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#Actualxdopamine

Posted 30 June 2013 - 12:35 AM

On my GTX 670 WDDM 1.3 and tiled resources seem to be supported. However I can't get the tiled resource sample (http://code.msdn.microsoft.com/Direct3D-Tiled-Resources-80ee7a6e) to work.

I already posted the following in the Q&A section of the sample page:

 

 

 

I have a Nvidia GTX 670 and use the latest 326.01 driver. DirectX says that TIER1 resource tiling is supported.
When I execute the sample the first error occurs at TerrainRenderer.cpp:102

// Create a wrapping trilinear sampler with max-filter behavior.
samplerDesc.Filter = D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR;
DX::ThrowIfFailed(device->CreateSamplerState(&samplerDesc, &m_maxFilterSampler));

If I comment out "samplerDesc.Filter = D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR;" then the error doesn't occur.

The second problem occurs in ResidencyManager.cpp:700

device->GetResourceTiling(
texture,
&resource->totalTiles,
&resource->packedMipDesc,
&resource->tileShape,
&subresourceTilings,
0,
resource->subresourceTilings.data()
);

All entries in the resource->subresourceTilings array have WidthInTiles = HeightInTiles = DepthInTiles = 0. Therefore subsequent calls that allocate textures fail because of a size of 0 (WidthInTiles * HeightInTiles == 0).

Can anybody help me?

 

 

Has anybody fixed this or is it a driver problem?


#1xdopamine

Posted 30 June 2013 - 12:34 AM

On my GTX 670 WDDM 1.3 and tiled resources seem to be supported. However I can't get the tiled resource sample (http://code.msdn.microsoft.com/Direct3D-Tiled-Resources-80ee7a6e) to work.

I already posted the following in the Q&A section of the sample page:

 

 

 

I have a Nvidia GTX 670 and use the latest 326.01 driver. DirectX says that TIER1 resource tiling is supported.
When I execute the sample the first error occurs at TerrainRenderer.cpp:102

// Create a wrapping trilinear sampler with max-filter behavior.
samplerDesc.Filter = D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR;
DX::ThrowIfFailed(device->CreateSamplerState(&samplerDesc, &m_maxFilterSampler));

If I comment out "samplerDesc.Filter = D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR;" then the error doesn't occur.

The second problem occurs in ResidencyManager.cpp:700

device->GetResourceTiling(
texture,
&resource->totalTiles,
&resource->packedMipDesc,
&resource->tileShape,
&subresourceTilings,
0,
resource->subresourceTilings.data()
);

All entries in the resource->subresourceTilings array have WidthInTiles = HeightInTiles = DepthInTiles = 0. Therefore subsequent calls that allocate textures fail because of a size of 0 (WidthInTiles * HeightInTiles == 0).

Can anybody help me?

 

 

Has anybody fixed this problem or is it a driver problem?

 


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