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ryvola

[SlimDX] Shadow Map

5 posts in this topic

Hi everybody,

I try creating a shadow map in SlimDX using this tutorial

[url="http://takinginitiative.net/2011/05/15/directx10-tutorial-10-shadow-mapping/"]http://takinginitiat...shadow-mapping/[/url]

Whenever I create Texture2D for the shadow map I get [i]System.NullReferenceException[/i].

The relevant part of the code is here

[code]
Texture2DDescription shadowMapTexDesc = new Texture2DDescription()
{
Width = form.ClientSize.Width,
Height = form.ClientSize.Height,
MipLevels = 1,
ArraySize = 1,
Format = Format.R32_Typeless,
SampleDescription = swapDesc.SampleDescription,
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
};
shadowMap = new Texture2D(device, shadowMapTexDesc); // the exception is raised here

[/code]
Anybody knows what I'm doing wrong?
I'm using DirectX11.


Ryvola
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Quick guess: Format is wrong to me. Shouldn't that be R32F or D24? I would assume D24 after taking into account you have DepthStencil bind flag.
btw: what does the DX debugger says?
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Maxest,
thank you for your quick answer.

[quote name='maxest' timestamp='1308831938' post='4826743']
Quick guess: Format is wrong to me. Shouldn't that be R32F or D24? I would assume D24 after taking into account you have DepthStencil bind flag.
[/quote]

All these formats give me the same exception. :(


[quote name='maxest' timestamp='1308831938' post='4826743']
btw: what does the DX debugger says?

[/quote]

Is it this? (I'm still new to DirectX)


[code]
An unhandled exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll
Additional information: E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)
[/code]



Edit:


I've got additional info from debugger:

[code]D3D11: ERROR: ID3D11Device::CreateTexture2D: If the device interface is D3D10.0 or the driver/hardware are D3D10.0 (regardless of API version),

a Texture2D with sample count > 1 cannot have both D3D11_BIND_DEPTH_STENCIL and D3D11_BIND_SHADER_RESOURCE.

This call may appear to incorrectly return success on older/current D3D runtimes due to missing validation, despite this debug layer message.

[ STATE_CREATION ERROR #99: CREATETEXTURE2D_INVALIDBINDFLAGS ][/code]



Does it mean I can't run it on DX10.0 graphics card?


Ryvola
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It says right in the message that a 2D texture with a sample count of greater than 1 cannot have both BindFlags.DepthStencil and BindFlags.ShaderResource set on it.
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Yes, running this code on DX10.0 hardware doesn't allow to use more than 1 sample count. On DX11 hardware this code runs smoothly.

Thank you for helping me.

Ryvola
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