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C0nn

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About C0nn

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  1. Page 2 bump. Seriously no one with this warning? Or maybe many ignoring it? I am surprised since I am usually treating warnings as errors but that wouldn't get me that far in this case.
  2. I am getting this warning D3D10: WARNING: ID3D10Buffer::SetPrivateData: Existing private data of same name with different size found! [ STATE_SETTING WARNING #55: SETPRIVATEDATA_CHANGINGPARAMS][/quote] I am not calling this method directly but there are several methods that do that implicitly. There are two methods that are causing this problem. The first one is ID3DX10Font::DrawText, the second is IDXGISwapChain::Present. Interesting is that in the output of Visual Studio I am getting only the warning for DrawText, whereas in the diagnostic log of PIX I am getting both warnings. The other important information from PIX is that this warning is only issued in the first frame. Here is the log of the first two frames: Frame 000001 ....PRE: Frame(1) Trigger 'Frame 1' fired Created PIXRun file at: C:\Users\Conn\AppData\Local\Temp\PIX3421.tmp Frame 000001 ........PRE: D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 2, 29, 0x0018FAA8, 0x0018FE7C, 0x0018FE78) Frame 000001 ............PRE: AddObject(D3D10 Device, 0x037B2310, 0x01ED8290) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Device, 0x037B2310, 0x01ED8290) Frame 000001 ............PRE: AddObject(DXGI Factory, 0x037B3800, 0x01ECEF08) Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x037B3800, 0x01ECEF08) Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x037B3850, 0x00029B30) Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x037B3850, 0x00029B30) Frame 000001 ............PRE: AddObject(DXGI Device, 0x037B38A8, 0x01ED9480) Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x037B38A8, 0x01ED9480) Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x037A5EE0, 0x01ED1F30) Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x037A5EE0, 0x01ED1F30) Frame 000001 ............PRE: AddObject(DXGI Surface, 0x037A5F78, 0x01ED254C) Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x037A5F78, 0x01ED254C) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x037A5FD8, 0x01ED2160) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x037A5FD8, 0x01ED2160) Frame 000001 ........POST: <S_OK> D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 2, 29, 0x0018FAA8, 0x0018FE7C, 0x0018FE78) Frame 000001 ........PRE: <this=0x037a5ee0>IDXGISwapChain::ResizeBuffers(1, 800, 600, DXGI_FORMAT_R8G8B8A8_UNORM, 0) Frame 000001 ............PRE: AddObject(DXGI Surface, 0x037A6078, 0x01ED254C) Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x037A6078, 0x01ED254C) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x037A60D8, 0x01ED2160) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x037A60D8, 0x01ED2160) Frame 000001 ............PRE: RemoveObject(DXGI Surface, 0x037A5F78, 0x01ED254C) Frame 000001 ............POST: <> RemoveObject(DXGI Surface, 0x037A5F78, 0x01ED254C) Frame 000001 ............PRE: RemoveObject(D3D10 Texture2D, 0x037A5FD8, 0x01ED2160) Frame 000001 ............POST: <> RemoveObject(D3D10 Texture2D, 0x037A5FD8, 0x01ED2160) Frame 000001 ........POST: <S_OK><this=0x037a5ee0> IDXGISwapChain::ResizeBuffers(1, 800, 600, DXGI_FORMAT_R8G8B8A8_UNORM, 0) Frame 000001 ........PRE: <this=0x037a5ee0>IDXGISwapChain::GetBuffer(0, IID_ID3D10Texture2D, 0x0018F8B4) Frame 000001 ........POST: <S_OK><this=0x037a5ee0> IDXGISwapChain::GetBuffer(0, IID_ID3D10Texture2D, 0x0018F8B4) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateRenderTargetView(0x037A60D8, NULL, 0x0018FE84) Frame 000001 ............PRE: AddObject(D3D10 Render Target View, 0x037A5F78, 0x01ED2618) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Render Target View, 0x037A5F78, 0x01ED2618) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateRenderTargetView(0x037A60D8, NULL, 0x0018FE84) Frame 000001 ........PRE: <this=0x037a60d8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a60d8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateTexture2D(0x0018F868, NULL, 