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DX11 Directx 11 instancing

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Hi,
I want to draw 50 000 cubes using instance drawing.
I tried make it in this way, but there is no object on scene:
 
Efekty.fx
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register( s0 );

cbuffer cbNeverChanges : register( b0 )
{
	matrix View;
};

cbuffer cbChangeOnResize : register( b1 )
{
    matrix Projection;
};

cbuffer cbChangesEveryFrame : register( b2 )
{
    matrix World;
	bool cPrzez;
	int kolorP;
};

cbuffer cbPixelShader : register( b3 )
{
	float4 kolorS;
	float4 kolorL;

};

//--------------------------------------------------------------------------------------
struct VS_INPUT
{
    float4 Pos : POSITION;
    float2 Tex : TEXCOORD0;
};

struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float2 Tex : TEXCOORD0;
};

struct VS_INS_INPUT
{
    float4 Pos : POSITION;
    float2 Tex : TEXCOORD0;

	row_major matrix instancePos : INSTANCEPOS;
	uint instanceID : SV_InstanceID;

};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
    PS_INPUT output = (PS_INPUT)0;
    output.Pos = mul( input.Pos, World );
    output.Pos = mul( output.Pos, View );
    output.Pos = mul( output.Pos, Projection );
    output.Tex = input.Tex;
    
    return output;
}

PS_INPUT VS_INS( VS_INS_INPUT input ){
   
	PS_INPUT output = (PS_INPUT)0;
    output.Pos = mul( input.Pos, input.instancePos );
    output.Pos = mul( output.Pos, View );
    output.Pos = mul( output.Pos, Projection );
    output.Tex = input.Tex;
    
    return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------


float4 PS( PS_INPUT input) : SV_Target{

	float4 diffuse = txDiffuse.Sample( samLinear, input.Tex ) * kolorP / 100 + kolorS + kolorL;

	if (cPrzez){

		clip(diffuse.a < 0.5f ? -1:1);

	}

	return diffuse;

}

main.cpp

ID3D11InputLayout*                  IN_g_pVertexLayout = NULL;
ID3D11Buffer*                       IN_g_pVertexBuffer[2];
ID3D11VertexShader*                 IN_g_pVertexShader = NULL;
ID3D11Buffer*                       IN_g_pInstanceVertexBuffer;

struct INS{

	XMFLOAT4X4 IN_N;

};

std::vector <INS> InstancV;
	ID3DBlob* IN_pVSBlob = NULL;
	D3DX11CompileFromFile( L"Efekty.fx", NULL, NULL, "VS_INS", "vs_4_0", 0, 0, NULL, &IN_pVSBlob, 0, NULL );
	d3d11Device->CreateVertexShader( IN_pVSBlob->GetBufferPointer(), IN_pVSBlob->GetBufferSize(), NULL, &IN_g_pVertexShader );

    D3D11_INPUT_ELEMENT_DESC layoutWW[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		
		{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1 }

    };
    UINT numElementsWW = ARRAYSIZE( layoutWW );


	d3d11Device->CreateInputLayout (layoutWW, numElementsWW, IN_pVSBlob->GetBufferPointer(),  IN_pVSBlob->GetBufferSize(), &IN_g_pVertexLayout);
    IN_pVSBlob->Release();
	
	IN_g_pVertexBuffer[0] = g_pVertexBuffer;
	IN_g_pVertexBuffer[1] = IN_g_pInstanceVertexBuffer;
XMMATRIX WSG;
INS WSF;
for (short int TB_01 = 0; TB_01 < w; TB_01++){

	for (short int TB_02 = 100; TB_02 < 150; TB_02 += 10){

		for (short int TB_03 = 0; TB_03 < w; TB_03++){

			WSG = XMMatrixTranspose (XMMatrixRotationNormal (camUp, 0) * 
				XMMatrixScaling( skala, skala, skala ) * XMMatrixTranslation( 
				static_cast <float> (TB_01 * skala * 2), 
				static_cast <float> (TB_02 * skala * 2),
				static_cast <float> (TB_03 * skala * 2)));
								
			XMStoreFloat4x4 (&WSF.IN_N, WSG);
			InstancV.push_back (WSF);

		}

	}

}
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof (INS) * InstancV.size();
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = &InstancV[0];
d3d11Device->CreateBuffer( &bd, &InitData, &IN_g_pInstanceVertexBuffer );

Drawing with instancing (not working):

			UINT strideI[2] = {sizeof(SimpleVertex), sizeof(INS)};
			UINT offsetI[2] = {0,0};

			d3d11DevCon->IASetInputLayout (IN_g_pVertexLayout);
			d3d11DevCon->IASetVertexBuffers( 0, 2, IN_g_pVertexBuffer, strideI, offsetI );	
			d3d11DevCon->VSSetShader( IN_g_pVertexShader, NULL, 0 );

			d3d11DevCon->PSSetShaderResources( 0, 1, &texturaU[0] );

			d3d11DevCon->DrawIndexedInstanced (ModelPK[lModeli + lModeliV + lModeliP + lModeliPV][1], InstancV.size(), ModelPK[lModeli + lModeliV + lModeliP + lModeliPV][0], 0, 0);
 

Drawing without instancing (working):

			UINT stride = sizeof( SimpleVertex );
			UINT offset = 0;

			d3d11DevCon->IASetInputLayout (g_pVertexLayout);
			d3d11DevCon->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );	
			d3d11DevCon->VSSetShader( g_pVertexShader, NULL, 0 );
			
			d3d11DevCon->PSSetShaderResources( 0, 1, &texturaU[0] );

			
			for (short int TB_01 = 0; TB_01 < w; TB_01++){

				for (short int TB_02 = 100; TB_02 < 150; TB_02 += 10){

					for (short int TB_03 = 0; TB_03 < w; TB_03++){

						cb.mWorld = XMMatrixTranspose (XMMatrixRotationNormal (camUp, 0) * 
							XMMatrixScaling( skala, skala, skala ) * XMMatrixTranslation( 
							static_cast <float> (TB_01 * skala * 2), 
							static_cast <float> (TB_02 * skala * 2),
							static_cast <float> (TB_03 * skala * 2)));
						
						d3d11DevCon->UpdateSubresource( g_pCBChangesEveryFrame, 0, NULL, &cb, 0, 0 );
						d3d11DevCon->DrawIndexed (ModelPK[lModeli + lModeliV + lModeliP + lModeliPV][1], ModelPK[lModeli + lModeliV + lModeliP + lModeliPV][0], 0);

					}

				}

			}

Edited by Kamil9132

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I cannot quite remember but i think that it should be:

{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1 }

 

I havent look in depth...

