• Advertisement
Sign in to follow this  

DX11 Draw call failing to draw

This topic is 2011 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am trying to learn DX11 but so far I am not having a lot of luck, I currently have a few simple draw calls that should display a quad and a debug axis at the origin.

However nothing is drawn and when I look at the drawcalls in PIX i see that the vertices get transformed fine but the viewport stays empty, here is a PIX screenshot showing what I mean.

Now I can't seem to find what I am doing wrong in the D3D11 initialisation steps so here they are:
void RenderSystem::initialise()
m_appName = "Demo app";
m_windowName = "Demo app";
if (m_window.createWindow(m_appName, m_windowName))
//Enumerate which devices we can create and which ones we want to create.
HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&m_dxgiFactory);
if (FAILED(hr))
std::cout << "Failed to create a dxgi factory, can't enumerate adapaters, with error: " << hr << std::endl;
std::cout << "Setting up a Render Device" << std::endl;
UINT i = 0;
IDXGIAdapter * pAdapter;
std::vector <IDXGIAdapter*> vAdapters;
while(m_dxgiFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND)
//release the factory here we need to get the factory the device is created with later on otherwise swapchain creation fails
DeviceManager& deviceManager = DeviceManager::getInstance();
if (!deviceManager.createDevice(vAdapters))
ID3D11Device* device = deviceManager.getDevice();
//Patch up the factory
int windowWidth = 1280;
int windowHeight = 720;
const ISetting<int>* widthSetting = SettingsManager::getInstance().getSetting<int>("WindowWidth");
if (widthSetting)
windowWidth = widthSetting->getData();
const ISetting<int>* heightSetting = SettingsManager::getInstance().getSetting<int>("WindowHeight");
if (heightSetting)
windowHeight = heightSetting->getData();
createSwapChain(device, windowWidth, windowHeight);
setupSwapChainForRendering(device, deviceManager.getDeviceContext(), windowWidth, windowHeight);
//Everything is in GL format so turn off culling
D3D11_RASTERIZER_DESC rasterizerStateDesc;
rasterizerStateDesc.CullMode = D3D11_CULL_NONE;
rasterizerStateDesc.FillMode = D3D11_FILL_SOLID;
rasterizerStateDesc.AntialiasedLineEnable = false;
rasterizerStateDesc.DepthBias = 0;
rasterizerStateDesc.DepthBiasClamp = 0.0f;
rasterizerStateDesc.FrontCounterClockwise = false;
rasterizerStateDesc.MultisampleEnable = false;
rasterizerStateDesc.ScissorEnable = false;
rasterizerStateDesc.SlopeScaledDepthBias = 0.0f;
rasterizerStateDesc.DepthClipEnable = true;
hr = device->CreateRasterizerState(&rasterizerStateDesc, &m_rasteriserState);

#ifdef _DEBUG
m_face.initialise(0.5f, false, false, true);
Matrix44 world;
//! @brief TODO enter a description
//! @remark
void RenderSystem::update( float elapsedTime, double time )
m_window.update(elapsedTime, time);
float clearColor[4] = {0.9f, 0.5f, 0.5f, 1.0f};
ID3D11DeviceContext* deviceContext = DeviceManager::getInstance().getDeviceContext();
deviceContext->ClearRenderTargetView(m_renderTargetView, clearColor);
deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

#ifdef _DEBUG
//! @brief TODO enter a description
//! @remark
bool RenderSystem::createSwapChain(ID3D11Device* device, int windowWidth, int windowHeight)
DXGI_MODE_DESC bufferDescription;
ZeroMemory(&bufferDescription, sizeof(DXGI_MODE_DESC));
bufferDescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
bufferDescription.Height = windowHeight;
bufferDescription.Width = windowWidth;
bufferDescription.RefreshRate.Numerator = 60;
bufferDescription.RefreshRate.Denominator = 1;
m_swapChainDescriptor.BufferCount = 1;
m_swapChainDescriptor.BufferDesc = bufferDescription;
m_swapChainDescriptor.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
m_swapChainDescriptor.OutputWindow = m_window.getWindowHandle();
m_swapChainDescriptor.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
m_swapChainDescriptor.SampleDesc.Count = 1;
m_swapChainDescriptor.SampleDesc.Quality = 0;
m_swapChainDescriptor.Windowed = true;
if (FAILED(m_dxgiFactory->CreateSwapChain((IUnknown*)device, &m_swapChainDescriptor, &m_swapChain)))
std::cout << "Failed to create a swapchain" << std::endl;
return false;
return true;