0x0018FE80) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x037A5FD0, 0x01ED2A08) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x037A5FD0, 0x01ED2A08) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateTexture2D(0x0018F868, NULL, 0x0018FE80) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateDepthStencilView(0x037A5FD0, NULL, 0x0018FE88) Frame 000001 ............PRE: AddObject(D3D10 Depth-Stencil View, 0x037A6178, 0x01ED2EC0) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Depth-Stencil View, 0x037A6178, 0x01ED2EC0) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateDepthStencilView(0x037A5FD0, NULL, 0x0018FE88) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::OMSetRenderTargets(1, 0x0018FE84, 0x037A6178) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::OMSetRenderTargets(1, 0x0018FE84, 0x037A6178) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::RSSetViewports(1, 0x0018F830) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::RSSetViewports(1, 0x0018F830) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateBlendState(0x0018FA28, 0x01ED32D4) Frame 000001 ............PRE: AddObject(D3D10 Blend State, 0x037A61D0, 0x01ED3890) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Blend State, 0x037A61D0, 0x01ED3890) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateBlendState(0x0018FA28, 0x01ED32D4) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateDepthStencilState(0x0018F9F4, 0x01ED32D8) Frame 000001 ............PRE: AddObject(D3D10 Depth-Stencil State, 0x037A6370, 0x01ED3C60) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Depth-Stencil State, 0x037A6370, 0x01ED3C60) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateDepthStencilState(0x0018F9F4, 0x01ED32D8) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::AddRef() Frame 000001 ........POST: <24><this=0x037b2310> ID3D10Device::AddRef() Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::ClearRenderTargetView(0x037A5F78, 0x0018FEB4) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::ClearRenderTargetView(0x037A5F78, 0x0018FEB4) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::ClearDepthStencilView(0x037A6178, 3, 1.000f, 0) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::ClearDepthStencilView(0x037A6178, 3, 1.000f, 0) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::OMSetBlendState(0x037A61D0, 0x0018FAA0, -1) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::OMSetBlendState(0x037A61D0, 0x0018FAA0, -1) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::OMSetDepthStencilState(0x037A6370, 0) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::OMSetDepthStencilState(0x037A6370, 0) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateTexture2D(0x0018F618, NULL, 0x0018F614) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x037A63F8, 0x01ED5500) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x037A63F8, 0x01ED5500) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateTexture2D(0x0018F618, NULL, 0x0018F614) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateTexture2D(0x0018F618, NULL, 0x0018F610) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x037A6498, 0x01ED59B8) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x037A6498, 0x01ED59B8) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateTexture2D(0x0018F618, NULL, 0x0018F610) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateShaderResourceView(0x037A63F8, 0x0018F5E8, 0x01ECECA8) Frame 000001 ............PRE: AddObject(D3D10 Shader Resource View, 0x037A6538, 0x01ED5E70) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Shader Resource View, 0x037A6538, 0x01ED5E70) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateShaderResourceView(0x037A63F8, 0x0018F5E8, 0x01ECECA8) Frame 000001 ........PRE: <this=0x037a63f8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a63f8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F65C) Frame 000001 ........POST: <S_OK><this=0x037a6498> ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F65C) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Unmap(0) Frame 000001 ........POST: <><this=0x037a6498> ID3D10Texture2D::Unmap(0) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........POST: <S_OK><this=0x037a6498> ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Unmap(0) Frame 000001 ........POST: <><this=0x037a6498> ID3D10Texture2D::Unmap(0) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........PRE: <this=0x037a63f8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a63f8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........POST: <S_OK><this=0x037a6498> ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Unmap(0) Frame 000001 ........POST: <><this=0x037a6498> ID3D10Texture2D::Unmap(0) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........PRE: <this=0x037a63f8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a63f8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........POST: <S_OK><this=0x037a6498> ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Unmap(0) Frame 000001 ........POST: <><this=0x037a6498> ID3D10Texture2D::Unmap(0) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........PRE: <this=0x037a63f8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a63f8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........POST: <S_OK><this=0x037a6498> ID3D10Texture2D::Map(0, D3D10_MAP_WRITE, 0, 0x0018F664) Frame 000001 ........PRE: <this=0x037a6498>ID3D10Texture2D::Unmap(0) Frame 000001 ........POST: <><this=0x037a6498> ID3D10Texture2D::Unmap(0) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetResource(0x0018F6BC) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::CopyResource(0x037A63F8, 0x037A6498) Frame 000001 ........PRE: <this=0x037a63f8>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x037a63f8> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::AddRef() Frame 000001 ........POST: <35><this=0x037b2310> ID3D10Device::AddRef() Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateGeometryShader(0x01EE9AD8, 2864, 0x01ED6524) Frame 000001 ............PRE: AddObject(D3D10 Geometry Shader, 0x037A6590, 0x01EE8200) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Geometry Shader, 0x037A6590, 0x01EE8200) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateGeometryShader(0x01EE9AD8, 2864, 0x01ED6524) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreatePixelShader(0x01EE9938, 676, 0x01ED6528) Frame 000001 ............PRE: AddObject(D3D10 Pixel Shader, 0x037A7128, 0x01EE8640) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Pixel Shader, 0x037A7128, 0x01EE8640) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreatePixelShader(0x01EE9938, 676, 0x01ED6528) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreatePixelShader(0x01EE9D50, 676, 0x01ED652C) Frame 000001 ............PRE: AddObject(D3D10 Pixel Shader, 0x037A7430, 0x01EE8A58) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Pixel Shader, 0x037A7430, 0x01EE8A58) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreatePixelShader(0x01EE9D50, 676, 0x01ED652C) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateVertexShader(0x01EEA718, 1016, 0x01ED6520) Frame 000001 ............PRE: AddObject(D3D10 Vertex Shader, 0x037A7738, 0x01EE8F50) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Vertex Shader, 0x037A7738, 0x01EE8F50) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateVertexShader(0x01EEA718, 1016, 0x01ED6520) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateSamplerState(0x0018F5BC, 0x01ED6530) Frame 000001 ............PRE: AddObject(D3D10 Sampler State, 0x037A7B90, 0x01EE9368) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Sampler State, 0x037A7B90, 0x01EE9368) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateSamplerState(0x0018F5BC, 0x01ED6530) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateInputLayout(0x0018F604, 7, 0x01EEA718, 1016, 0x01ED6544) Frame 000001 ............PRE: AddObject(D3D10 Input Layout, 0x037A7BE0, 0x01EE9738) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Input Layout, 0x037A7BE0, 0x01EE9738) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateInputLayout(0x0018F604, 7, 0x01EEA718, 1016, 0x01ED6544) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateBuffer(0x0018F5F0, NULL, 