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Internally the compiler expands

row_major matrix instancePos : INSTANCEPOS; 

into something like:

float4 instancePos : INSTANCEPOS0;
float4 instancePos : INSTANCEPOS1;
float4 instancePos : INSTANCEPOS2;
float4 instancePos : INSTANCEPOS3;

 
So the input layout should be:

{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "INSTANCEPOS", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1 }
Edited by TiagoCosta

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Not to sound like the old champ.

 

But. Enable the debug layer, look at the messages being sent to you. Anything relevant?

 

EDIT:

 

Im curious, since theres no NULL component in the input layout, what does numElementsWW equal?

Edited by Migi0027

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numElementsWW is equal to 6

D3D11 WARNING: Live ID3D11Device at 0x00850D84, Refcount: 96 [ STATE_CREATION WARNING #441: LIVE_DEVICE]
D3D11 WARNING: 	Live ID3D11Context at 0x00D40070, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT]
D3D11 WARNING: 	Live ID3DDeviceContextState at 0x00E042A0, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #3145742: LIVE_DEVICECONTEXTSTATE]
D3D11 WARNING: 	Live ID3D11BlendState at 0x00E0A3F4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11DepthStencilState at 0x00E0C96C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: 	Live ID3D11RasterizerState at 0x00E0D0A4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x00E0E7FC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11Query at 0x00E0EA14, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #438: LIVE_QUERY]
D3D11 WARNING: 	Live IDXGISwapChain at 0x00E0EC30, Refcount: 1 [ STATE_CREATION WARNING #442: LIVE_SWAPCHAIN]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E0F194, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11RenderTargetView at 0x00E100F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E10474, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11DepthStencilView at 0x00E117CC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #429: LIVE_DEPTHSTENCILVIEW]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x00E11B2C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x00E13714, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2E441564, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x00E1799C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x00E1E214, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x00E22F3C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x00E1A2FC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x00E235B4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E65AF04, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E65B83C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E65C77C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E65D764, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E65F9A4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E660104, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E665764, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E665A04, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E667BB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E667E1C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E66CA1C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E66CCBC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E66E3FC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E66E664, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E26A54, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E26CF4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E28284, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E284EC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E29D8C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E2A02C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E2B2F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E2B55C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E2C984, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E2CC24, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E2E8A4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E2EAE4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E303A4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E30644, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E31A3C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E31C7C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E330C4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E33364, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E3511C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E3535C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E367A4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E36A44, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E37F74, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E381B4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E3D56C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E3D80C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E3F214, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x00E3F47C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x00E3FE4C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E442FE4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E44427C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E444544, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E445AA4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E445D7C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E447014, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E4472EC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E44884C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E448B24, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E449DBC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E44A094, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E44B5F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E44B8CC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E44CB64, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E44CE3C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E66C41C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E44E994, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E450E9C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E45113C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E452F74, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E45323C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E4544D4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E45479C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E45FCF4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E45FF94, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46125C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E461524, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E463184, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E463424, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E464BAC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E464E74, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46613C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E466404, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46769C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E467964, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E468BFC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E468EC4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46A15C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E46A424, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46BB54, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E46BDF4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46D0BC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E46D384, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46E61C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E46E8E4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E46FB7C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E46FE44, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E4710DC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E4713A4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E47263C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E472904, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E473B9C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E473E64, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E4750FC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E4753C4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E47665C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11BlendState at 0x2E4768C4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x2E47717C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E4779B4, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E478C44, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E478F14, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E47ABF4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E47AFA4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E47C64C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E47D87C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E47DAEC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2E4CAAB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x2E4C40B4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x2E4C7DB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E4CFC7C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11BlendState at 0x2E4D2974, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x2E402C7C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11RasterizerState at 0x2E4CBEC4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: 	Live ID3D11DepthStencilState at 0x2E4CD384, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: 	Live ID3D11GeometryShader at 0x2E4CC00C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #431: LIVE_GEOMETRYSHADER]
D3D11 WARNING: 	Live ID3D11GeometryShader at 0x2E40673C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #431: LIVE_GEOMETRYSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E41017C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2E4103EC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E435D34, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E4D55BC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]




 @iedoc:
    bd.Usage = D3D11_USAGE_IMMUTABLE;
    bd.ByteWidth = sizeof( DWORD ) * Incidesy.size();
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    InitData.pSysMem = &Incidesy[0];
    d3d11Device->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    

    // Set index buffer
	d3d11DevCon->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
 
Drawing cubes without instanced is working properly, so i think, index buffer is set properly.
Incidesy is vector with indexes.
 
