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PIX not working?


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#1 Waaayoff   Members   -  Reputation: 780

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Posted 19 July 2013 - 02:22 PM

I decided to start using PIX to debug my shaders after i spent days trying to figure out why my damn atmospheric scattering shader isn't working. But of course, PIX won't work and i hate computers and i'm about to punch my screen.

 

Anyway, i'm running the samples from the SDK and the DX9 ones work fine. The DX11 ones don't. They keep crashing and i get the following error dump: (This is the output when i run the BasicHLSL11 sample)

3E668)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........POST: <><this=0x06930010> ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::AddRef()
Frame 000001 ........POST: <22><this=0x067a4f00> ID3D11Device::AddRef()
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E240, 0x00000000004AC730, 0x000000000023E228)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E240, 0x00000000004AC730, 0x000000000023E228)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::Release()
Frame 000001 ........POST: <22><this=0x067a4f00> ID3D11Device::Release()
Frame 000001 ........PRE: <this=0x069857e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........POST: <S_OK><this=0x069857e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E420)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E420)
Frame 000001 ........PRE: <this=0x069858e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........POST: <S_OK><this=0x069858e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........PRE: <this=0x06831890>ID3D11DeviceContext::CopyResource(0x00000000069858E0, 0x00000000069857E0)
Frame 000001 ........POST: <><this=0x06831890> ID3D11DeviceContext::CopyResource(0x00000000069858E0, 0x00000000069857E0)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........POST: <><this=0x06930010> ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E480)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069859E0, 0x0000000006FE6E90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069859E0, 0x0000000006FE6E90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E480)
Frame 000001 ........PRE: <this=0x06831890>ID3D11DeviceContext::CopyResource(0x00000000069859E0, 0x00000000069858E0)
Frame 000001 ........POST: <><this=0x06831890> ID3D11DeviceContext::CopyResource(0x00000000069859E0, 0x00000000069858E0)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x0000000006930010, 0x0000000006FE6850)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x0000000006930010, 0x0000000006FE6850)
Frame 000001 ........POST: <0><this=0x06930010> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069858e0>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ........POST: <0><this=0x069858e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069857e0>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ........POST: <0><this=0x069857e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069859e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........POST: <S_OK><this=0x069859e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateShaderResourceView(0x00000000069859E0, 0x000000000023E460, 0x00000000020DC680)
Frame 000001 ............PRE: AddObject(D3D11 Shader Resource View, 0x0000000006798F70, 0x0000000006FE67D0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Shader Resource View, 0x0000000006798F70, 0x0000000006FE67D0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateShaderResourceView(0x00000000069859E0, 0x000000000023E460, 0x00000000020DC680)
Frame 000001 ........PRE: <this=0x069859e0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x069859e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x06798f70>ID3D11ShaderResourceView::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........POST: <S_OK><this=0x06798f70> ID3D11ShaderResourceView::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........PRE: <this=0x06798f70>ID3D11ShaderResourceView::QueryInterface(IID_ID3D11ShaderResourceView, 0x000000000023E908)
Frame 000001 ........POST: <S_OK><this=0x06798f70> ID3D11ShaderResourceView::QueryInterface(IID_ID3D11ShaderResourceView, 0x000000000023E908)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateSamplerState(0x000000000023F168, 0x00000000FFF76930)
Frame 000001 ............PRE: AddObject(D3D11 Sampler State, 0x0000000006799090, 0x0000000006FE68E8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Sampler State, 0x0000000006799090, 0x0000000006FE68E8)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateSamplerState(0x000000000023F168, 0x00000000FFF76930)
Frame 000001 ........PRE: <this=0x06799090>ID3D11SamplerState::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 7, 0x00000000FFF01A48)
Frame 000001 ........POST: <S_OK><this=0x06799090> ID3D11SamplerState::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 7, 0x00000000FFF01A48)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76940)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985AE0, 0x0000000006FE6A90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985AE0, 0x0000000006FE6A90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76940)
Frame 000001 ........PRE: <this=0x06985ae0>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A78)
Frame 000001 ........POST: <S_OK><this=0x06985ae0> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A78)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76948)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985BB0, 0x0000000006FE78D0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985BB0, 0x0000000006FE78D0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76948)
Frame 000001 ........PRE: <this=0x06985bb0>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A90)
Frame 000001 ........POST: <S_OK><this=0x06985bb0> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A90)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76950)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985C80, 0x0000000006FE7AD0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985C80, 0x0000000006FE7AD0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76950)
Frame 000001 ........PRE: <this=0x06985c80>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 15, 0x00000000FFF01AA8)
Frame 000001 ........POST: <S_OK><this=0x06985c80> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 15, 0x00000000FFF01AA8)
Frame 000001 ........PRE: <this=0x01fdbc30>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x000000000023F1B0)
Frame 000001 ........POST: <S_OK><this=0x01fdbc30> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x000000000023F1B0)
Frame 000001 ........PRE: <this=0x067d46e0>ID3D10Texture2D::Map(2355736, Unknown D3D10_MAP, 1, 0x00000000067D46E0)
Frame 000001 ........POST: <E_INVALIDARG><this=0x067d46e0> ID3D10Texture2D::Map(2355736, Unknown D3D10_MAP, 1, 0x00000000067D46E0)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateRenderTargetView(0x00000000067D46E0, NULL, 0x000000000023F1C8)
Frame 000001 ........POST: <E_INVALIDARG><this=0x067a4f00> ID3D11Device::CreateRenderTargetView(0x00000000067D46E0, NULL, 0x000000000023F1C8)
An unhandled exception occurred.


"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

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#2 unbird   Crossbones+   -  Reputation: 4968

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Posted 19 July 2013 - 03:10 PM

Probably this nuisance.

#3 Waaayoff   Members   -  Reputation: 780

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Posted 19 July 2013 - 03:40 PM

 

Oh i swear i just might kill someone. Can you even use other tools like Nsight with an express version of visual studio?


"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

#4 unbird   Crossbones+   -  Reputation: 4968

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Posted 19 July 2013 - 09:57 PM

Unfortunately not. I successfully used Intel's GPA Frame Analyzer. It does have a couple of nice things PIX is missing (e.g. automated "speed of light" tests), but still I do prefer PIX.



#5 NightCreature83   Crossbones+   -  Reputation: 2689

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Posted 21 July 2013 - 02:01 AM

If you are using windows 8 PIX doesn't work because it doesn't understand the DX11.1 runtime, you need to switch to the full version of VS2012 which has a graphics debugger included in it. Or you use GPUPerfHud or GPUPerfStudio from NVidia or AMD depending on which GPU you are running this on.


Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, Mad Max

#6 Waaayoff   Members   -  Reputation: 780

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Posted 21 July 2013 - 07:03 AM

Do these programs have the option to check shader variable values at runtime?


"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

#7 NightCreature83   Crossbones+   -  Reputation: 2689

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Posted 21 July 2013 - 09:27 AM

These programs have the option to change the shader code and then debug the same draw call again. These applications know about what the shader is doing and how the driver will handle the commands and send them on to the GPU. These applications are written by the people who write the drivers.


Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, Mad Max

#8 Waaayoff   Members   -  Reputation: 780

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Posted 21 July 2013 - 11:12 AM

So, that's a yes? :P


"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "




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