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BrentMorris

DX11 Multiple Render Targets Crash

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Quick question. Do you have to set up blend states if you are rendering to multiple render targets? I can render straight to the backbuffer or to a single render target, but when I try to render to multiple RT's I get a crash at the present call.

I'm 95% certain most everything is set up correctly. The shaders have been slightly modified from another DX11 project, and otherwise what I've written is loosely based off of http://www.rastertek.../dx11tut22.html

I'm confused. >_<

Edit: To clarify this is for DX11. Edited by DementedCarrot

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You can choose to enable independent RT blending if you want, by setting the IndependentBlendEnable field of the D3D11_BLEND_DESC structure to TRUE when creating the blend state. If you do so, you need to fill the whole array of 8 D3D11_RENDER_TARGET_BLEND_DESC structures with meaningful values.

If you set the blend state to 0, D3D sets a default state that disables blending. You could see if this removes the crash, and if not, the problem lies somewhere else.

Also, be sure to use a debug ref device - it should warn you if you have invalid device state upon drawing stuff. There are some things that it doesn't catch, though.

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I'm not setting blend states at all, so I guess that's out.

Also the debug device reveals nothing.

To clarify further: It's crashing the video drivers, and not the program. After the driver crash and the recovery it continues to run. It only draws black screens though.

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