 
Full code of function:
    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory( &sd, sizeof( sd ) );
    sd.BufferCount = 1;
    sd.BufferDesc.Width = Width;
    sd.BufferDesc.Height = Height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = hwnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
//		hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, featureLevels, numFeatureLevels,
//			D3D11_SDK_VERSION, &sd, &g_pSwapChain, &d3d11Device, &g_featureLevel, &d3d11DevCon );
      
		hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, D3D11_CREATE_DEVICE_DEBUG, featureLevels, numFeatureLevels,
			D3D11_SDK_VERSION, &sd, &g_pSwapChain, &d3d11Device, &g_featureLevel, &d3d11DevCon );

        if (SUCCEEDED (hr))  break;
    }


	d3d11Device->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(&debugDev));
	debugDev->QueryInterface( __uuidof(ID3D11InfoQueue), (void**)&d3dInfoQueue );


    // Create a render target view
    ID3D11Texture2D* pBackBuffer = NULL;
    g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );


    d3d11Device->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
    pBackBuffer->Release();


    // Create depth stencil texture
    D3D11_TEXTURE2D_DESC descDepth;
    ZeroMemory( &descDepth, sizeof(descDepth) );
    descDepth.Width = Width;
    descDepth.Height = Height;
    descDepth.MipLevels = 1;
    descDepth.ArraySize = 1;
    descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count = 1;
    descDepth.SampleDesc.Quality = 0;
    descDepth.Usage = D3D11_USAGE_DEFAULT;
    descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags = 0;
    descDepth.MiscFlags = 0;
	d3d11Device->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil );

    // Create the depth stencil view
    D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
    ZeroMemory( &descDSV, sizeof(descDSV) );
    descDSV.Format = descDepth.Format;
    descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice = 0;
    d3d11Device->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );


	d3d11DevCon->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)Width;
    vp.Height = (FLOAT)Height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
	d3d11DevCon->RSSetViewports( 1, &vp );

    // Compile the vertex shader
    ID3DBlob* pVSBlob = NULL;
	D3DX11CompileFromFile( L"Efekty.fx", NULL, NULL, "VS", "vs_4_0", 0, 0, NULL, &pVSBlob, 0, NULL );


    // Create the vertex shader
	d3d11Device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );


    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },

    };
    UINT numElements = ARRAYSIZE (layout);








	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
   
	ID3DBlob* IN_pVSBlob = NULL;
	D3DX11CompileFromFile( L"Efekty.fx", NULL, NULL, "VS_INS", "vs_4_0", 0, 0, NULL, &IN_pVSBlob, 0, NULL );
	d3d11Device->CreateVertexShader( IN_pVSBlob->GetBufferPointer(), IN_pVSBlob->GetBufferSize(), NULL, &IN_g_pVertexShader );

    D3D11_INPUT_ELEMENT_DESC layoutWW[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		
		{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
		{ "INSTANCEPOS", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 48, D3D11_INPUT_PER_INSTANCE_DATA, 1 }

    };
    UINT numElementsWW = ARRAYSIZE( layoutWW );

	pomoc15 = ToString (numElementsWW);
	d3d11Device->CreateInputLayout (layoutWW, numElementsWW, IN_pVSBlob->GetBufferPointer(),  IN_pVSBlob->GetBufferSize(), &IN_g_pVertexLayout);

    IN_pVSBlob->Release();
	
	IN_g_pVertexBuffer[0] = g_pVertexBuffer;
	IN_g_pVertexBuffer[1] = IN_g_pInstanceVertexBuffer;
	
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////






    // Create the input layout
	d3d11Device->CreateInputLayout (layout, numElements, pVSBlob->GetBufferPointer(),  pVSBlob->GetBufferSize(), &g_pVertexLayout);
    pVSBlob->Release();


    // Set the input layout
	d3d11DevCon->IASetInputLayout (g_pVertexLayout);

    // Compile the pixel shader
    ID3DBlob* pPSBlob = NULL;
	D3DX11CompileFromFile (L"Efekty.fx", NULL, NULL, "PS", "ps_4_0", 0, 0, NULL, &pPSBlob, 0, NULL);
 

    // Create the pixel shader
    d3d11Device->CreatePixelShader (pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader);
    pPSBlob->Release();


    // Create vertex buffer

	std::vector <SimpleVertex> Vertexy;
	std::vector <DWORD> Incidesy;

	WczObj (Vertexy, Incidesy);

    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
	bd.Usage = D3D11_USAGE_IMMUTABLE;
    bd.ByteWidth = sizeof( SimpleVertex ) * Vertexy.size();
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = &Vertexy[0];
    d3d11Device->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
 

    UINT stride = sizeof( SimpleVertex );
    UINT offset = 0;
	d3d11DevCon->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );	

    bd.Usage = D3D11_USAGE_IMMUTABLE;
    bd.ByteWidth = sizeof( DWORD ) * Incidesy.size();
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    InitData.pSysMem = &Incidesy[0];
    d3d11Device->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    

    // Set index buffer
	d3d11DevCon->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );

    // Set primitive topology
	d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Create the constant buffers
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(CBNeverChanges);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    d3d11Device->CreateBuffer( &bd, NULL, &g_pCBNeverChanges );
 
    bd.ByteWidth = sizeof(CBChangeOnResize);
    d3d11Device->CreateBuffer( &bd, NULL, &g_pCBChangeOnResize );

    bd.ByteWidth = sizeof(CBPixelShader);
    d3d11Device->CreateBuffer( &bd, NULL, &g_pCBPixelShader );
  
	bd.ByteWidth = sizeof(CBChangesEveryFrame);
    d3d11Device->CreateBuffer( &bd, NULL, &g_pCBChangesEveryFrame );

	std::string ntextur;

	for (int ptextur = 0; ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP + lModeliPV + ltexturIM; ptextur++){

		if (ptextur < ltextur1D){

			if (ptextur < 9){

				ntextur = "Data/Textures/1D/textura1D_0" + ToString(ptextur + 1);

			}

			if (ptextur >= 9){

				ntextur = "Data/Textures/1D/textura1D_" + ToString(ptextur + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D){

			if (ptextur - ltextur1D < 9){

				ntextur = "Data/Textures/2D/textura2D_0" + ToString(ptextur - ltextur1D + 1);

			}

			if (ptextur - ltextur1D >= 9){

				ntextur = "Data/Textures/2D/textura2D_" + ToString(ptextur - ltextur1D + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D){

			if (ptextur - ltextur1D - ltextur2D < 9){

				ntextur = "Data/Textures/3D/textura3D_0" + ToString(ptextur - ltextur1D - ltextur2D + 1);

