I am receiving a very strange bug right now. I'm currently writing a small project in DirectX 11 and making use of ATL CComPtr's for the COM components. In one instance, I'm wrapping an ID3D11Buffer in a CComPtr. In most of my application, this has been fine and seen no crashes, however, for some reason in this very particular instance, I'm crashing occasionally.
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.ByteWidth = sizeof(MiscCBuffer);
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
hr = device->CreateBuffer(&bd, nullptr, &_gcVoxelBuffer);
if (FAILED(hr)) {
throw std::exception("[E] Creating constant buffer in TerrainComponent onAwake.");
}
This is the code I'm using to create the constant buffer. The CPU buffer's values are set like this
float dimX = _instanceDimensions.x;
float dimY = _instanceDimensions.y;
float dimZ = _instanceDimensions.z;
_cVoxelBuffer.misc.x = dimX;
_cVoxelBuffer.misc.y = dimY;
_cVoxelBuffer.misc.z = dimZ;
_cVoxelBuffer.misc.w = 0;
The MiscCBuffer struct only holds a XMFLOAT4. Finally, to update the constant buffer on the GPU with the CPU data, I use this code.
updateD11Buffer(_gcVoxelBuffer, _cVoxelBuffer, context);
template <class T>
updateD11Buffer(const CComPtr<ID3D11Buffer>& gcBuffer, const T& cbuffer, const CComPtr<ID3D11DeviceContext>& ctx){
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
ctx->Map(gcBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
memcpy(mappedResource.pData, &cbuffer, sizeof(cbuffer));
ctx->Unmap(gcBuffer, 0);
}
As for the error itself, it sometimes happens when the program first launches. It could successfully launch 10 times in a row, and then fail the next 3 times.
Exception thrown at 0x00007FFB003B273B (nvwgf2umx.dll) in ECS_Simulation.exe: 0xC0000005: Access violation reading location 0x000001BE69F9F000.
I have tried reading online but a lot of posts regarding nvwgf2umx.dll crashing with an access violation come from shipped game titles, other posts regarding access violations are usually caused by NULL pointers. In my case, I have checked the _gcVoxelBuffer and _gcVoxelBuffer.p, both of which are valid pointers.
In addition, the D3D Context object is pointing to a valid location, and the CPU side buffer object is also valid to the best of my knowledge.
I'm not sure if this is really the problem, but it's a problem.
Instead try:
Note that a more flexible design would be:
This version doesn't force the use of a particular smart-pointer, and is less of a "thick syntax forest".