//! @brief TODO enter a description
//! @remark
void RenderSystem::setupSwapChainForRendering( ID3D11Device* device, ID3D11DeviceContext* deviceContext, int windowWidth, int windowHeight )
// Create a render target view
if( FAILED( m_swapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&m_backBuffer ) ) )
std::cout << "Failed to acquire the back buffer pointer" << std::endl;
if( FAILED( device->CreateRenderTargetView( m_backBuffer, NULL, &m_renderTargetView ) ) )
std::cout << "Failed to Create the render target view" << std::endl;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC depthBufferDescriptor;
ZeroMemory( &depthBufferDescriptor, sizeof(D3D11_TEXTURE2D_DESC) );
depthBufferDescriptor.Width = windowWidth;
depthBufferDescriptor.Height = windowHeight;
depthBufferDescriptor.MipLevels = 1;
depthBufferDescriptor.ArraySize = 1;
depthBufferDescriptor.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDescriptor.SampleDesc.Count = 1;
depthBufferDescriptor.SampleDesc.Quality = 0;
depthBufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
depthBufferDescriptor.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDescriptor.CPUAccessFlags = 0;
depthBufferDescriptor.MiscFlags = 0;
if( FAILED( device->CreateTexture2D( &depthBufferDescriptor, NULL, &m_depthStencilBuffer ) ) )
std::cout << "Failed to create the back buffer" << std::endl;

// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDescriptor;
ZeroMemory( &depthStencilViewDescriptor, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC) );
depthStencilViewDescriptor.Format = depthBufferDescriptor.Format;
depthStencilViewDescriptor.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDescriptor.Texture2D.MipSlice = 0;
if( FAILED(device->CreateDepthStencilView( m_depthStencilBuffer, &depthStencilViewDescriptor, &m_depthStencilView )) )
std::cout << "Failed to create the depth stencil view" << std::endl;
deviceContext->OMSetRenderTargets( 1, &m_renderTargetView, m_depthStencilView );

//// Setup the viewport
vp.Width = (FLOAT)windowWidth;
vp.Height = (FLOAT)windowHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
deviceContext->RSSetViewports( 1, &vp );

Non of the calls seem to fail however I am not seeing a quad in the output target, so can anyone see what I am doing wrong here?

Share this post

Link to post
Share on other sites
If it's not showing up in the viewport window then it has to be something before the pixel shader kicks in. So either the viewport is wrong (although it looks right in your code), or your triangles are getting backface culled, or the triangles aren't on the screen to begin with.

Share this post

Link to post
Share on other sites
Sorry should have mentioned a few more things, RasteriserState is set to not back or front face cull so we should always see the quad. Quad is created around the origin (one of it's corners is on the origin) has an identity world matrix and then just a LH view and perspective matrix for transformation.

Camera is created with the following line, so should be looking at (0,0,0) and located in (0,0,2)
m_cameraSystem.createCamera("global", Vector3(0.0f, 0.0f, 2.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3::yAxis());

Pixel shader is only outputting a full alpha white color as I don't care about shading at the moment just want to see the object on screen.

I am just at a loss here, in DX9.0 I would have this rendering as I said before, but I can't see what I am missing in DX11. Also I am running with full debug information on and that is not giving me warnings or usefull info traces as to why it shouldn't be rendering.