			}

			if (ptextur - ltextur1D - ltextur2D >= 9){

				ntextur = "Data/Textures/3D/textura3D_" + ToString(ptextur - ltextur1D - ltextur2D + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli){

			if (ptextur - ltextur1D - ltextur2D - ltextur3D < 9){

				ntextur = "Data/Textures/M/texturaM_0" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D + 1);

			}

			if (ptextur - ltextur1D - ltextur2D - ltextur3D >= 9){

				ntextur = "Data/Textures/M/texturaM_" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV){

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli < 9){

				ntextur = "Data/Textures/MV/texturaMV_0" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli + 1);

			}

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli >= 9){

				ntextur = "Data/Textures/MV/texturaMV_" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP){

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV < 9){

				ntextur = "Data/Textures/M/P/texturaMP_0" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV + 1);

			}

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV >= 9){

				ntextur = "Data/Textures/M/P/texturaMP_" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP + lModeliPV){

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP < 9){

				ntextur = "Data/Textures/MV/PV/texturaMPV_0" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP + 1);

			}

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP >= 9){

				ntextur = "Data/Textures/MV/PV/texturaMPV_" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP + 1);

			}

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP + lModeliPV + ltexturIM){

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP - lModeliPV < 9){

				ntextur = "Data/Textures/IM/Menu_0" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP - lModeliPV + 1);

			}

			if (ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP - lModeliPV >= 9){

				ntextur = "Data/Textures/IM/Menu_" + ToString(ptextur - ltextur1D - ltextur2D - ltextur3D - lModeli - lModeliV - lModeliP - lModeliPV + 1);

			}

		}
	
		if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP + lModeliPV){

			MultiByteToWideChar( CP_ACP, 0, (ntextur + ".dds").c_str(), - 1, dtextur, 100 );	

		}else if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV + lModeliP + lModeliPV + ltexturIM){

			MultiByteToWideChar( CP_ACP, 0, (ntextur + ".png").c_str(), - 1, dtextur, 100 );	

		}

		D3DX11CreateShaderResourceViewFromFile( d3d11Device, dtextur, NULL, NULL, &texturaU[ptextur], NULL );

		if (ptextur < ltextur1D + ltextur2D + ltextur3D + lModeli + lModeliV){

			MultiByteToWideChar( CP_ACP, 0, (ntextur + "_M.png").c_str(), - 1, dtextur, 100 );
			D3DX11CreateShaderResourceViewFromFile( d3d11Device, dtextur, NULL, NULL, &texturaUM[ptextur], NULL );

		}

	}

//////////////////////////////TRANSPARENCY//////////////////////////////

	D3D11_BLEND_DESC blendDesc;
	ZeroMemory( &blendDesc, sizeof(blendDesc) );

	D3D11_RENDER_TARGET_BLEND_DESC rtbd;
	ZeroMemory( &rtbd, sizeof(rtbd) );

	rtbd.BlendEnable			 = true;
	rtbd.SrcBlend				 = D3D11_BLEND_SRC_COLOR;
	rtbd.DestBlend				 = D3D11_BLEND_BLEND_FACTOR;
	rtbd.BlendOp				 = D3D11_BLEND_OP_ADD;
	rtbd.SrcBlendAlpha			 = D3D11_BLEND_ONE;
	rtbd.DestBlendAlpha			 = D3D11_BLEND_ZERO;
	rtbd.BlendOpAlpha			 = D3D11_BLEND_OP_ADD;
	rtbd.RenderTargetWriteMask	 = D3D10_COLOR_WRITE_ENABLE_ALL;

	blendDesc.AlphaToCoverageEnable = false;
	blendDesc.RenderTarget[0] = rtbd;

	d3d11Device->CreateBlendState(&blendDesc, &Transparency);


//////////////////////////////TRANSPARENCY//////////////////////////////



    // Create the sample state
    D3D11_SAMPLER_DESC sampDesc;
    ZeroMemory( &sampDesc, sizeof(sampDesc) );
    sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    sampDesc.MinLOD = 0;
    sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    d3d11Device->CreateSamplerState( &sampDesc, &g_pSamplerLinear );

	font.initFont(d3d11Device,d3d11DevCon);
    
	d3d11DevCon->VSSetShader( g_pVertexShader, NULL, 0 );
	d3d11DevCon->VSSetConstantBuffers( 0, 1, &g_pCBNeverChanges );
	d3d11DevCon->VSSetConstantBuffers( 1, 1, &g_pCBChangeOnResize );
	d3d11DevCon->VSSetConstantBuffers( 2, 1, &g_pCBChangesEveryFrame );
	d3d11DevCon->PSSetShader( g_pPixelShader, NULL, 0 );
	d3d11DevCon->PSSetConstantBuffers( 2, 1, &g_pCBChangesEveryFrame );
	d3d11DevCon->PSSetConstantBuffers( 3, 1, &g_pCBPixelShader );
	d3d11DevCon->PSSetSamplers( 0, 1, &g_pSamplerLinear );
			
	cbPS.kolorL = KolorN_00;

Edited by Kamil9132

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I don't get any errors. I get only couple of warmings about macro redefinition.

