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DX11 - 1D Textures - Driver Crash

4 posts in this topic

Hi guys! happy.png


Just a small (I hope) question, why does this provide troubles for my driver? I'm basically sending a 1D Texture to my shader, here's how I do it:


Creating the texture.

// Load image from DevIL
ILuint idImage;
ilGenImages( 1, &idImage );
ilBindImage( idImage );
ilLoadImage( filePath.c_str() );
_ASSERT ( IL_NO_ERROR == ilGetError() );
// Fetch dimensions of image
int width = ilGetInteger( IL_IMAGE_WIDTH );
int height = ilGetInteger( IL_IMAGE_HEIGHT );
// Load the data
unsigned char * pData = ilGetData();
// Build the texture header descriptor
descTex.Width = width;
descTex.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descTex.Usage = D3D11_USAGE_DEFAULT;
descTex.CPUAccessFlags = 0;
descTex.MipLevels = 1;
descTex.ArraySize = 1;
// Resource data descriptor
memset( &data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pData;
data.SysMemPitch = 4 * width;
// Create the 2d texture from data
ID3D11Texture1D * pTexture = NULL;
HV( pDevice->CreateTexture1D( &descTex, &data, &pTexture ));
// Create resource view descriptor
srvDesc.Format = descTex.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;

srvDesc.Texture1D.MostDetailedMip = 0;
srvDesc.Texture1D.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS;

// Create the shader resource view
HV( pDevice->CreateShaderResourceView( pTexture, &srvDesc, &pSRV ));
// Delete from IL buffer after image loaded correctly
ilDeleteImages( 1, &idImage );
idImage = 0;

Sending it: tongue.png

devcon->PSSetShaderResources(1, 1, &LineColors.pTexture);

Receiving it:

Texture1D t_lensColors : register(t1);

Now what on earth have I done wrong? Again...



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Does it crash when you create it, or when try to use it? Either way I don't have psychic debugging powers so I can't tell you exactly why the driver is crashing, but you should try changing or simplifying things until you figure out what's triggering the crashing. For starters, you might want to try just making the texture as a 2D texture with a height of 1.


EDIT: actually 1 thing that looks busted in your code is that you're passing D3D11_RESOURCE_MISC_GENERATE_MIPS as the "MipLevels" field of srvDesc. That should either be set to the actual number of mips, or to -1 to indicate that it should use all mip levels. You can also just pass NULL to CreateShaderResourceView instead of filling out a D3D11_SHADER_RESOURCE_VIEW_DESC structure if you just want the default settings of using the same format, same dimensions, and all mip levels.

Edited by MJP

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If you give it -1, you are also expected to give an array of D3D11_SUBRESOURCE_DATA structures, one for each mip level. Otherwise, you may (and often will) run into access violation.


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Alright, I boiled the issue down, and it seemed to be an external issue (Sorry about that).


It seems to happen when sampling a texture in a loop (I've done it before, so I don't know why it should cause problems):

float4 textureDistorted(
	float2 texcoord, 
	float2 direction,
	float3 distortion 
) {
	return float4(
		t_dff.Sample(ss, texcoord + direction * distortion.r).r,
		t_dff.Sample(ss, texcoord + direction * distortion.g).g,
		t_dff.Sample(ss, texcoord + direction * distortion.b).b,
for (int i = 0; i < uSamples; ++i) { // PS. the uSamples is a constant in the shader, so it should unroll the loop
	float2 offset = frac(texcoord + ghostVec * float(i));
	float weight = length(float2(0.5, 0.5) - offset) / length(float2(0.5, 0.5));
	weight = pow(1.0 - weight, 10.0);
	result += textureDistorted(
	) * weight; // <- If this command is removed (the textureDistorted), my driver doesn't crash. Though I can use it outside a loop...


Heh, the topic kind of changed here, just tell me if you see something terribly wrong here.

Edited by Migi0027

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