0x01ED6540) Frame 000001 ............PRE: AddObject(D3D10 Buffer, 0x0380EAA0, 0x01EE9B48) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Buffer, 0x0380EAA0, 0x01EE9B48) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateBuffer(0x0018F5F0, NULL, 0x01ED6540) Frame 000001 ........PRE: <this=0x0380eaa0>ID3D10Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 29, 0x0018F6C8) Frame 000001 ........POST: <S_OK><this=0x0380eaa0> ID3D10Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 29, 0x0018F6C8) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::CreateBuffer(0x0018F5F0, NULL, 0x01ED653C) Frame 000001 ............PRE: AddObject(D3D10 Buffer, 0x0380EB38, 0x01EEA6F0) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Buffer, 0x0380EB38, 0x01EEA6F0) Frame 000001 ........POST: <S_OK><this=0x037b2310> ID3D10Device::CreateBuffer(0x0018F5F0, NULL, 0x01ED653C) Frame 000001 ........PRE: <this=0x0380eaa0>ID3D10Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 27, 0x0018F6E8) D3D10: WARNING: ID3D10Buffer::SetPrivateData: Existing private data of same name with different size found! [ STATE_SETTING WARNING #55: SETPRIVATEDATA_CHANGINGPARAMS ] Frame 000001 ........POST: <S_OK><this=0x0380eaa0> ID3D10Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 27, 0x0018F6E8) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::IASetInputLayout(0x037A7BE0) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::IASetInputLayout(0x037A7BE0) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::IASetVertexBuffers(0, 1, 0x01ED653C, 0x0018F6D4, 0x0018F6D0) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::IASetVertexBuffers(0, 1, 0x01ED653C, 0x0018F6D4, 0x0018F6D0) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::RSGetViewports(0x0018F75C, 0x0018F920) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::RSGetViewports(0x0018F75C, 0x0018F920) D3DX10: (INFO) Using AMD optimizations Frame 000001 ........PRE: <this=0x0380eaa0>ID3D10Buffer::Map(D3D10_MAP_WRITE_DISCARD, 0, 0x0018F6B8) Frame 000001 ........POST: <S_OK><this=0x0380eaa0> ID3D10Buffer::Map(D3D10_MAP_WRITE_DISCARD, 0, 0x0018F6B8) Frame 000001 ........PRE: <this=0x0380eaa0>ID3D10Buffer::Unmap() Frame 000001 ........POST: <><this=0x0380eaa0> ID3D10Buffer::Unmap() Frame 000001 ........PRE: <this=0x0380eb38>ID3D10Buffer::Map(D3D10_MAP_WRITE_NO_OVERWRITE, 0, 0x0018F6A0) Frame 000001 ........POST: <S_OK><this=0x0380eb38> ID3D10Buffer::Map(D3D10_MAP_WRITE_NO_OVERWRITE, 0, 0x0018F6A0) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::PSSetShaderResources(0, 1, 0x0018F69C) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::PSSetShaderResources(0, 1, 0x0018F69C) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::VSSetShader(0x037A7738) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::VSSetShader(0x037A7738) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::GSSetShader(0x037A6590) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::GSSetShader(0x037A6590) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::GSSetConstantBuffers(0, 1, 0x01ED6540) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::GSSetConstantBuffers(0, 1, 0x01ED6540) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::PSSetSamplers(0, 1, 0x01ED6530) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::PSSetSamplers(0, 1, 0x01ED6530) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::PSSetShader(0x037A7128) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::PSSetShader(0x037A7128) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........PRE: <this=0x037a6538>ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........POST: <><this=0x037a6538> ID3D10ShaderResourceView::GetDesc(0x0018F62C) Frame 000001 ........PRE: <this=0x0380eb38>ID3D10Buffer::Unmap() Frame 000001 ........POST: <><this=0x0380eb38> ID3D10Buffer::Unmap() Frame 000001 ........PRE: <this=0x037b2310>ID3D10Device::Draw(4, 0) Frame 000001 ........POST: <><this=0x037b2310> ID3D10Device::Draw(4, 0) Frame 000001 ........PRE: <this=0x037a5ee0>IDXGISwapChain::Present(0, 0) D3D10: WARNING: ID3D10Buffer::SetPrivateData: Existing private data of same name with different size found! [ STATE_SETTING