This is the entire output window:

'Game.exe' (Win32): Loaded 'C:\Users\Kamil\Documents\MVS\Game\Debug\Game.exe'. Symbols loaded.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d11.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\lpk.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\usp10.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\version.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3dx11_43.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Users\Kamil\Documents\Moje Dokumenty\MVS\CraftMine\Debug\FW1FontWrapper.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ws2_32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nsi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dsound.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\powrprof.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\devobj.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110d.dll'. Symbols loaded.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110d.dll'. Symbols loaded.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ole32.dll'
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgidebug.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvwgf2um.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\psapi.dll'. Cannot find or open the PDB file.
The thread 0x1858 has exited with code 0 (0x0).
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shlwapi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvspcap.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvapi.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\gdi32.dll'
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d11_1sdklayers.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3DCompiler_43.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WindowsCodecs.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DWrite.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\clbcatq.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\MMDevAPI.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\propsys.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\AudioSes.dll'. Cannot find or open the PDB file.
'Game.exe' (Win32): Loaded 'C:\Windows\SysWOW64\avrt.dll'. Cannot find or open the PDB file.
The thread 0x145c has exited with code 0 (0x0).
The thread 0x16f8 has exited with code 0 (0x0).
D3D11 WARNING: Live ID3D11Device at 0x17F10D84, Refcount: 96 [ STATE_CREATION WARNING #441: LIVE_DEVICE]
D3D11 WARNING: 	Live ID3D11Context at 0x2CD30070, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT]
D3D11 WARNING: 	Live ID3DDeviceContextState at 0x2CDF4120, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #3145742: LIVE_DEVICECONTEXTSTATE]
D3D11 WARNING: 	Live ID3D11BlendState at 0x2CDFA274, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11DepthStencilState at 0x2CDFC7EC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: 	Live ID3D11RasterizerState at 0x2CDFCF24, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x2CDFE67C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11Query at 0x2CDFE894, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #438: LIVE_QUERY]
D3D11 WARNING: 	Live IDXGISwapChain at 0x2CDFEAB0, Refcount: 1 [ STATE_CREATION WARNING #442: LIVE_SWAPCHAIN]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CDFF014, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11RenderTargetView at 0x2CDFFF74, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #428: LIVE_RENDERTARGETVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE002F4, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11DepthStencilView at 0x2CE0164C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #429: LIVE_DEPTHSTENCILVIEW]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2CE01C8C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2CE034CC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2CE0F68C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2CE0FE3C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x2CE0A73C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2CE2488C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E732034, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2CE2442C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E51BAEC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E51C424, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E51D364, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E51E34C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE2533C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE25A9C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE2B0FC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE2B39C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE2D54C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE2D7B4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE15CA4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE15F44, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE17684, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE178EC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE1C43C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE1C6DC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE1DC6C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE1DED4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE1F774, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE1FA14, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE20CDC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE20F44, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE2236C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2CE2260C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2CE233BC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C0F3C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6C271C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C29BC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6C3DB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C3FF4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6C543C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C56DC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6C7494, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C76D4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6C8B1C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6C8DBC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6CA2EC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6CA52C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6CF46C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6CF70C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D0C9C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D0F04, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D232C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D25CC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D3894, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D3B5C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D50BC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D5394, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D662C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D6904, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D7E64, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D813C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6D93D4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6D96AC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6DAC0C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6DAEE4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6DC17C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6DC454, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6DD9B4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6DDC7C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6E01B4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6E0454, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6E25DC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6E287C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6E3B14, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6E3DDC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6F3AB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6F3D54, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6F501C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E6F52E4, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E6F5E3C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E522C3C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E5243C4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52468C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E525954, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E525C1C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E526EB4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52717C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E528414, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E5286DC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E529974, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E529C3C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E52B36C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52B60C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E52C8D4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52CB9C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E52DE34, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52E0FC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E52F394, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E52F65C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E5308F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E530BBC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E531E54, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E53211C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E5333B4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E53367C, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E534914, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E534BDC, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E535E74, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11BlendState at 0x2E5360DC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x2E536994, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E5371CC, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E53845C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E53872C, Refcount: 1, IntRef: 1 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11ShaderResourceView at 0x2E53A40C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #427: LIVE_SHADERRESOURCEVIEW]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E53A7BC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E53BE64, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E53D094, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E53D4F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2E549B9C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x2E54A2EC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11PixelShader at 0x2E54AC7C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #432: LIVE_PIXELSHADER]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E548F3C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11BlendState at 0x2E55348C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #435: LIVE_BLENDSTATE]
D3D11 WARNING: 	Live ID3D11Sampler at 0x2E554424, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #434: LIVE_SAMPLER]
D3D11 WARNING: 	Live ID3D11RasterizerState at 0x2E5545F4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #437: LIVE_RASTERIZERSTATE]
D3D11 WARNING: 	Live ID3D11DepthStencilState at 0x2E54F5DC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #436: LIVE_DEPTHSTENCILSTATE]
D3D11 WARNING: 	Live ID3D11GeometryShader at 0x2E5535D4, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #431: LIVE_GEOMETRYSHADER]
D3D11 WARNING: 	Live ID3D11GeometryShader at 0x2E54EA2C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #431: LIVE_GEOMETRYSHADER]
D3D11 WARNING: 	Live ID3D11VertexShader at 0x2E55FC6C, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #430: LIVE_VERTEXSHADER]
D3D11 WARNING: 	Live ID3D11InputLayout at 0x2E5716CC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #433: LIVE_INPUTLAYOUT]
D3D11 WARNING: 	Live ID3D11Buffer at 0x2E7357AC, Refcount: 1, IntRef: 0 [ STATE_CREATION WARNING #423: LIVE_BUFFER]
D3D11 WARNING: 	Live ID3D11Texture2D at 0x2E744394, Refcount: 0, IntRef: 1 [ STATE_CREATION WARNING #425: LIVE_TEXTURE2D]
The thread 0x1868 has exited with code 0 (0x0).
'Game.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\avrt.dll'
The thread 0x15bc has exited with code 0 (0x0).
The thread 0x450 has exited with code 0 (0x0).
The thread 0x17dc has exited with code 0 (0x0).
The thread 0x1774 has exited with code 0 (0x0).
The thread 0x1908 has exited with code 0 (0x0).
The thread 0xda0 has exited with code 0 (0x0).
The thread 0x1a00 has exited with code 0 (0x0).
The thread 0x1604 has exited with code 0 (0x0).
The thread 0x1350 has exited with code 0 (0x0).
The thread 0x17cc has exited with code 0 (0x0).
The thread 0x19b0 has exited with code 0 (0x0).
The thread 0x1a58 has exited with code 0 (0x0).
The thread 0xd58 has exited with code 0 (0x0).
The thread 0x16d0 has exited with code 0 (0x0).
The thread 0x16a8 has exited with code 0 (0x0).
The thread 0xed8 has exited with code 0 (0x0).
The thread 0x17e4 has exited with code 0 (0x0).
The thread 0x1920 has exited with code 0 (0x0).
The thread 0x11f0 has exited with code 0 (0x0).
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at 0x17F10DF8, Refcount: 31. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CD30070, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDF4120, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFA274, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFC7EC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFCF24, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFE67C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFE894, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFEAB0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFF014, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CDFFF74, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE002F4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE0164C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE01C8C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE034CC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE0F68C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE0FE3C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE0A73C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2488C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E732034, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2442C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E51BAEC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E51C424, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E51D364, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E51E34C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2533C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE25A9C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2B0FC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2D7B4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE15CA4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE178EC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE1C43C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE1DED4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE1F774, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE20F44, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2CE2236C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C0F3C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C271C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C3FF4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C543C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C76D4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6C8B1C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6CA52C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6CF46C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6D0F04, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6D232C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6DDC7C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E01B4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E0454, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E25DC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E287C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E3B14, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6E3DDC, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E6F3AB4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E52468C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E525954, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E525C1C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E526EB4, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E52717C, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E528414, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E536994, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E5371CC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53845C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53872C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53A40C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53A7BC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53BE64, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53D094, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E53D4F4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E549B9C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E54A2EC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E54AC7C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E548F3C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E55348C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E554424, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E5545F4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E54F5DC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E5535D4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E54EA2C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E55FC6C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E5716CC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E7357AC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: 	Live Object at 0x2E744394, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live                         Object :     82 [ STATE_CREATION WARNING #0: UNKNOWN]
DXGI WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: ]
DXGI WARNING: Live Producer at 0x17E51C70, Refcount: 4. [ STATE_CREATION WARNING #0: ]
DXGI WARNING: 	Live Object at 0x17E64FB8, Refcount: 2. [ STATE_CREATION WARNING #0: ]
DXGI WARNING: Live                         Object :      1 [ STATE_CREATION WARNING #0: ]
The program '[5820] Game.exe' has exited with code 0 (0x0).

