Sign in to follow this  

DX11 [D3D11] PIX - CreateGeometryShaderWithStreamOutput - E_FAIL

Recommended Posts


When I try to debug my game with PIX, I get the error message shown below. I have provided the effect code I'm using, as well as the code I use to load it. The CreateGeometryShaderWithStreamOutput it complains about is inside the shader code.

Does anyone know why I am getting this error? Note that the shader works as intended when not debugging with PIX, and there are no Error/Warning/Info/etc messages displayed.

Thank you.

Cpp Code:
D3DX11CompileFromFile("effect.fx", NULL, NULL, NULL, "fx_5_0", 0, 0, NULL, &shader, &errors, NULL);
D3DX11CreateEffectFromMemory(shader->GetBufferPointer(), shader->GetBufferSize(), 0, GetDevice(), &_effect);

A call that previously succeeded failed during playback:

EID: 34
Call: ID3D11Device::CreateGeometryShaderWithStreamOutput()

For more information click 'Help'.

OK Help

DepthStencilState DisableDepth
DepthEnable = FALSE;
DepthWriteMask = ZERO;

struct VS_IN
float3 Position : POSITION;
float3 Velocity : VELOCITY;
float Age : AGE;
uint Type : TYPE;

struct PS_IN
float4 Position : SV_POSITION;

#define PT_EMITTER 0
#define PT_FLARE 1

VS_IN VS(VS_IN input)
return input;

void GS(point VS_IN input[1], inout PointStream<VS_IN> stream)
if (input[0].Type == PT_EMITTER)
input[0].Age += 0.1;

VS_IN p;
p.Position = input[0].Position;
p.Velocity = float3(0.005 * cos(input[0].Age), 0.005 * sin(input[0].Age), 0);
p.Age = 0;
p.Type = PT_FLARE;
if (input[0].Age < 120)
input[0].Position += input[0].Velocity;

GeometryShader gsStreamOut = ConstructGSWithSO(CompileShader(gs_4_0, GS()), ";; AGE.x; TYPE.x");
technique11 T0
pass P0
SetVertexShader(CompileShader(vs_4_0, VS()));
SetDepthStencilState(DisableDepth, 0);

[Edited by - jrh2365 on October 10, 2010 6:00:41 PM]

Share this post

Link to post
Share on other sites
Have you tried disabling shader optmizations?

I had the same kind of errors with d3d11 shaders specially the Hull Shader.

Try setting the disable optimizations flag before compiling the shaders.


Share this post

Link to post
Share on other sites
Have you tried another application that uses stream out with the GS? Perhaps there is something about the way you are using the API that doesn't work well with PIX. I believe the ParticlesGS sample uses DX10 with stream out, so that could be a good place to start.

I would also check the docs and see if stream out is officially supported yet or not - I don't recall if it is, but that could also be the problem if it isn't supported.

Share this post

Link to post
Share on other sites
I had already tested the DX10 ParticlesGS sample and it did not crash. I forgot to mention that. I don't know of any DX11 samples that I could test, though. I was unable to find anything in the documentation related to features that are not supported.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By GreenGodDiary
      I'm attempting to implement some basic post-processing in my "engine" and the HLSL part of the Compute Shader and such I think I've understood, however I'm at a loss at how to actually get/use it's output for rendering to the screen.
      Assume I'm doing something to a UAV in my CS:
      RWTexture2D<float4> InputOutputMap : register(u0); I want that texture to essentially "be" the backbuffer.
      I'm pretty certain I'm doing something wrong when I create the views (what I think I'm doing is having the backbuffer be bound as render target aswell as UAV and then using it in my CS):
      DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); scd.BufferCount = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_UNORDERED_ACCESS; scd.OutputWindow = wndHandle; scd.SampleDesc.Count = 1; scd.Windowed = TRUE; HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &gSwapChain, &gDevice, NULL, &gDeviceContext); // get the address of the back buffer ID3D11Texture2D* pBackBuffer = nullptr; gSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // use the back buffer address to create the render target gDevice->CreateRenderTargetView(pBackBuffer, NULL, &gBackbufferRTV); // set the render target as the back buffer CreateDepthStencilBuffer(); gDeviceContext->OMSetRenderTargets(1, &gBackbufferRTV, depthStencilView); //UAV for compute shader D3D11_UNORDERED_ACCESS_VIEW_DESC uavd; ZeroMemory(&uavd, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; uavd.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; uavd.Texture2D.MipSlice = 1; gDevice->CreateUnorderedAccessView(pBackBuffer, &uavd, &gUAV); pBackBuffer->Release();  
      After I render the scene, I dispatch like this:
      gDeviceContext->OMSetRenderTargets(0, NULL, NULL); m_vShaders["cs1"]->Bind(); gDeviceContext->CSSetUnorderedAccessViews(0, 1, &gUAV, 0); gDeviceContext->Dispatch(32, 24, 0); //hard coded ID3D11UnorderedAccessView* nullview = { nullptr }; gDeviceContext->CSSetUnorderedAccessViews(0, 1, &nullview, 0); gDeviceContext->OMSetRenderTargets(1, &gBackbufferRTV, depthStencilView); gSwapChain->Present(0, 0); Worth noting is the scene is rendered as usual, but I dont get any results from the CS (simple gaussian blur)
      I'm sure it's something fairly basic I'm doing wrong, perhaps my understanding of render targets / views / what have you is just completely wrong and my approach just makes no sense.

