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C# SlimDX からこのエラーが発生しています: 最初のチャンス例外 'slimdx.direct3d11.direct3d11 例外'

しかし、なぜ/どこで/いつなのかわかりません。あらゆる種類のデバッグを有効にし、D3D デバイスをデバッグ モードにし、アンマネージ デバッグを有効にし、DirectX コントロール パネルであらゆる形式のメッセージング/ブレークを有効にしました。

奇妙なことに、このエラー メッセージが表示されても、プログラムは問題なく実行され続け、壊れません。出力ウィンドウのメッセージがなければ、目立たないでしょう。コンソールにログを記録しようとしましたが、複数のスレッドなどを使用しているため、あるものがどこで開始され、別のものが終了するかを知るのは困難です。参照デバイスを使用してみましたが、それを行うとアプリがハングします。これを PIX で実行しましたが、実行してもエラーは表示されません。

ちょっと奇妙です。デバッグできるように適切に壊れてくれればいいのですが。

何かご意見は?...

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

ありがとう

編集:

このコードを追加した後、もう少し見ることができました:

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

nART.exe で発生した FirstChanceException イベント: D3D11_ERROR_FILE_NOT_FOUND: ファイルが見つかりません (-2005139454)

これにより、ここで正しい軌道に乗ることができます。ブレークポイントを使用できるようになり、犯人の特定に近づいていると思います。

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1 に答える 1

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[デバッグ] > [例外] を開き、[共通言語ランタイムの例外] の [スロー] をチェックすると、マネージ ライブラリのすべての例外が処理されたとしても実行が中断されます。

于 2013-04-17T14:04:10.137 に答える