WARNING #55: SETPRIVATEDATA_CHANGINGPARAMS ] Frame 000001 ........POST: <S_OK><this=0x037a5ee0> IDXGISwapChain::Present(0, 0) Frame 000001 ....POST: <> Frame(1) Frame 000002 ....PRE: Frame(2) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::ClearRenderTargetView(0x037A5F78, 0x0018FEB4) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::ClearRenderTargetView(0x037A5F78, 0x0018FEB4) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::ClearDepthStencilView(0x037A6178, 3, 1.000f, 0) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::ClearDepthStencilView(0x037A6178, 3, 1.000f, 0) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::OMSetDepthStencilState(0x037A6370, 0) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::OMSetDepthStencilState(0x037A6370, 0) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::RSGetViewports(0x0018F75C, 0x0018F920) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::RSGetViewports(0x0018F75C, 0x0018F920) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::GSSetShader(0x037A6590) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::GSSetShader(0x037A6590) Frame 000002 ........PRE: <this=0x037b2310>ID3D10Device::GSSetConstantBuffers(0, 1, 0x01ED6540) Frame 000002 ........POST: <><this=0x037b2310> ID3D10Device::GSSetConstantBuffers(0, 1, 0x01ED6540) Frame 000002 ........PRE: <this=0x037a5ee0>IDXGISwapChain::Present(0, 0) Frame 000002 ........POST: <S_OK><this=0x037a5ee0> IDXGISwapChain::Present(0, 0) Frame 000002 ....POST: <> Frame(2) Looking closely at the log you can see what is most problably causing the problem with the call to DrawText. Two times the SetPrivateData is called with nearly identical parameters: ID3D10Buffer::SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 29, 0x0018F6C8) SetPrivateData({0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00}, 27, 0x0018F6E8)[/quote] On the other hand the SetPrivateData method isn't called after that and still I get a second warning. For comparison this is the log when I delete the DrawText line: Frame 000001 ....PRE: Frame(1) Trigger 'Program Start' fired Frame 000001 ........PRE: D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 2, 29, 0x0022FBD8, 0x0102814C, 0x01028148) Frame 000001 ............PRE: AddObject(D3D10 Device, 0x03773ED8, 0x00A895F0) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Device, 0x03773ED8, 0x00A895F0) Frame 000001 ............PRE: AddObject(DXGI Factory, 0x037DEF58, 0x00A7B560) Frame 000001 ............POST: <TRUE> AddObject(DXGI Factory, 0x037DEF58, 0x00A7B560) Frame 000001 ............PRE: AddObject(DXGI Adapter, 0x03782C70, 0x0030AD80) Frame 000001 ............POST: <TRUE> AddObject(DXGI Adapter, 0x03782C70, 0x0030AD80) Frame 000001 ............PRE: AddObject(DXGI Device, 0x03782CC8, 0x00A8A7E0) Frame 000001 ............POST: <TRUE> AddObject(DXGI Device, 0x03782CC8, 0x00A8A7E0) Frame 000001 ............PRE: AddObject(DXGI Swap Chain, 0x03782D28, 0x00A8EF40) Frame 000001 ............POST: <TRUE> AddObject(DXGI Swap Chain, 0x03782D28, 0x00A8EF40) Frame 000001 ............PRE: AddObject(DXGI Surface, 0x03782DC0, 0x00A8F55C) Frame 000001 ............POST: <TRUE> AddObject(DXGI Surface, 0x03782DC0, 0x00A8F55C) Frame 000001 ............PRE: AddObject(D3D10 Texture2D, 0x03782E20, 0x00A8F170) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Texture2D, 0x03782E20, 0x00A8F170) Frame 000001 ........POST: <S_OK> D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 2, 29, 0x0022FBD8, 0x0102814C, 0x01028148) Frame 000001 ........PRE: <this=0x03782d28>IDXGISwapChain::GetBuffer(0, IID_ID3D10Texture2D, 0x0022FBC0) Frame 000001 ........POST: <S_OK><this=0x03782d28> IDXGISwapChain::GetBuffer(0, IID_ID3D10Texture2D, 0x0022FBC0) Frame 000001 ........PRE: <this=0x03773ed8>ID3D10Device::CreateRenderTargetView(0x03782E20, NULL, 0x01028150) Frame 000001 ............PRE: AddObject(D3D10 Render Target View, 0x03782EC0, 0x00A8F628) Frame 000001 ............POST: <TRUE> AddObject(D3D10 Render Target View, 0x03782EC0, 0x00A8F628) Frame 000001 ........POST: <S_OK><this=0x03773ed8> ID3D10Device::CreateRenderTargetView(0x03782E20, NULL, 0x01028150) Frame 000001 ........PRE: <this=0x03782e20>ID3D10Texture2D::Release() Frame 000001 ........POST: <0><this=0x03782e20> ID3D10Texture2D::Release() Frame 000001 ........PRE: <this=0x03773ed8>ID3D10Device::OMSetRenderTargets(1, 0x01028150, NULL) Frame 000001 ........POST: <><this=0x03773ed8> ID3D10Device::OMSetRenderTargets(1, 0x01028150, NULL) Frame 000001 ........PRE: <this=0x03773ed8>ID3D10Device::RSSetViewports(1, 0x0022FBA0) Frame 000001 ........POST: <><this=0x03773ed8> ID3D10Device::RSSetViewports(1, 0x0022FBA0) Frame 000001 ........PRE: <this=0x03773ed8>ID3D10Device::ClearRenderTargetView(0x03782EC0, 0x0022FC68) Frame 000001 ........POST: <><this=0x03773ed8> ID3D10Device::ClearRenderTargetView(0x03782EC0, 0x0022FC68) Frame 000001 ........PRE: <this=0x03782d28>IDXGISwapChain::Present(0, 0) D3D10: WARNING: ID3D10Buffer::SetPrivateData: Existing private data of same name with different size found! [ STATE_SETTING WARNING #55: SETPRIVATEDATA_CHANGINGPARAMS ] D3D10: INFO: ID3D10Device::IASetPrimitiveTopology: Topology value D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED is OK to set during IASetPrimitiveTopology; but will not be valid for any Draw routine. [ STATE_SETTING INFO #237: DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED ] Frame 000001 ........POST: <S_OK><this=0x03782d28> IDXGISwapChain::Present(0, 0) Frame 000001 ....POST: <> Frame(1) Again this warning but only one time since the DrawText is missing. A new warning as well but I guess this is because DrawText is calling IASetPrimitiveTopology and without this there is no explicit call of this method, hence the warning. I couldn't find anything wrong but since I am quite inexperienced I assumed that there might be something wrong with my code base. I installed a DirectX sample from the SDK (Tutorial 01: Direct3D 10 Basics). It's just a viewport with nothing in it, especially no text. Started PIX again -> 1 Warning (Visual Studio 0). Added a font object with a simple one word output -> PIX 2 Warnings, VS 1. Regarding the warnings nothing changed from my code. In fact the two diagnostic logs I presented were from the SDK sample, first one modified with a text output, second one unmodified. Here is the SDK sample with the added font code, just for the sake of completeness: //-------------------------------------------------------------------------------------- // File: Tutorial01.cpp // // This application demonstrates creating a Direct3D 10 device // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include <windows.h> #include <d3d10.h> #include <d3dx10.h> #include "resource.h" //-------------------------------------------------------------------------------------- // Global Variables //-------------------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; HWND g_hWnd = NULL; D3D10_DRIVER_TYPE g_driverType = D3D10_DRIVER_TYPE_NULL; ID3D10Device* g_pd3dDevice = NULL; IDXGISwapChain* g_pSwapChain = NULL; ID3D10RenderTargetView* g_pRenderTargetView = NULL; ID3DX10Font* font = 0; //-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ); HRESULT InitDevice(); void CleanupDevice(); LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); void Render(); //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { UNREFERENCED_PARAMETER( hPrevInstance ); UNREFERENCED_PARAMETER( lpCmdLine ); if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) return 0; if( FAILED( InitDevice() ) ) { CleanupDevice(); return 0; } // Main message loop MSG msg = {0}; while( WM_QUIT != msg.message ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(); } } CleanupDevice(); return ( int )msg.wParam; } //-------------------------------------------------------------------------------------- // Register class and create window //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) { // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"TutorialWindowClass"; wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); if( !RegisterClassEx( &wcex ) ) return E_FAIL; // Create window g_hInst = hInstance; RECT rc = { 0, 0, 640, 480 }; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 10 Tutorial 1: Direct3D 10 Basics", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL ); if( !g_hWnd ) return E_FAIL; ShowWindow( g_hWnd, nCmdShow ); return S_OK; } //-------------------------------------------------------------------------------------- // Called every time the application receives a message //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT ps; HDC hdc; switch( message ) { case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, message, wParam, lParam ); } return 0; } //-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK;; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif D3D10_DRIVER_TYPE driverTypes[] = { D3D10_DRIVER_TYPE_HARDWARE, D3D10_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] ); 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 = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ); if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Create a render target view ID3D10Texture2D* pBackBuffer; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&pBackBuffer ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; g_pd3dDevice->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL ); // Setup the viewport D3D10_VIEWPORT vp; vp.Width = width; vp.Height = height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDevice->RSSetViewports( 1, &vp ); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(g_pd3dDevice, &fontDesc, &font); return S_OK; } //-------------------------------------------------------------------------------------- // Render the frame //-------------------------------------------------------------------------------------- void Render() { // Just clear the backbuffer float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; //red,green,blue,alpha g_pd3dDevice->ClearRenderTargetView( g_pRenderTargetView, ClearColor ); RECT rectangle = {5, 5, 110, 110}; D3DXCOLOR white(1.0f, 1.0f, 1.0f, 1.0f); font->DrawText(0, L"warning", -1, &rectangle, DT_NOCLIP, white); g_pSwapChain->Present( 0, 0 ); } //-------------------------------------------------------------------------------------- // Clean up the objects we've created //-------------------------------------------------------------------------------------- void CleanupDevice() { if( g_pd3dDevice ) g_pd3dDevice->ClearState(); if( g_pRenderTargetView ) g_pRenderTargetView->Release(); if( g_pSwapChain ) g_pSwapChain->Release(); if( g_pd3dDevice ) g_pd3dDevice->Release(); } I searched all over the place for more information about this warning. There is very few material and even then it doesn't help. Here on gamedev there are a couple threads (for example here and here) that seem to describe the same issue but without any solution. But still many don't seem to have ever seen this kind of message, so I am wondering what's going on. My questions are: 1. Am I missing something? Is there some error I am not seeing? 2. Under which circumstances does this warning appear. Do you have the same warning? I did a quick test with a DX9 sample and there was no warning issued. DX11 changed anything? 3. Why do I get a warning for DrawText in PIX but not in VS? 4. Should I care? Are there similar problems I should know, so that I don't waste so much time again? 5. If there is no flaw with the code itself, should I regard this as a bug? In that case I would report this. Especially for the last question I would appreciate some validation of someone else. Here are my specs that might be of interest: Win7 64bit, Visual Studio 2010, DX SDK June 2010 I know that this post got pretty long but I hope that someone will answer anyway.
  3. C0nn

    D3D10_BLEND_OP_MAX

    Thanks for testing. I also tried finding something on this board and google but couldn't find anything. This operation is obviously not that important so nobody noticed/cared. I am still not sure if this is an error in the docs or in D3D itself. I tend to the latter so I wrote a bug report on Microsoft Connect. Strange that you can't logout from Connect if you don't accept cookies . Hm, should have taken a closer look at your link first. It explicitly states that in OpenGL both factors are ignored. So yes, it is most probably intentional in D3D as well. Oh well, then they can use my report to update the MSDN article.
