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View Code? Open in Web Editor NEWSample code for the book "Introduction to 3D Game Programming with DirectX 12"
Sample code for the book "Introduction to 3D Game Programming with DirectX 12"
Started the introduction project involving "Box" demo from the book (pages xxx - xxxiii) and get the following error when trying to debug:
hr failed in c:\d3d12book\common\d3dutil.cpp; line 111; error: The system cannot find the path specified.
Not getting off to a great start so far. Perhaps there is a problem with my VS configuration. Running VS Community.
Since we have 4 textures in this demo, shouldn't the second descriptor table have 4 descriptors instead of 5?
I have try to find some ways to setup the environment by GOOGLE, but I can't find a good way to setup the environment as the book. But I still try to setup the environment as some other blogs say and I try to run it, it will pop up a window showing: Error: The system can not find the path specified.
So if you not mind, I hope you could show me or tell me the way how to setup the good-running environment as the book. THANKS sincerely. :)
When I run the Box example, the Box flickers. It does not seem to be an issue with other examples but I cannot figure out why it is happening.
[deleted]
The two errors seem to be newly introduced after anniversary update.
D3D12 WARNING: ID3D12CommandList::ClearRenderTargetView: The application did not pass any clear value to resource creation. The clear operation is typically slower as a result; but will still clear to the desired value. [ EXECUTION WARNING #820: CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE]
D3D12 ERROR: ID3D12CommandList::DrawInstanced: Root Parameter Index [2] is not set. On a Resource Binding Tier 2 hardware, all descriptor tables of type CBV and UAV declared in the currently set Root Signature (0x000002400B54D410:'Unnamed ID3D12RootSignature Object') must be populated, even if the shaders do not need the descriptor. [ EXECUTION ERROR #991: COMMAND_LIST_DESCRIPTOR_TABLE_NOT_SET]
D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: Using ResourceBarrier on Command List (0x000002400AC783F0:'Unnamed ID3D12GraphicsCommandList Object'): Before state (0x8: D3D12_RESOURCE_STATE_UNORDERED_ACCESS) of resource (0x000002400AC9EAB0:'Unnamed ID3D12Resource Object') (subresource: 0) specified by transition barrier does not match with the state (0xAC3: D3D12_RESOURCE_STATE_GENERIC_READ) specified in the previous call to ResourceBarrier [ RESOURCE_MANIPULATION ERROR #527: RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH]
For ch19 - exercise 5, book says "implement the ocean wave effect just described using the two ocean wave heightmaps (and corresponding normal maps) available to download for this chapter". Where can I find these heightmaps and normal maps?
The Reset() in GameTimer.cpp , why not reset mPausedTime???
void GameTimer::Reset()
{
__int64 currTime;
QueryPerformanceCounter((LARGE_INTEGER*)&currTime);
mBaseTime = currTime;
mPrevTime = currTime;
mStopTime = 0;
mStopped = false;
}
Currently this is unlicensed, meaning
no one may reproduce, distribute, or create derivative works from your work
It seems providing a license or an explicit unlicense would be beneficial to anyone wanting to use the code here
When I compiled Box Demo, I got the following error: "error C2476: "constexpr" constructor does not initialize all members"
1>c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(50): error C2476: “constexpr”构造函数不会初始化所有成员
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(41): note: 构造函数未初始化“DirectX::PackedVector::XMCOLOR::::b”
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(42): note: 构造函数未初始化“DirectX::PackedVector::XMCOLOR::::g”
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(43): note: 构造函数未初始化“DirectX::PackedVector::XMCOLOR::::r”
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(44): note: 构造函数未初始化“DirectX::PackedVector::XMCOLOR::::a”
1>c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(80): error C2476: “constexpr”构造函数不会初始化所有成员
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(73): note: 构造函数未初始化“DirectX::PackedVector::XMHALF2::::x”
1> c:\program files (x86)\windows kits\10\include\10.0.14393.0\um\directxpackedvector.h(74): note: 构造函数未初始化“DirectX::PackedVector::XMHALF2::::y”
My development environment is Windows10, VS2015 Community
I was running the sample code fine on an Microsoft Surface. Then I went to my laptop (an ASUS Zenbook), and the programs crash at this line, with an error message I don't understand at all. Any ideas?
