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#Actualmolehill mountaineer

Posted 21 June 2012 - 02:39 PM

I'm currently using PIX to try and figure this out - here's what I get:

PIX Logfile created at: 18:32:34

<SNIP>
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL).
When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.
This leads me to believe something is going wrong in the next step (which is creation of shaders).  When I check the creation results via visual studio breakpoints they turn out fine though.
I tried putting the shader file in the same directory as PIX but that didn't do anything.



EDIT: managed to get PIX running correctly by setting the folder from which to run the executable. I'm still learning to use it but I can see that the call to DrawIndexed is being made

#5molehill mountaineer

Posted 21 June 2012 - 02:37 PM

I'm currently using PIX to try and figure this out - here's what I get:

PIX Logfile created at: 18:32:34

Frame 000001 ....PRE: Frame(1)
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............PRE: AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ........PRE: <this=0x05c361a8>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........POST: <S_OK><this=0x05c361a8> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........PRE: <this=0x05c81be8>ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ............PRE: AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ........POST: <S_OK><this=0x05c81be8> ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ........PRE: <this=0x05c81fa0>ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL).
When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.
This leads me to believe something is going wrong in the next step (which is creation of shaders).  When I check the creation results via visual studio breakpoints they turn out fine though.
I tried putting the shader file in the same directory as PIX but that didn't do anything.



EDIT: managed to get PIX running correctly by setting the folder from which to run the executable.

#4molehill mountaineer

Posted 21 June 2012 - 02:27 PM

I'm currently using PIX to try and figure this out - here's what I get:

PIX Logfile created at: 18:32:34

Frame 000001 ....PRE: Frame(1)
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............PRE: AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ........PRE: <this=0x05c361a8>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........POST: <S_OK><this=0x05c361a8> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........PRE: <this=0x05c81be8>ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ............PRE: AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ........POST: <S_OK><this=0x05c81be8> ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ........PRE: <this=0x05c81fa0>ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL).
When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.
This leads me to believe something is going wrong in the next step (which is creation of shaders).  When I check the creation results via visual studio breakpoints they turn out fine though.
I tried putting the shader file in the same directory as PIX but that didn't do anything.

#3molehill mountaineer

Posted 21 June 2012 - 11:16 AM

I'm currently using PIX to try and figure this out - here what I get:

PIX Logfile created at: 18:32:34

Frame 000001 ....PRE: Frame(1)
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............PRE: AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ........PRE: <this=0x05c361a8>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........POST: <S_OK><this=0x05c361a8> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........PRE: <this=0x05c81be8>ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ............PRE: AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ........POST: <S_OK><this=0x05c81be8> ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ........PRE: <this=0x05c81fa0>ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL).
When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.
This leads me to believe something is going wrong in the next step (which is creation of shaders).  When I check the creation results they turn out fine though.
I tried putting the shader file in the same directory as PIX but that didn't do anything.

#2molehill mountaineer

Posted 21 June 2012 - 10:45 AM

I'm currently using PIX to try and figure this out - here what I get:

PIX Logfile created at: 18:32:34

Frame 000001 ....PRE: Frame(1)
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............PRE: AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ........PRE: <this=0x05c361a8>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........POST: <S_OK><this=0x05c361a8> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........PRE: <this=0x05c81be8>ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ............PRE: AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ........POST: <S_OK><this=0x05c81be8> ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ........PRE: <this=0x05c81fa0>ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL). When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.

#1molehill mountaineer

Posted 21 June 2012 - 10:40 AM

I'm currently using PIX to try and figure this out - here what I get:

PIX Logfile created at: 18:32:34

Frame 000001 ....PRE: Frame(1)
Frame 000001 ........PRE: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ............PRE: AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device, 0x05C81BE8, 0x017BF5B8)
Frame 000001 ............PRE: AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x05C81E98, 0x017B1108)
Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x05C81EE8, 0x017B8CB0)
Frame 000001 ............PRE: AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x05C81F40, 0x017BF8A8)
Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x05C361A8, 0x017CEA78)
Frame 000001 ............PRE: AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x05C36350, 0x017CED6C)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x05C364C0, 0x017CECB4)
Frame 000001 ............PRE: AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Device Context, 0x05C81FA0, 0x017C167C)
Frame 000001 ........POST: <S_OK> D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 2, 0x0013FD14, 3, 7, 0x0013FCD0, 0x018F1F40, 0x018F1F38, 0x018F1F34, 0x018F1F3C)
Frame 000001 ........PRE: <this=0x05c361a8>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........POST: <S_OK><this=0x05c361a8> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0013FC88)
Frame 000001 ........PRE: <this=0x05c81be8>ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ............PRE: AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Render Target View, 0x05C89F00, 0x017CEFA4)
Frame 000001 ........POST: <S_OK><this=0x05c81be8> ID3D11Device::CreateRenderTargetView(0x05C364C0, NULL, 0x018F1F44)
Frame 000001 ........PRE: <this=0x05c81fa0>ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm now setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL). When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.

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