      If someone with more experience could point me in the right direction I would really appreciate it!

      On a side note, I'd really like to learn more about this kind of stuff. I can really see the potential of the CS aswell as rendering to textures and using them for whatever in the engine so I would love it if you know some good resources I can read about this!

      Thank you <3
      P.S I excluded the .hlsl since I cant imagine that being the issue, but if you think you need it to help me just ask

      P:P:S. As you can see this is my first post however I do have another account, but I can't log in with it because just keeps asking me to accept terms and then logs me out when I do over and over
    • By noodleBowl
      I was wondering if anyone could explain the depth buffer and the depth stencil state comparison function to me as I'm a little confused
      So I have set up a depth stencil state where the DepthFunc is set to D3D11_COMPARISON_LESS, but what am I actually comparing here? What is actually written to the buffer, the pixel that should show up in the front?
      I have these 2 quad faces, a Red Face and a Blue Face. The Blue Face is further away from the Viewer with a Z index value of -100.0f. Where the Red Face is close to the Viewer with a Z index value of 0.0f.
      When DepthFunc is set to D3D11_COMPARISON_LESS the Red Face shows up in front of the Blue Face like it should based on the Z index values. BUT if I change the DepthFunc to D3D11_COMPARISON_LESS_EQUAL the Blue Face shows in front of the Red Face. Which does not make sense to me, I would think that when the function is set to D3D11_COMPARISON_LESS_EQUAL the Red Face would still show up in front of the Blue Face as the Z index for the Red Face is still closer to the viewer
      Am I thinking of this comparison function all wrong?
      Vertex data just in case
      //Vertex date that make up the 2 faces Vertex verts[] = { //Red face Vertex(Vector4(0.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(0.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(0.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), //Blue face Vertex(Vector4(0.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(0.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(0.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), };  
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By turanszkij
      If I do a buffer update with MAP_NO_OVERWRITE or MAP_DISCARD, can I just write to the buffer after I called Unmap() on the buffer? It seems to work fine for me (Nvidia driver), but is it actually legal to do so? I have a graphics device wrapper and I don't want to expose Map/Unmap, but just have a function like void* AllocateFromRingBuffer(GPUBuffer* buffer, uint size, uint& offset); This function would just call Map on the buffer, then Unmap immediately and then return the address of the buffer. It usually does a MAP_NO_OVERWRITE, but sometimes it is a WRITE_DISCARD (when the buffer wraps around). Previously I have been using it so that the function expected the data upfront and would copy to the buffer between Map/Unmap, but now I want to extend functionality of it so that it would just return an address to write to.
    • By mister345
      Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black!
      Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong, 
      but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look
      at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea.
          // Setup the description of the texture.
          textureDesc.Height = height;
          textureDesc.Width = width;
          textureDesc.MipLevels = 0;
          textureDesc.ArraySize = 1;
          textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          textureDesc.SampleDesc.Count = 1;
          textureDesc.SampleDesc.Quality = 0;
          textureDesc.Usage = D3D11_USAGE_DEFAULT;
          textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
          textureDesc.CPUAccessFlags = 0;
          textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
      Please help, thanks.
  • Popular Now