2013-04-16 2 views
0

C# Я получаю эту ошибку из SlimDX: первый шанс исключение «slimdx.direct3d11.direct3d11 исключение»SlimDX Debugging помощь - первый шанс исключение «slimdx.direct3d11.direct3d11 исключение»

, но я не могу кажется, выяснить, почему/где/когда. Я включил всевозможные возможности отладки, мое устройство D3D находится в режиме отладки, у меня включена некорректная отладка, у меня есть все формы обмена сообщениями/разблокировки в панели управления DirectX и т. Д.

Странный Дело в том, что когда появляется это сообщение об ошибке, моя программа работает безупречно и не прерывается. Это даже не было бы заметно, если бы не сообщение в окне вывода. Я пробовал записывать вещи на консоль, но трудно понять, где одна вещь запускается, а другая заканчивается, потому что я использую несколько потоков и т. Д. Я попытался использовать ссылочное устройство, но мое приложение вроде зависает, когда я это делаю, и я запустил это в PIX, но я не вижу никаких ошибок, когда я это делаю

Своего рода странное. Было бы неплохо, если бы он просто сломался правильно, чтобы я мог его отладить.

Любые мысли? ...

D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x06C91304, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] 
D3D11: INFO: Create BlendState: Name="unnamed", Addr=0x06C917BC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097270: CREATE_BLENDSTATE ] 
D3D11: INFO: Create DepthStencilState: Name="unnamed", Addr=0x06C919AC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097273: CREATE_DEPTHSTENCILSTATE ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C03B64, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create ShaderResourceView: Name="unnamed", Addr=0x06C91DE4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097240: CREATE_SHADERRESOURCEVIEW ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C0401C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create ShaderResourceView: Name="unnamed", Addr=0x06C038EC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097240: CREATE_SHADERRESOURCEVIEW ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C04A34, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create ShaderResourceView: Name="unnamed", Addr=0x06C041F4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097240: CREATE_SHADERRESOURCEVIEW ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C05024, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create ShaderResourceView: Name="unnamed", Addr=0x06C04594, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097240: CREATE_SHADERRESOURCEVIEW ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C04C0C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create ShaderResourceView: Name="unnamed", Addr=0x06C043B4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097240: CREATE_SHADERRESOURCEVIEW ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C00264, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create VertexShader: Name="unnamed", Addr=0x06C004F4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097249: CREATE_VERTEXSHADER ] 
D3D11: INFO: Create PixelShader: Name="unnamed", Addr=0x06C008AC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097261: CREATE_PIXELSHADER ] 
D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x06C00C74, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] 
D3D11: INFO: Create RasterizerState: Name="unnamed", Addr=0x06C054C4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097276: CREATE_RASTERIZERSTATE ] 
D3D11: INFO: Create Sampler: Name="unnamed", Addr=0x06C05684, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097267: CREATE_SAMPLER ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C05CDC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll 
D3D11: INFO: Destroy RenderTargetView: Name="new_ToScreenView", Addr=0x06BEEE44 [ STATE_CREATION INFO #2097245: DESTROY_RENDERTARGETVIEW ] 
D3D11: INFO: Destroy Texture2D: Name="new_Swapchain_Texture", Addr=0x06BE9C04 [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06C05AFC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create RenderTargetView: Name="unnamed", Addr=0x06BEEE44, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097243: CREATE_RENDERTARGETVIEW ] 
D3D11: INFO: Destroy DepthStencilView: Name="unnamed", Addr=0x06BF20D4 [ STATE_CREATION INFO #2097248: DESTROY_DEPTHSTENCILVIEW ] 
D3D11: INFO: Destroy Texture2D: Name="D3D_depthStencil", Addr=0x06BEF1B4 [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D ] 
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06BEF1B4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ] 
D3D11: INFO: Create DepthStencilView: Name="unnamed", Addr=0x06C060AC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097246: CREATE_DEPTHSTENCILVIEW ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x0AC90614, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create VertexShader: Name="unnamed", Addr=0x0AC9086C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097249: CREATE_VERTEXSHADER ] 
D3D11: INFO: Create PixelShader: Name="unnamed", Addr=0x0AC90C04, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097261: CREATE_PIXELSHADER ] 
D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x06C0639C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C067CC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C06B54, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C06F2C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C07304, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06C07C04, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x0AC9187C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create VertexShader: Name="unnamed", Addr=0x0AC91B0C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097249: CREATE_VERTEXSHADER ] 
D3D11: INFO: Create PixelShader: Name="unnamed", Addr=0x0AC91EC4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097261: CREATE_PIXELSHADER ] 
D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x06BF393C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x06BF43EC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: Create Buffer: Name="unnamed", Addr=0x0AC93CB4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097228: CREATE_BUFFER ] 
D3D11: INFO: Create VertexShader: Name="unnamed", Addr=0x0AC93F44, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097249: CREATE_VERTEXSHADER ] 
D3D11: INFO: Create PixelShader: Name="unnamed", Addr=0x06BF4CAC, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097261: CREATE_PIXELSHADER ] 
D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x06BF5074, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
D3D11: INFO: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ] 
A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll

Благодаря

редактировать:

После добавления этого кода я был в состоянии видеть немного больше:

AppDomain.CurrentDomain.FirstChanceException += 
    (object source, FirstChanceExceptionEventArgs e) => 
    { 
     Console.WriteLine("FirstChanceException event raised in {0}: {1}", 
      AppDomain.CurrentDomain.FriendlyName, e.Exception.Message); 
    }; 

Теперь я вижу это: FirstChanceException событие, поднятое в файле nART.exe: D3D11_ERROR_FILE_NOT_FOUND: Файл не найден (-2005139454)

Это может поставить меня на правильный путь здесь. Теперь я могу использовать точку останова, и я думаю, что приближаюсь к поиску виновника.

ответ

1

Вы должны иметь возможность открыть Debug> Exceptions и проверить 'Common Language Runtime Exceptions' 'Thrown', который нарушит выполнение всех исключений управляемой библиотеки, даже если они будут обработаны.

+0

Спасибо. Что помогает. – FrozT