This is Chapter 4, Init Direct3D
d3dApp.cpp
ThrowIfFailed(mdxgiFactory->CreateSwapChain(
mCommandQueue.Get(),
&sd,
mSwapChain.GetAddressOf()));
The error message:
Exception thrown at 0x00007FFAF02AB3A7 (d3d12SDKLayers.dll) in Init Direct3D.exe: 0xC0000005:
Access violation reading location 0x0000000000000000.
It seems that the graph displayed the wrong labels for all the roughness functions. I tried to graph them here to confirm: https://www.desmos.com/calculator/hwqf4vmcac. The one with the larger area under the curve should have a smaller exponent.
My copy of the book states that the first parameter of XMMatrixInverse
is "Input (detM, detM, detM, detM)". However, as stated in the official documentation, the first parameter should be an optional output.
The sample crashes usually when around ~25 skulls become visible in the camera frustum.
D3D12 debug layer doesn't provide anything useful except for
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
Hi,
I believe I have the project set up correctly. It's setup like the box demo. However I am getting this error when running the project. I have tried in Debug and in Release mode to see if that changes anything and nothing changes. Lined 111 if d3dUtil.cpp is a commented out like, so I am unsure what path it is looking for. Any help greatly appreciated!
Almost all samples are using GENERIC_READ when transitioning to texture read state. It is better and more correct to use PIXEL_SHADER_READ for reading from the pixel shader and NON_PIXEL_SHADER_READ for all other shader stages.
Also, since this is a D3D12 book, I was expecting Chapter 18's cube map sample to use the new VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation feature instead of rendering to each slice individually.
In d3dapp.h, there is a Boolean variable called m4xMsaaState, which is set to false. Setting this variable to true will cause the application to terminate with a bad HRESULT when it tries to create the swap chain. According to this Stack Overflow post, creating a MSAA swap chain will not work in DirectX 12, which is what setting this variable to true tries to do. Therefore, I think that you should fix this problem or at least create a comment in the code saying why setting this Boolean variable to true will not work as expected. Thank you!
P.S. I know that there has been other discussions about this issue but since the issue has not been solved, I thought I'd open this issue.
EDIT: Pressing f2 also crashes the applications for the same reason.
if vector mRitemLayer contain more than one renderItem then rayOrigin and rayDir are overwrite with wrong values.
XMMATRIX W = XMLoadFloat4x4(&ri->World);
XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);
//multiple times overwrite
rayOrigin = XMVector3TransformCoord(rayOrigin, toLocal);
rayDir = XMVector3TransformNormal(rayDir, toLocal);
rayDir = XMVector3Normalize(rayDir);
fixed version:
XMMATRIX W = XMLoadFloat4x4(&ri->World);
XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);
XMVECTOR rayOriginLoc = XMVector3TransformCoord(rayOrigin, toLocal);
XMVECTOR rayDirLoc = XMVector3TransformNormal(rayDir, toLocal);
rayDirLoc = XMVector3Normalize(rayDirLoc);
I'm trying to get the initial box project going in VS2017 community, I'm getting this error:
Error C2664 'int MessageBoxA(HWND,LPCSTR,LPCSTR,UINT)': cannot convert argument 2 from 'const wchar_t *' to 'LPCSTR' dxtest c:\code\dxtest\boxapp.cpp 101
Here is the code snippet from boxapp.cpp:
catch(DxException& e)
{
MessageBox(nullptr, e.ToString().c_str(), L"HR Failed", MB_OK);
return 0;
}
}
when i am debugging the GpuWaves from chapter 13: Compute Shader, there are may warnings about resource state swtiches, I think there are problems in GpuWaves::Update and GpuWaves::Disturb when setting up barrier to indicate GPU to asynchronize the resource between state: "unordered access resources" to "shader resources", please check my rectified code pieces for an example:
void GpuWaves::Update(
FLOAT fTime,
FLOAT fElapsedTime,
ID3D12GraphicsCommandList *pd3dCommandList,
ID3D12RootSignature *pRootSignature,
ID3D12PipelineState *pso
) {
static FLOAT t_base;
t_base += fTime;
if (t_base >= m_fTimeStep) {
/// Reset the time step.
t_base = 0.0f;
// Only update the simulation at the specified time step.
pd3dCommandList->SetPipelineState(pso);
pd3dCommandList->SetComputeRootSignature(pRootSignature);
/// Synchronize the resources.
