• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Waaayoff

PIX not working?

7 posts in this topic

I decided to start using PIX to debug my shaders after i spent days trying to figure out why my damn atmospheric scattering shader isn't working. But of course, PIX won't work and i hate computers and i'm about to punch my screen.

 

Anyway, i'm running the samples from the SDK and the DX9 ones work fine. The DX11 ones don't. They keep crashing and i get the following error dump: (This is the output when i run the BasicHLSL11 sample)

3E668)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........POST: <><this=0x06930010> ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::AddRef()
Frame 000001 ........POST: <22><this=0x067a4f00> ID3D11Device::AddRef()
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E240, 0x00000000004AC730, 0x000000000023E228)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E240, 0x00000000004AC730, 0x000000000023E228)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::Release()
Frame 000001 ........POST: <22><this=0x067a4f00> ID3D11Device::Release()
Frame 000001 ........PRE: <this=0x069857e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........POST: <S_OK><this=0x069857e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E420)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E420)
Frame 000001 ........PRE: <this=0x069858e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........POST: <S_OK><this=0x069858e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 18, 0x00000000FFF04B78)
Frame 000001 ........PRE: <this=0x06831890>ID3D11DeviceContext::CopyResource(0x00000000069858E0, 0x00000000069857E0)
Frame 000001 ........POST: <><this=0x06831890> ID3D11DeviceContext::CopyResource(0x00000000069858E0, 0x00000000069857E0)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........POST: <><this=0x06930010> ID3D11Texture2D::GetDesc(0x000000000023E638)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E480)
Frame 000001 ............PRE: AddObject(D3D11 Texture2D, 0x00000000069859E0, 0x0000000006FE6E90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Texture2D, 0x00000000069859E0, 0x0000000006FE6E90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateTexture2D(0x000000000023E638, NULL, 0x000000000023E480)
Frame 000001 ........PRE: <this=0x06831890>ID3D11DeviceContext::CopyResource(0x00000000069859E0, 0x00000000069858E0)
Frame 000001 ........POST: <><this=0x06831890> ID3D11DeviceContext::CopyResource(0x00000000069859E0, 0x00000000069858E0)
Frame 000001 ........PRE: <this=0x06930010>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x0000000006930010, 0x0000000006FE6850)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x0000000006930010, 0x0000000006FE6850)
Frame 000001 ........POST: <0><this=0x06930010> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069858e0>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x00000000069858E0, 0x0000000006FE6C90)
Frame 000001 ........POST: <0><this=0x069858e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069857e0>ID3D11Texture2D::Release()
Frame 000001 ............PRE: RemoveObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ............POST: <> RemoveObject(D3D11 Texture2D, 0x00000000069857E0, 0x0000000006FE6A50)
Frame 000001 ........POST: <0><this=0x069857e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x069859e0>ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........POST: <S_OK><this=0x069859e0> ID3D11Texture2D::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateShaderResourceView(0x00000000069859E0, 0x000000000023E460, 0x00000000020DC680)
Frame 000001 ............PRE: AddObject(D3D11 Shader Resource View, 0x0000000006798F70, 0x0000000006FE67D0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Shader Resource View, 0x0000000006798F70, 0x0000000006FE67D0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateShaderResourceView(0x00000000069859E0, 0x000000000023E460, 0x00000000020DC680)
Frame 000001 ........PRE: <this=0x069859e0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x069859e0> ID3D11Texture2D::Release()
Frame 000001 ........PRE: <this=0x06798f70>ID3D11ShaderResourceView::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........POST: <S_OK><this=0x06798f70> ID3D11ShaderResourceView::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 13, 0x000000000023E95C)
Frame 000001 ........PRE: <this=0x06798f70>ID3D11ShaderResourceView::QueryInterface(IID_ID3D11ShaderResourceView, 0x000000000023E908)
Frame 000001 ........POST: <S_OK><this=0x06798f70> ID3D11ShaderResourceView::QueryInterface(IID_ID3D11ShaderResourceView, 0x000000000023E908)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateSamplerState(0x000000000023F168, 0x00000000FFF76930)
Frame 000001 ............PRE: AddObject(D3D11 Sampler State, 0x0000000006799090, 0x0000000006FE68E8)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Sampler State, 0x0000000006799090, 0x0000000006FE68E8)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateSamplerState(0x000000000023F168, 0x00000000FFF76930)
Frame 000001 ........PRE: <this=0x06799090>ID3D11SamplerState::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 7, 0x00000000FFF01A48)
Frame 000001 ........POST: <S_OK><this=0x06799090> ID3D11SamplerState::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 7, 0x00000000FFF01A48)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76940)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985AE0, 0x0000000006FE6A90)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985AE0, 0x0000000006FE6A90)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76940)
Frame 000001 ........PRE: <this=0x06985ae0>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A78)
Frame 000001 ........POST: <S_OK><this=0x06985ae0> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A78)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76948)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985BB0, 0x0000000006FE78D0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985BB0, 0x0000000006FE78D0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76948)
Frame 000001 ........PRE: <this=0x06985bb0>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A90)
Frame 000001 ........POST: <S_OK><this=0x06985bb0> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 16, 0x00000000FFF01A90)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76950)
Frame 000001 ............PRE: AddObject(D3D11 Buffer, 0x0000000006985C80, 0x0000000006FE7AD0)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Buffer, 0x0000000006985C80, 0x0000000006FE7AD0)
Frame 000001 ........POST: <S_OK><this=0x067a4f00> ID3D11Device::CreateBuffer(0x000000000023F130, NULL, 0x00000000FFF76950)
Frame 000001 ........PRE: <this=0x06985c80>ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 15, 0x00000000FFF01AA8)
Frame 000001 ........POST: <S_OK><this=0x06985c80> ID3D11Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 15, 0x00000000FFF01AA8)
Frame 000001 ........PRE: <this=0x01fdbc30>IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x000000000023F1B0)
Frame 000001 ........POST: <S_OK><this=0x01fdbc30> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x000000000023F1B0)
Frame 000001 ........PRE: <this=0x067d46e0>ID3D10Texture2D::Map(2355736, Unknown D3D10_MAP, 1, 0x00000000067D46E0)
Frame 000001 ........POST: <E_INVALIDARG><this=0x067d46e0> ID3D10Texture2D::Map(2355736, Unknown D3D10_MAP, 1, 0x00000000067D46E0)
Frame 000001 ........PRE: <this=0x067a4f00>ID3D11Device::CreateRenderTargetView(0x00000000067D46E0, NULL, 0x000000000023F1C8)
Frame 000001 ........POST: <E_INVALIDARG><this=0x067a4f00> ID3D11Device::CreateRenderTargetView(0x00000000067D46E0, NULL, 0x000000000023F1C8)
An unhandled exception occurred.

0

Share this post


Link to post
Share on other sites

If you are using windows 8 PIX doesn't work because it doesn't understand the DX11.1 runtime, you need to switch to the full version of VS2012 which has a graphics debugger included in it. Or you use GPUPerfHud or GPUPerfStudio from NVidia or AMD depending on which GPU you are running this on.

0

Share this post


Link to post
Share on other sites

These programs have the option to change the shader code and then debug the same draw call again. These applications know about what the shader is doing and how the driver will handle the commands and send them on to the GPU. These applications are written by the people who write the drivers.

0

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  
Followers 0