Jump to content
  • Advertisement
Sign in to follow this  

Create Texture Issue

This topic is 987 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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

Recommended Posts

Hello I have a small issue. I'm trying to create a Texture that will be part of my gBuffer for deferred rendering which means I need to flag the resource as D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_RENDER_TARGET.


I am storing normals in this particular resource and I want to use the DXGI_FORMAT_R32G32B32_FLOAT type or any other type like it (eg. DXGI_FORMAT_R32G32B32_TYPELESS) . When I try to create the resource it fails. It works if I do DXGI_FORMAT_R32G32B32A32_FLOAT which is something I don't understand.


When I only use the D3D11_BIND_SHADER_RESOURCE flag the creation of the texture works but of course the CreateRenderTargetView fails a few lines later.


Looking at Microsoft's page D3D11_RENDER_TARGET_VIEW_DESC it says in the remaks that DXGI_FORMAT_R32G32B32_FLOAT  cannot be used if the view will be used to bind a buffer (vertex, index, constant, or stream-out). However, I am not doing any of that so I do not understand why it fails.




Code I use is below. Thanks.

        const unsigned int clientWidth  = uClient->getAppScreenWidth();
	const unsigned int clientHeight = uClient->getAppScreenHeight();


	D3D11_TEXTURE2D_DESC texture2DDesc;

	texture2DDesc.Width = clientWidth;
	texture2DDesc.Height = clientHeight;
	texture2DDesc.MipLevels = 1;
	texture2DDesc.ArraySize = 1;
	texture2DDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;	
	if (msaaEnabled)
		texture2DDesc.SampleDesc.Count = 4;
		texture2DDesc.SampleDesc.Quality = msaaQuality - 1;
		texture2DDesc.SampleDesc.Count = 1;
		texture2DDesc.SampleDesc.Quality = 0;
	texture2DDesc.Usage = D3D11_USAGE_DEFAULT;
	texture2DDesc.CPUAccessFlags = 0;
	texture2DDesc.MiscFlags = 0;

	HRESULT hr = d3d11Device->CreateTexture2D(&texture2DDesc, 0, &gBufferOne);

Share this post

Link to post
Share on other sites

DXGI_FORMAT_R32G32B32_FLOAT is very rarely supported as a Render Target on any hardware. To give you an idea of how rarely, even my NVIDIA GTX 970 doesn't support that format as a Render Target.


You don't want to be using such a massive format for storing normals in your GBuffer.


Give this page a read and pick a format that's 8, 10 or maybe 16bits per channel: http://aras-p.info/texts/CompactNormalStorage.html

Share this post

Link to post
Share on other sites

Okay thanks I understand, I was going to move it down to a lot lower bit count after I got this version working but it appears to not be worth it. 

Share this post

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

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!