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I think I ran into that similiar issue whereas I forgot to include the two buffers for instancing. It happens but it's a great learning cuve to remember.

 

Rule of thumb - if nothing renders on screen it can be either a shader issue or the rendering part issue in code. I can't count how many times I plug something in and go; wait? Why isn't it rendering anything? I go back to the rendering section of the code look through it and find it. Sometimes it's in the shader code as well.

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      Below is some code: The working pixelshader, the broken domain shader where I want to sample, and the instanciations of the samplerstates on the CPU side.
      Been stuck on this for a while! Any help would be much appreciated!
       
       
      Texture2D textureMap: register(t0); SamplerState textureSampler : register(s0); //Pixel shader float4 PS(PS_IN input) : SV_TARGET {     float4 textureColor = textureMap.Sample(textureSampler, input.texcoord);     return textureColor; } GS_IN DS(HS_CONSTANT_DATA input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<DS_IN, 3> patch) {     GS_IN output;     float2 texcoord = uvwCoord.x * patch[0].texcoord.xy + uvwCoord.y * patch[1].texcoord.xy + uvwCoord.z *                    patch[2].texcoord.xy;     float4 textureColor = textureMap.SampleLevel(textureSampler, texcoord.xy, 0);      //fill  and return output....  }             //Sampler             SharpDX.Direct3D11.SamplerStateDescription samplerDescription;             samplerDescription = SharpDX.Direct3D11.SamplerStateDescription.Default();             samplerDescription.Filter = SharpDX.Direct3D11.Filter.MinMagMipLinear;             samplerDescription.AddressU = SharpDX.Direct3D11.TextureAddressMode.Wrap;             samplerDescription.AddressV = SharpDX.Direct3D11.TextureAddressMode.Wrap;             this.samplerStateTextures = new SharpDX.Direct3D11.SamplerState(d3dDevice, samplerDescription);             d3dDeviceContext.PixelShader.SetSampler(0, samplerStateTextures);             d3dDeviceContext.VertexShader.SetSampler(0, samplerStateTextures);             d3dDeviceContext.HullShader.SetSampler(0, samplerStateTextures);             d3dDeviceContext.DomainShader.SetSampler(0, samplerStateTextures);             d3dDeviceContext.GeometryShader.SetSampler(0, samplerStateTextures);  
    • By noodleBowl
      I just finished up my 1st iteration of my sprite renderer and I'm sort of questioning its performance.
      Currently, I am trying to render 10K worth of 64x64 textured sprites in a 800x600 window. These sprites all using the same texture, vertex shader, and pixel shader. There is basically no state changes. The sprite renderer itself is dynamic using the D3D11_MAP_WRITE_NO_OVERWRITE then D3D11_MAP_WRITE_DISCARD when the vertex buffer is full. The buffer is large enough to hold all 10K sprites and execute them in a single draw call. Cutting the buffer size down to only being able to fit 1000 sprites before a draw call is executed does not seem to matter / improve performance.  When I clock the time it takes to complete the render method for my sprite renderer (the only renderer that is running) I'm getting about 40ms. Aside from trying to adjust the size of the vertex buffer, I have tried using 1x1 texture and making the window smaller (640x480) as quick and dirty check to see if the GPU was the bottleneck, but I still get 40ms with both of those cases. 

