I've been getting a weird error when calling CreateGraphicsPipelineState()
.
The function returns E_INVALIDARG
even though the description is all set up.
The description worked before and the I tried to add indexbuffers
to my pipeline, I didn't even touch any of the code for PSO or Shaders and now the PSO creation is all messed up.
The issue is that I don't get any DX-error messages from the driver when enabling the debug-layer. I only get this
"Microsoft C++ exception: _com_error at memory location
when I step through the function.
It feels like it is some pointer error or similar, but I can't figure out what the error is. Perhaps anyone of you can see an obvious mistake that I made?
Here's my code:
CGraphicsPSO* pso = new CGraphicsPSO();
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
// Input Layout
std::vector<D3D12_INPUT_ELEMENT_DESC> elements;
if (aPSODesc.inputLayout != nullptr)
{
auto& ilData = aPSODesc.inputLayout->desc;
for (auto& element : ilData)
{
// All Data here is correct when breaking
D3D12_INPUT_ELEMENT_DESC elementDesc;
elementDesc.SemanticName = element.mySemanticName;
elementDesc.SemanticIndex = element.mySemanticIndex;
elementDesc.InputSlot = element.myInputSlot;
elementDesc.AlignedByteOffset = element.myAlignedByteOffset;
elementDesc.InputSlotClass = _ConvertInputClassificationDX12(element.myInputSlotClass);
elementDesc.Format = _ConvertFormatDX12(element.myFormat);
elementDesc.InstanceDataStepRate = element.myInstanceDataStepRate;
elements.push_back(elementDesc);
}
D3D12_INPUT_LAYOUT_DESC inputLayout = {};
inputLayout.NumElements = (UINT)elements.size();
inputLayout.pInputElementDescs = elements.data();
psoDesc.InputLayout = inputLayout;
}
// TOPOLOGY
switch (aPSODesc.topology)
{
default:
case EPrimitiveTopology::TriangleList:
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; // <--- Always this option
break;
case EPrimitiveTopology::PointList:
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case EPrimitiveTopology::LineList:
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
//case EPrimitiveTopology::Patch:
// psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
// break;
}
// Shaders
if (aPSODesc.vs != nullptr)
{
D3D12_SHADER_BYTECODE vertexShaderBytecode = {};
vertexShaderBytecode.BytecodeLength = aPSODesc.vs->myByteCodeSize;
vertexShaderBytecode.pShaderBytecode = aPSODesc.vs->myByteCode;
psoDesc.VS = vertexShaderBytecode;
}
if (aPSODesc.ps != nullptr)
{
D3D12_SHADER_BYTECODE pixelShaderBytecode = {};
pixelShaderBytecode.BytecodeLength = aPSODesc.ps->myByteCodeSize;
pixelShaderBytecode.pShaderBytecode = aPSODesc.ps->myByteCode;
psoDesc.PS = pixelShaderBytecode;
}
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; // format of the render target
DXGI_SAMPLE_DESC sampleDesc = {};
sampleDesc.Count = 1;
sampleDesc.Quality = 0;
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleDesc = sampleDesc; // must be the same sample description as the swapchain and depth/stencil buffer
psoDesc.SampleMask = UINT_MAX; // sample mask has to do with multi-sampling. 0xffffffff means point sampling is done
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); // a default rasterizer state.
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT); // a default blent state.
psoDesc.NumRenderTargets = 1; // we are only binding one render target
psoDesc.pRootSignature = myGraphicsRootSignature;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
ID3D12PipelineState* pipelineState;
HRESULT hr = myDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState));
pso->myPipelineState = pipelineState;
if (FAILED(hr))
{
delete pso;
return nullptr;
}
return pso;
So I just found the error. It seems like the way I parsed my semantics for my input-layout gave me an invalid pointer. Thus the memory at the adress was invalid and giving the DX12-device incorrect decriptions.
So what I did was to locally store the semantic-names within my CreatePSO function until the PSO was created, and now it all works.
Looks to me like the pointers to storage you promised are going out of scope.
..
D3D12_INPUT_LAYOUT_DESC inputLayout = {};
..
psoDesc.InputLayout = inputLayout;
}
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