()));
// Point the device context to the bitmap for rendering
dc->SetTarget(bitmap.Get());
// Draw something
dc->BeginDraw();
dc->Clear();
ComPtr<ID2D1SolidColorBrush> brush;
D2D1_COLOR_F const brushColor = D2D1::ColorF(0.18f, // red
0.55f, // green
0.34f, // blue
0.75f); // alpha
HR(dc->CreateSolidColorBrush(brushColor,
brush.GetAddressOf()));
D2D1_POINT_2F const ellipseCenter = D2D1::Point2F(150.0f, // x
150.0f); // y
D2D1_ELLIPSE const ellipse = D2D1::Ellipse(ellipseCenter,
100.0f, // x radius
100.0f); // y radius
dc->FillEllipse(ellipse,
brush.Get());
HR(dc->EndDraw());
// Make the swap chain available to the composition engine
HR(swapChain->Present(1, // sync
0)); // flags
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionVisual> visual;
HR(DCompositionCreateDevice(
dxgiDevice.Get(),
__uuidof(dcompDevice),
reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
ComPtr<IDCompositionDevice3> dcompDevice3;
dcompDevice->QueryInterface(__uuidof(IDCompositionDevice), (LPVOID*)&dcompDevice3);
ComPtr<IDCompositionGaussianBlurEffect> effect;
HR(dcompDevice3->CreateGaussianBlurEffect(&effect));
effect->SetStandardDeviation(10.0f);
HR(dcompDevice->CreateTargetForHwnd(hwnd,
true, // Top most
target.GetAddressOf()));
HR(dcompDevice->CreateVisual(visual.GetAddressOf()));
HR(visual->SetContent(swapChain.Get()));
HR(target->SetRoot(visual.Get()));
HR(dcompDevice->Commit());
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)
{
// Register the window class.
const wchar_t CLASS_NAME[] = L"Sample Window Class";
WNDCLASS wc = { };
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
// Create the window.
HWND hwnd = CreateWindowEx(WS_EX_NOREDIRECTIONBITMAP,
wc.lpszClassName, L"Sample",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
nullptr, nullptr, hInstance, nullptr);
if (hwnd == NULL)
{
return 0;
}
CreateVisual(hwnd);
ShowWindow(hwnd, nCmdShow);
// Run the message loop.
MSG msg = { };
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
FillRect(hdc, &ps.rcPaint, (HBRUSH)(COLOR_WINDOW + 1));
EndPaint(hwnd, &ps);
}
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
I tried changing every piece of code and still it Throws Exception. I am new to Directx and IDCompositionDevice3
device in the code is actually created by myself, i don't know weather it is right or wrong since there is not much described in the Documentation Provided by Microsoft.
Here is the Full Project Code : Direct Composition Blur
回答1:
There are two problems:
1.dcomp
implementation seems strange to be the least because it answers this successfully but dcompDevice3 is in fact broken somehow, hence the crash:
ComPtr<IDCompositionDevice3> dcompDevice3;
HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice), (LPVOID*)&dcompDevice3))
2.and your code is also bad as it should be this:
HR(DCompositionCreateDevice3( // only this factory can give you an IDCompositionDevice3 implementation
dxgiDevice.Get(),
__uuidof(dcompDevice),
reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
ComPtr<IDCompositionDevice3> dcompDevice3;
HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice3), (LPVOID*)&dcompDevice3)); // use IDCompositionDevice3 here
And now it should work, at least, continue.
回答2:
Presumably, this is using WRL's ComPtr
. To access its internal interface pointer you'll want to call GetAddressOf:
dcompDevice3->CreateGaussianBlurEffect(effect.GetAddressOf());
WRL's operator& is hideous in returning a weak reference, that prevents the compiler from catching this unintended use.
Note: C++/WinRT provides a far safer COM smartpointer type (winrt::com_ptr), but doesn't give you as much COM support.
来源:https://stackoverflow.com/questions/63381368/direct-composition-idcompositiongaussianblureffect-throwing-access-violation-ex