      I'm kind of at a loss. What are some of the ways that I could figure out where my bottleneck is?
      I feel like only being able to render 10K sprites is really low, but I'm not sure. I'm not sure if I coded a poor renderer and there is a bottleneck somewhere or I'm being limited by my hardware

      Just some other info:
      Dev PC specs: GPU: Intel HD Graphics 4600 / Nvidia GTX 850M (Nvidia is set to be the preferred GPU in the Nvida control panel. Vsync is set to off) CPU: Intel Core i7-4710HQ @ 2.5GHz Renderer:
      //The renderer has a working depth buffer //Sprites have matrices that are precomputed. These pretransformed vertices are placed into the buffer Matrix4 model = sprite->getModelMatrix(); verts[0].position = model * verts[0].position; verts[1].position = model * verts[1].position; verts[2].position = model * verts[2].position; verts[3].position = model * verts[3].position; verts[4].position = model * verts[4].position; verts[5].position = model * verts[5].position; //Vertex buffer is flaged for dynamic use vertexBuffer = BufferModule::createVertexBuffer(D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE, sizeof(SpriteVertex) * MAX_VERTEX_COUNT_FOR_BUFFER); //The vertex buffer is mapped to when adding a sprite to the buffer //vertexBufferMapType could be D3D11_MAP_WRITE_NO_OVERWRITE or D3D11_MAP_WRITE_DISCARD depending on the data already in the vertex buffer D3D11_MAPPED_SUBRESOURCE resource = vertexBuffer->map(vertexBufferMapType); memcpy(((SpriteVertex*)resource.pData) + vertexCountInBuffer, verts, BYTES_PER_SPRITE); vertexBuffer->unmap(); //The constant buffer used for the MVP matrix is updated once per draw call D3D11_MAPPED_SUBRESOURCE resource = mvpConstBuffer->map(D3D11_MAP_WRITE_DISCARD); memcpy(resource.pData, projectionMatrix.getData(), sizeof(Matrix4)); mvpConstBuffer->unmap(); Vertex / Pixel Shader:
      cbuffer mvpBuffer : register(b0) { matrix mvp; } struct VertexInput { float4 position : POSITION; float2 texCoords : TEXCOORD0; float4 color : COLOR; }; struct PixelInput { float4 position : SV_POSITION; float2 texCoords : TEXCOORD0; float4 color : COLOR; }; PixelInput VSMain(VertexInput input) { input.position.w = 1.0f; PixelInput output; output.position = mul(mvp, input.position); output.texCoords = input.texCoords; output.color = input.color; return output; } Texture2D shaderTexture; SamplerState samplerType; float4 PSMain(PixelInput input) : SV_TARGET { float4 textureColor = shaderTexture.Sample(samplerType, input.texCoords); return textureColor; }  
      If anymore info is needed feel free to ask, I would really like to know how I can improve this assuming I'm not hardware limited
    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Introduction
      Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos are relatively new and have only started getting widespread adoption and support from hardware vendors, while Direct3D11 and OpenGL are still considered industry standard. New APIs can provide substantial performance and functional improvements, but may not be supported by older hardware. An application targeting wide range of platforms needs to support Direct3D11 and OpenGL. New APIs will not give any advantage when used with old paradigms. It is totally possible to add Direct3D12 support to an existing renderer by implementing Direct3D11 interface through Direct3D12, but this will give zero benefits. Instead, new approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.
      There are at least four APIs (Direct3D11, Direct3D12, OpenGL/GLES, Vulkan, plus Apple's Metal for iOS and osX platforms) that a cross-platform 3D application may need to support. Writing separate code paths for all APIs is clearly not an option for any real-world application and the need for a cross-platform graphics abstraction layer is evident. The following is the list of requirements that I believe such layer needs to satisfy:
      Lightweight abstractions: the API should be as close to the underlying native APIs as possible to allow an application leverage all available low-level functionality. In many cases this requirement is difficult to achieve because specific features exposed by different APIs may vary considerably. Low performance overhead: the abstraction layer needs to be efficient from performance point of view. If it introduces considerable amount of overhead, there is no point in using it. Convenience: the API needs to be convenient to use. It needs to assist developers in achieving their goals not limiting their control of the graphics hardware. Multithreading: ability to efficiently parallelize work is in the core of Direct3D12 and Vulkan and one of the main selling points of the new APIs. Support for multithreading in a cross-platform layer is a must. Extensibility: no matter how well the API is designed, it still introduces some level of abstraction. In some cases the most efficient way to implement certain functionality is to directly use native API. The abstraction layer needs to provide seamless interoperability with the underlying native APIs to provide a way for the app to add features that may be missing. Diligent Engine is designed to solve these problems. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common C++ front-end for all supported platforms and provides interoperability with underlying native APIs. It also supports integration with Unity and is designed to be used as graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. Full source code is available for download at GitHub and is free to use.
      Overview
      Diligent Engine API takes some features from Direct3D11 and Direct3D12 as well as introduces new concepts to hide certain platform-specific details and make the system easy to use. It contains the following main components:
      Render device (IRenderDevice  interface) is responsible for creating all other objects (textures, buffers, shaders, pipeline states, etc.).
      Device context (IDeviceContext interface) is the main interface for recording rendering commands. Similar to Direct3D11, there are immediate context and deferred contexts (which in Direct3D11 implementation map directly to the corresponding context types). Immediate context combines command queue and command list recording functionality. It records commands and submits the command list for execution when it contains sufficient number of commands. Deferred contexts are designed to only record command lists that can be submitted for execution through the immediate context.
      An alternative way to design the API would be to expose command queue and command lists directly. This approach however does not map well to Direct3D11 and OpenGL. Besides, some functionality (such as dynamic descriptor allocation) can be much more efficiently implemented when it is known that a command list is recorded by a certain deferred context from some thread.
      The approach taken in the engine does not limit scalability as the application is expected to create one deferred context per thread, and internally every deferred context records a command list in lock-free fashion. At the same time this approach maps well to older APIs.
      In current implementation, only one immediate context that uses default graphics command queue is created. To support multiple GPUs or multiple command queue types (compute, copy, etc.), it is natural to have one immediate contexts per queue. Cross-context synchronization utilities will be necessary.
      Swap Chain (ISwapChain interface). Swap chain interface represents a chain of back buffers and is responsible for showing the final rendered image on the screen.
      Render device, device contexts and swap chain are created during the engine initialization.
      Resources (ITexture and IBuffer interfaces). There are two types of resources - textures and buffers. There are many different texture types (2D textures, 3D textures, texture array, cubmepas, etc.) that can all be represented by ITexture interface.
      Resources Views (ITextureView and IBufferView interfaces). While textures and buffers are mere data containers, texture views and buffer views describe how the data should be interpreted. For instance, a 2D texture can be used as a render target for rendering commands or as a shader resource.
      Pipeline State (IPipelineState interface). GPU pipeline contains many configurable stages (depth-stencil, rasterizer and blend states, different shader stage, etc.). Direct3D11 uses coarse-grain objects to set all stage parameters at once (for instance, a rasterizer object encompasses all rasterizer attributes), while OpenGL contains myriad functions to fine-grain control every individual attribute of every stage. Both methods do not map very well to modern graphics hardware that combines all states into one monolithic state under the hood. Direct3D12 directly exposes pipeline state object in the API, and Diligent Engine uses the same approach.
      Shader Resource Binding (IShaderResourceBinding interface). Shaders are programs that run on the GPU. Shaders may access various resources (textures and buffers), and setting correspondence between shader variables and actual resources is called resource binding. Resource binding implementation varies considerably between different API. Diligent Engine introduces a new object called shader resource binding that encompasses all resources needed by all shaders in a certain pipeline state.
      API Basics
      Creating Resources
      Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. Graphics APIs usually have a native object that represents linear buffer. Diligent Engine uses IBuffer interface as an abstraction for a native buffer. To create a buffer, one needs to populate BufferDesc structure and call IRenderDevice::CreateBuffer() method as in the following example:
      BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); While there is usually just one buffer object, different APIs use very different approaches to represent textures. For instance, in Direct3D11, there are ID3D11Texture1D, ID3D11Texture2D, and ID3D11Texture3D objects. In OpenGL, there is individual object for every texture dimension (1D, 2D, 3D, Cube), which may be a texture array, which may also be multisampled (i.e. GL_TEXTURE_2D_MULTISAMPLE_ARRAY). As a result there are nine different GL texture types that Diligent Engine may create under the hood. In Direct3D12, there is only one resource interface. Diligent Engine hides all these details in ITexture interface. There is only one  IRenderDevice::CreateTexture() method that is capable of creating all texture types. Dimension, format, array size and all other parameters are specified by the members of the TextureDesc structure:
      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); If native API supports multithreaded resource creation, textures and buffers can be created by multiple threads simultaneously.
      Interoperability with native API provides access to the native buffer/texture objects and also allows creating Diligent Engine objects from native handles. It allows applications seamlessly integrate native API-specific code with Diligent Engine.
      Next-generation APIs allow fine level-control over how resources are allocated. Diligent Engine does not currently expose this functionality, but it can be added by implementing IResourceAllocator interface that encapsulates specifics of resource allocation and providing this interface to CreateBuffer() or CreateTexture() methods. If null is provided, default allocator should be used.
      Initializing the Pipeline State
      As it was mentioned earlier, Diligent Engine follows next-gen APIs to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.). This approach maps directly to Direct3D12/Vulkan, but is also beneficial for older APIs as it eliminates pipeline misconfiguration errors. With many individual calls tweaking various GPU pipeline settings it is very easy to forget to set one of the states or assume the stage is already properly configured when in fact it is not. Using pipeline state object helps avoid these problems as all stages are configured at once.
      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By noodleBowl
      I am currently working on my first iteration of my sprite renderer and I'm trying to draw 2 sprites. They both use the same texture and are placed into the same buffer, but unfortunately only the second sprite is shown on the the screen. I assume I messed something up when I place them into the buffer and that I am overwriting the data of the first sprite.