  4. C0nn

    D3D10_BLEND_OP_MAX

    I am reading atm Frank D. Luna's introduction to DirectX 10. In the chapter about blending is a small example with water. He encouraged to experiment with some blending params, which I did. Everything is logical except this operation. I couldn't explain the appearance of the water, therefore I wrote a small test with just these two cubes. And I still can't explain. So no, I had no intention for a special effect, just trying to understand. Notice that setting both blending factors to zero was just an example. Replacing it with other values (ONE, ALPHA, BLENDFACTOR etc.) still produces the same image. This behavior seems pointless and even less is it documented, hence I think I found a bug in the reference driver , unless ofc someone explains why I am wrong.
  5. C0nn

    D3D10_BLEND_OP_MAX

    I am not sure I can follow you. I guess that D3D10_BLEND_OP_MAX does a componentwise comparison in the form of MAX((Rs, Gs, Bs), (Rd, Gd, Bd)) = (MAX(Rs, Rd), MAX(Gs, Gd), MAX(Bs, Bd)) where MAX(a,b) = a if a>b b if b>a a=b else Why wouldn't it make sense if D3D10_BLEND_OP_MAX((0,0,0), (0,0,0)) =(0,0,0)? Even if this would be nonsense, why does the similar operation D3D10_BLEND_OP_MIN yield the expected color, which is black?
  6. C0nn

    D3D10_BLEND_OP_MAX

    I hate to bump my own thread, but is there really nobody who has an idea? I also tried the reference driver with the same result hence I guess that I don't understand blending in DX. Thanks in advance.
  7. [font="arial, verdana, tahoma, sans-serif"]Hey there, I have a problem understanding the results of this operation. I have attached an image of my small test. The red cube is drawn first. Blending is only enabled when rendering the second cube (green). The red cube is solid with an alpha value of 1.0. The green cube is semi-transparent with an alpha value of 0.5. My blend description looks like this: D3D10_BLEND_DESC desc = {0}; desc.AlphaToCoverageEnable = 0; desc.BlendEnable[0] = true; desc.SrcBlend = D3D10_BLEND_ZERO; desc.DestBlend = D3D10_BLEND_ZERO; desc.BlendOp = D3D10_BLEND_OP_MAX; desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlendAlpha = D3D10_BLEND_ZERO; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; Since the source factor is zero I would assume that the green cube would be invisible; therefore not blended with the red one. The blending equation looks like this afaik: Csrc * Fsrc (OP) Cdest * Fdest where Cscr is the color of the source, Fscr is the blending factor of the source, Cdest and Fdest destination color and factor and (OP) the blending operation. In this case it should be: Max(ZERO, ZERO) = black, but it's not. It seems as if both factors are ignored. Can someone enlighten me? Btw, is this something that belongs rather in the beginner section?[/font]
  8. C0nn

    HLSL - CompileShader

    Ok thanks. Now I need to delve further into DX. Sometimes things like these make it hard though.
  9. C0nn

    HLSL - CompileShader

    So everything in the docs entitled with the word effect refers to this Effect Framework, right?
  10. Hey there, I am trying to learn DirectX (10 atm) but I have some difficulties with the documentation. In many Tutorials (including the SDK) there are some lines that puzzle me. Here is a sample from a .fx file that is copied many times. technique10 ColorTech { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } My Problem is not that I don't understand what's going on, but where to find information about these functions: SetVertexShader, CompileShader etc. Where the heck do they come from. I don't find any mentioning of these in the MSDN or in the SDK. The only place I've seen them is in the examples of the SDK and of course in many places where it's copy-pasted. In the DX11 examples these lines are gone. Instead the C++ Code uses a function called CompileShaderFromFile. This is a good thing since I can find it in the docs too. The functions SetVertexShader and SetPixelShade are replaced by VSSetShader and PSSetShader. Now my questions about the HLSL functions above: Am I blind? Are they really not mentioned in the docs? Are they deprecated? Since when? Thanks for your help.
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