// Set the update constants.
pd3dCommandList->SetComputeRoot32BitConstants(0, 3, m_fK, 0);
pd3dCommandList->SetComputeRootDescriptorTable(1, m_hPrevSolSrv);
pd3dCommandList->SetComputeRootDescriptorTable(2, m_hCurrSolSrv);
pd3dCommandList->SetComputeRootDescriptorTable(3, m_hNextSolUav);
pd3dCommandList->Dispatch(m_uNumCols / 16, m_uNumRows / 16, 1);
//
// Ping-pong buffers in preparation for the next update.
// The previous solution is no longer needed and becomes the target of the next solution in the next update.
// The current solution becomes the previous solution.
// The next solution becomes the current solution.
//
D3D12_GPU_DESCRIPTOR_HANDLE hTemp = m_hPrevSolSrv;
m_hPrevSolSrv = m_hCurrSolSrv;
m_hCurrSolSrv = m_hNextSolSrv;
m_hNextSolSrv = hTemp;
hTemp = m_hPrevSolUav;
m_hPrevSolUav = m_hCurrSolUav;
m_hCurrSolUav = m_hNextSolUav;
m_hNextSolUav = hTemp;
ID3D12Resource *pTexTemp = m_pPrevSol;
m_pPrevSol = m_pCurrSol;
m_pCurrSol = m_pNextSol;
m_pNextSol = pTexTemp;
CD3DX12_RESOURCE_BARRIER syncBarrier[] = {
CD3DX12_RESOURCE_BARRIER::Transition(m_pCurrSol,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_GENERIC_READ),
CD3DX12_RESOURCE_BARRIER::Transition(m_pNextSol,
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
};
// The current solution needs to be able to be read by the vertex shader, so change its state to GENERIC_READ.
pd3dCommandList->ResourceBarrier(2, syncBarrier);
}
}
void GpuWaves::Disturb(
ID3D12GraphicsCommandList *pd3dCommandList,
ID3D12RootSignature *pRootSignature,
ID3D12PipelineState *pso,
UINT i, UINT j, FLOAT fMagnitude
) {
pd3dCommandList->SetPipelineState(pso);
pd3dCommandList->SetComputeRootSignature(pRootSignature);
UINT uDisturbIndex[] = { i, j };
pd3dCommandList->SetComputeRoot32BitConstants(0, 1, &fMagnitude, 3);
pd3dCommandList->SetComputeRoot32BitConstants(0, 2, uDisturbIndex, 4);
pd3dCommandList->SetComputeRootDescriptorTable(1, m_hCurrSolUav);
pd3dCommandList->ResourceBarrier(1,
&CD3DX12_RESOURCE_BARRIER::Transition(m_pCurrSol,
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
pd3dCommandList->Dispatch(1, 1, 1);
pd3dCommandList->ResourceBarrier(1,
&CD3DX12_RESOURCE_BARRIER::Transition(m_pCurrSol,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_GENERIC_READ));
}
The exercise is too difficult for me. I want to check the solution.
Got a lot of compiler errors when trying to debug Box example from Chapter 6
Started from empty C++ project for Windows, VS 2019
Build started...
