PIX and VS11 beta breaks on IDXGISwapChain::Present

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2 comments, last by 21st Century Moose 11 years, 10 months ago
Hello everyone,

I'm running into trouble debugging my application, when i run it, it's fine, but when i use the visual studio graphics debugger or PIX, it breaks on swap chain's present call, with the following error in VS:
"Unhandled exception at 0x6249D61F (d2d1.dll) in HasX11 Engine.exe: 0xC0000005: Access violation reading location 0x00000000."
and PIX gives the following:
"Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention."

I'm not sure what is the problem, i'm not using d2d at all, not even included, yet the error is in d2d1.dll, also - when i attach VS11 debugger for PIX it breaks on present too.

I am running windows 8 consumer preview, with visual studio 11 beta, i had directX SDK june 2010 installed, is it causing conflicts? i tried to rename the install directory of the sdk to make sure it's not linking with it (since i realized windows 8 has the libs and headers built in) but with the same result, i dont really feel like uninstalling the dxsdk just to make sure since i lost its installer, could there be something else causing this?
also note that it happens with both dirext3D 11 and 11.1.

Thank you for your time,
Hasan
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I don't know whether this will fix your problem or not, but I believe you'll need the Windows SDK installed to develop DX11 applications in windows 8. They don't release the DirectX SDK separately anymore.

I gets all your texture budgets!

I do have the SDK and it is what im using
The value of ESP not saved normally means that you're using a function that should be declared as CALLBACK or WINAPI but is not. Standard culprits might be your WndProc or any ThreadProc functions you might be using, other possibilities include doing a GetProcAddress where your function pointer prototype is not declared properly (again, using CALLBACK or WINAPI). Less likely is adding CALLBACK or WINAPI to a function prototype that shouldn't have it, and also check any casts-to-function-pointer you might be doing - basically if you failed to compile something that takes a function pointer but you stuck a cast in instead of fixing it properly, this can happen.

Running in the debugger will perform some extra checks that not doing so won't, so that can explain why you're not seeing it outside of a debugger. I wouldn't worry too much about the D2D part - it's possible that the architecture has changed for the new versions (e.g. the swap chain might now call into D2D for Present ops owing to a consolidation of code) - this is just speculation on my part though, but I wouldn't consider it too far-fetched.

Finally, you're using pre-release software so it's equally possible that you've just encountered a bug, which should be normal and expected behaviour with pre-release software.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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