      So how should I be mapping my buffer with an offset?
      /* Code that sets up the sprite vertices and etc */ D3D11_MAPPED_SUBRESOURCE resource = vertexBuffer->map(vertexBufferMapType); memcpy(resource.pData, verts, sizeof(SpriteVertex) * VERTEX_PER_QUAD); vertexBuffer->unmap(); vertexCount += VERTEX_PER_QUAD; I feel like I should be doing something like:
      /* Code that sets up the sprite vertices and etc */ D3D11_MAPPED_SUBRESOURCE resource = vertexBuffer->map(vertexBufferMapType); //Place the sprite vertex data into the pData using the current vertex count as offset //The code resource.pData[vertexCount] is syntatically wrong though :( Not sure how it should look since pData is void pointer memcpy(resource.pData[vertexCount], verts, sizeof(SpriteVertex) * VERTEX_PER_QUAD); vertexBuffer->unmap(); vertexCount += VERTEX_PER_QUAD;  
      Also speaking of offsets can someone give an example of when the pOffsets param for the IASetVertexBuffers call would not be 0
       
    • By _Engine_
      Atum engine is a newcomer in a row of game engines. Most game engines focus on render
      techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
      as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
      has fully workable editor that has an ability to play test edited scene. All system code has
      simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
      as much as possible.
      Currently the engine consists from:
      - Scene Editor with ability to play test edited scene;
      - Powerful system for binding properties into the editor;
      - Render system based on DX11 but created as multi API; so, adding support of another GAPI
        is planned;
      - Controls system based on aliases;
      - Font system based on stb_truetype.h;
      - Support of PhysX 3.0, there are samples in repo that use physics;
      - Network code which allows to create server/clinet; there is some code in repo which allows
        to create a simple network game
      I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
      I plan to add support for mobile devices. And of course, the main focus is to create a toolset
      that will ease games creation.
      Link to repo on source code is - https://github.com/ENgineE777/Atum

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