1>------ Build started: Project: Test, Configuration: Debug Win32 ------
1>BoxApp.cpp
1>E:\Documents\Test\BoxApp.cpp(197): error C2102: '&' requires l-value
1>E:\Documents\Test\BoxApp.cpp(204): error C2102: '&' requires l-value
1>E:\Documents\Test\BoxApp.cpp(205): error C2102: '&' requires l-value
1>E:\Documents\Test\BoxApp.cpp(189): error C2102: '&' requires l-value
1>E:\Documents\Test\BoxApp.cpp(215): error C2102: '&' requires l-value
1>d3dApp.cpp
1>E:\Documents\Test\Common\d3dApp.cpp(199): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\d3dApp.cpp(216): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\d3dApp.cpp(547,77): error C2664: 'HANDLE CreateEventExW(LPSECURITY_ATTRIBUTES,LPCWSTR,DWORD,DWORD)': cannot convert argument 2 from 'bool' to 'LPCWSTR'
1>E:\Documents\Test\Common\d3dApp.cpp(547,47): message : Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\synchapi.h(647,1): message : see declaration of 'CreateEventExW'
1>d3dUtil.cpp
1>E:\Documents\Test\Common\d3dUtil.cpp(30,5): warning C4244: 'argument': conversion from 'std::streamoff' to 'SIZE_T', possible loss of data
1>E:\Documents\Test\Common\d3dUtil.cpp(48): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\d3dUtil.cpp(58): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\d3dUtil.cpp(70,32): warning C4244: '=': conversion from 'UINT64' to 'LONG_PTR', possible loss of data
1>E:\Documents\Test\Common\d3dUtil.cpp(76): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\d3dUtil.cpp(79): error C2102: '&' requires l-value
1>DDSTextureLoader.cpp
1>E:\Documents\Test\Common\DDSTextureLoader.cpp(1273): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\DDSTextureLoader.cpp(1292): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\DDSTextureLoader.cpp(1294): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\DDSTextureLoader.cpp(1305): error C2102: '&' requires l-value
1>E:\Documents\Test\Common\DDSTextureLoader.cpp(1311): error C2102: '&' requires l-value
1>MathHelper.cpp
1>Generating Code...
1>Done building project "Test.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
ComPtr byteCode = nullptr;
ComPtr errors;
hr = D3DCompileFromFile(filename.c_str(), defines, D3D_COMPILE_STANDARD_FILE_INCLUDE,
entrypoint.c_str(), target.c_str(), compileFlags, 0, &byteCode, &errors);
Should I parse byteCode->GetAddressOf() and errors->GetAddressOf() instead of &byteCode and &error? since these are ComPtr type
at below code at begin of D3DApp::CreateSwapChain will solve this issue
for (int i = 0; i < SwapChainBufferCount; ++i)
mSwapChainBuffer[i].Reset();
I get a dialog box as soon as I start the debugger in VS 2017 on latest Win 10 Pro:
HF Failed
hr failed in ...\d3d12book-master\common\d3dutil.cpp;line 111; error: The system cannot find the path specified.
Below is the debug output:
'DirectXDemo.exe' (Win32): Loaded 'H:\Dropbox\coding\directx\DirectXDemo\Debug\DirectXDemo.exe'. Symbols loaded.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\kernel32.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sysfer.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\ProgramData\Symantec\Symantec Endpoint Protection\12.1.7004.6500.105\Data\Definitions\BASHDefs\20170703.001\UMEngx86.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\win32u.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32full.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp_win.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3DCompiler_47.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp140d.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3D12.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\msvcrt.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\vcruntime140d.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbased.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110_win.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\TextInputFramework.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreMessaging.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreUIComponents.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntmarta.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\usermgrcli.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DXGIDebug.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\DXGIDebug.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DXGIDebug.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\DXGIDebug.dll'
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DXGIDebug.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvldumd.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\version.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imagehlp.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rsaenh.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvwgf2um.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmmbase.dll'
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmmbase.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'. Cannot find or open the PDB file.
The thread 0x4168 has exited with code 0 (0x0).
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\windows.storage.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shlwapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\powrprof.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\profapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvspcap.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\psapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winhttp.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wtsapi32.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvapi.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\devobj.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'. Cannot find or open the PDB file.
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'
'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'. Cannot find or open the PDB file.