So I think I found it:
When I turn rasterizerStateDesc.DepthClipEnable off I can actually see my quad so must be something to do with the depthstencilstate. Edited by NightCreature83

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By AxeGuywithanAxe
      I wanted to see how others are currently handling descriptor heap updates and management.
      I've read a few articles and there tends to be three major strategies :
      1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
      2) You have one descriptor heap for an entire pipeline
      3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
      The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
      The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
    • By evelyn4you
      until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight.
      Now i have implemented realtime environment  probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap.
      For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7
      My Graphic Card is Directx 12 compatible NVidia GTX 960
      the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
      Now my questions
       is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ?
        the same question is about the constant buffer of the matrixes
       my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal
      for example i could use 2 vertexbuffer bindings
      1 containing only the uv coordinates
      2.containing position and normal
      How do i copy from the RWByteAddressBuffers to the vertexbuffer ?
      (Code from turanszkij )
      Here is my shader implementation for skinning a mesh in a compute shader:
      1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 struct Bone { float4x4 pose; }; StructuredBuffer<Bone> boneBuffer;   ByteAddressBuffer vertexBuffer_POS; // T-Pose pos ByteAddressBuffer vertexBuffer_NOR; // T-Pose normal ByteAddressBuffer vertexBuffer_WEI; // bone weights ByteAddressBuffer vertexBuffer_BON; // bone indices   RWByteAddressBuffer streamoutBuffer_POS; // skinned pos RWByteAddressBuffer streamoutBuffer_NOR; // skinned normal RWByteAddressBuffer streamoutBuffer_PRE; // previous frame skinned pos   inline void Skinning(inout float4 pos, inout float4 nor, in float4 inBon, in float4 inWei) {  float4 p = 0, pp = 0;  float3 n = 0;  float4x4 m;  float3x3 m3;  float weisum = 0;   // force loop to reduce register pressure  // though this way we can not interleave TEX - ALU operations  [loop]  for (uint i = 0; ((i &lt; 4) &amp;&amp; (weisum&lt;1.0f)); ++i)  {  m = boneBuffer[(uint)inBon].pose;  m3 = (float3x3)m;   p += mul(float4(pos.xyz, 1), m)*inWei;  n += mul(nor.xyz, m3)*inWei;   weisum += inWei;  }   bool w = any(inWei);  pos.xyz = w ? p.xyz : pos.xyz;  nor.xyz = w ? n : nor.xyz; }   [numthreads(1024, 1, 1)] void main( uint3 DTid : SV_DispatchThreadID ) {  const uint fetchAddress = DTid.x * 16; // stride is 16 bytes for each vertex buffer now...   uint4 pos_u = vertexBuffer_POS.Load4(fetchAddress);  uint4 nor_u = vertexBuffer_NOR.Load4(fetchAddress);  uint4 wei_u = vertexBuffer_WEI.Load4(fetchAddress);  uint4 bon_u = vertexBuffer_BON.Load4(fetchAddress);   float4 pos = asfloat(pos_u);  float4 nor = asfloat(nor_u);  float4 wei = asfloat(wei_u);  float4 bon = asfloat(bon_u);   Skinning(pos, nor, bon, wei);   pos_u = asuint(pos);  nor_u = asuint(nor);   // copy prev frame current pos to current frame prev pos streamoutBuffer_PRE.Store4(fetchAddress, streamoutBuffer_POS.Load4(fetchAddress)); // write out skinned props:  streamoutBuffer_POS.Store4(fetchAddress, pos_u);  streamoutBuffer_NOR.Store4(fetchAddress, nor_u); }  
    • By mister345
      Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?
      _lightBufferVS->viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&_lightBufferVS->position), XMLoadFloat3(&_lookAt), XMLoadFloat3(&up));
      It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions.
          m_viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookAt), XMLoadFloat3(&up)); Here is the repo for the broken code (See LightClass) https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/LightClass.cpp
      and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter.
    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
  • Advertisement