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DX11 How to debug in DirectX11

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Hi

I have wrt an game using DX11.
I want display a trangle, but only background color displayed.

And I use the InfoQueue to catch the error message
[source lang="cpp"] HRESULT hr=S_OK;
if(m_device==NULL)
EXCEPTION("Device not created")

hr=m_device->QueryInterface(__uuidof(ID3D11Debug),(LPVOID*)&m_debug);
if(FAILED(hr))
EXCEPTION("Create ID3D11Debug failed")

hr=m_debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
if(FAILED(hr))
EXCEPTION("Set ReportLiveDeviceObjects failed")

hr=m_device->QueryInterface(__uuidof(ID3D11InfoQueue),(LPVOID*)&m_infoQueue);
if(FAILED(hr))
EXCEPTION("Create ID3D11InfoQueue failed")

m_infoQueue->ClearStoredMessages();
m_infoQueue->ClearRetrievalFilter();
m_infoQueue->ClearStorageFilter();

D3D11_INFO_QUEUE_FILTER filter;
ZeroMemory(&filter, sizeof(D3D11_INFO_QUEUE_FILTER));
D3D11_MESSAGE_SEVERITY severity;
severity=D3D11_MESSAGE_SEVERITY_ERROR;
filter.DenyList.NumSeverities=1;
filter.DenyList.pSeverityList=&severity;
m_infoQueue->AddStorageFilterEntries(&filter);
m_infoQueue->AddRetrievalFilterEntries(&filter);[/source]


In the log file:

Create RenderTargetView: Name="unnamed", Addr=0x00FDB034, ExtRef=1, IntRef=0
Create Texture2D: Name="unnamed", Addr=0x00FDB15C, ExtRef=1, IntRef=0
Create DepthStencilState: Name="unnamed", Addr=0x00FDB334, ExtRef=1, IntRef=0
Create DepthStencilView: Name="unnamed", Addr=0x00FDB42C, ExtRef=1, IntRef=0
[/quote]
But I don't know what's the meaning of it.
Because when I create the RenderTargetView,Texture2D,DepthStencilState and DepthStencilView, ther are all return S_OK.

How can I detect the bug?

And here is an other question.

Every function in ID3D11Device interface will return the HRESULT. so I can know the function run success or failed.
But the function in ID3D11DeviceContext interface have no return value.
How can I know the result?

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You can debug direct3d shaders directly from Visual Studio 2012.

http://blogs.msdn.com/b/vcblog/archive/2012/09/25/directx-graphics-development-with-visual-studio-2012.aspx

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Hi, all

I found the problem. Because of i use the ID3D11DepthStencilView.

If I use the code:
[source lang="cpp"]deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, NULL);[/source]
everything is ok.

What's wrong with ID3D11DepthStencilView in my code?

[source lang="cpp"]
// Initialize the description of the depth buffer.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

// Set up the description of the depth buffer.

depthBufferDesc.Width = m_screenWidth;
depthBufferDesc.Height = m_screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;

// Create the texture for the depth buffer using the filled out description.
hr = m_device->CreateTexture2D(&depthBufferDesc, NULL, &defaultDepthStencilBuffer);
CHECK_FAILED(hr)

// Initialize the description of the stencil state.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

// Set up the description of the stencil state.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;

// Stencil operations if pixel is front-facing.
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Stencil operations if pixel is back-facing.
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

// Create the depth stencil state.
hr = m_device->CreateDepthStencilState(&depthStencilDesc, &defaultDepthStencilState);
CHECK_FAILED(hr)

deviceContext->OMSetDepthStencilState(defaultDepthStencilState, 1);

// Initialize the depth stencil view.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

// Set up the depth stencil view description.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;

// Create the depth stencil view.
hr = m_device->CreateDepthStencilView(defaultDepthStencilBuffer, &depthStencilViewDesc, &defaultDepthStencilView);
CHECK_FAILED(hr)

deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, defaultDepthStencilView);[/source]

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I don't see anything obvious, though I wonder if you really want stencil enabled. Also, as BCullis noted, provide the shader source, and, since you now want to use depth test/write other relevant info (vertices, rasterizer state, transformations, especially the projection).

And I use the InfoQueue to catch the error message...[/quote]

I haven't dabbled with the info queue much, but I think by clearing the filters and adding D3D11_MESSAGE_SEVERITY_ERROR to the DenyList you actually disabled error reporting altogether. Rather leave it as is, creating the device in debug mode is probably enough.

And: Yeah, PIX (or the graphics debugger from VS 2012) is your friend. Get familiar with it now. To get a feeling, PIX-debug a working applications (e.g. Tutorial #5 of the SDK samples is a good start, since it uses depth).

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