***Adapter: NVIDIA TITAN X (Pascal)
***Adapter: Microsoft Basic Render Driver
***Output: \.\DISPLAY1
Width = 640 Height = 480 Refresh = 59940/1000
Width = 720 Height = 480 Refresh = 59940/1000
Width = 720 Height = 576 Refresh = 60317/1000
Width = 720 Height = 576 Refresh = 60317/1000
Width = 800 Height = 600 Refresh = 60317/1000
Width = 1024 Height = 768 Refresh = 60004/1000
Width = 1152 Height = 864 Refresh = 59997/1000
Width = 1176 Height = 664 Refresh = 59940/1000
Width = 1176 Height = 664 Refresh = 59940/1000
Width = 1176 Height = 664 Refresh = 60000/1001
Width = 1176 Height = 664 Refresh = 60000/1001
Width = 1280 Height = 720 Refresh = 59940/1000
Width = 1280 Height = 720 Refresh = 60000/1001
Width = 1280 Height = 768 Refresh = 59810/1000
Width = 1280 Height = 768 Refresh = 59810/1000
Width = 1280 Height = 800 Refresh = 59810/1000
Width = 1280 Height = 960 Refresh = 60020/1000
Width = 1280 Height = 960 Refresh = 60020/1000
Width = 1280 Height = 1024 Refresh = 60020/1000
Width = 1360 Height = 768 Refresh = 60000/1000
Width = 1360 Height = 768 Refresh = 60000/1000
Width = 1366 Height = 768 Refresh = 60000/1000
Width = 1366 Height = 768 Refresh = 60000/1000
Width = 1440 Height = 900 Refresh = 60000/1000
Width = 1440 Height = 900 Refresh = 60000/1000
Width = 1600 Height = 900 Refresh = 60000/1000
Width = 1600 Height = 1024 Refresh = 23970/1000
Width = 1600 Height = 1024 Refresh = 23970/1000
Width = 1600 Height = 1024 Refresh = 29970/1000
Width = 1600 Height = 1024 Refresh = 29970/1000
Width = 1600 Height = 1024 Refresh = 59940/1000
Width = 1600 Height = 1024 Refresh = 59940/1000
Width = 1600 Height = 1024 Refresh = 60000/1001
Width = 1600 Height = 1024 Refresh = 60000/1001
Width = 1600 Height = 1200 Refresh = 23980/1000
Width = 1600 Height = 1200 Refresh = 23980/1000
Width = 1600 Height = 1200 Refresh = 25000/1000
Width = 1600 Height = 1200 Refresh = 25000/1000
Width = 1600 Height = 1200 Refresh = 29970/1000
Width = 1600 Height = 1200 Refresh = 29970/1000
Width = 1600 Height = 1200 Refresh = 30000/1001
Width = 1600 Height = 1200 Refresh = 30000/1001
Width = 1600 Height = 1200 Refresh = 50000/1000
Width = 1600 Height = 1200 Refresh = 50000/1000
Width = 1600 Height = 1200 Refresh = 59940/1000
Width = 1600 Height = 1200 Refresh = 59940/1000
Width = 1600 Height = 1200 Refresh = 60000/1001
Width = 1600 Height = 1200 Refresh = 60000/1001
Width = 1680 Height = 1050 Refresh = 23970/1000
Width = 1680 Height = 1050 Refresh = 23970/1000
Width = 1680 Height = 1050 Refresh = 29970/1000
Width = 1680 Height = 1050 Refresh = 29970/1000
Width = 1680 Height = 1050 Refresh = 59940/1000
Width = 1680 Height = 1050 Refresh = 59940/1000
Width = 1680 Height = 1050 Refresh = 60000/1001
Width = 1680 Height = 1050 Refresh = 60000/1001
Width = 1768 Height = 992 Refresh = 23970/1000
Width = 1768 Height = 992 Refresh = 23970/1000
Width = 1768 Height = 992 Refresh = 29970/1000
Width = 1768 Height = 992 Refresh = 29970/1000
Width = 1768 Height = 992 Refresh = 59940/1000
Width = 1768 Height = 992 Refresh = 59940/1000
Width = 1768 Height = 992 Refresh = 60000/1001
Width = 1768 Height = 992 Refresh = 60000/1001
Width = 1920 Height = 1080 Refresh = 23970/1000
Width = 1920 Height = 1080 Refresh = 29970/1000
Width = 1920 Height = 1080 Refresh = 59940/1000
Width = 1920 Height = 1080 Refresh = 60000/1001
Width = 1920 Height = 1200 Refresh = 23980/1000
Width = 1920 Height = 1200 Refresh = 23980/1000
Width = 1920 Height = 1200 Refresh = 25000/1000
Width = 1920 Height = 1200 Refresh = 25000/1000
Width = 1920 Height = 1200 Refresh = 29970/1000
Width = 1920 Height = 1200 Refresh = 29970/1000
Width = 1920 Height = 1200 Refresh = 30000/1001
Width = 1920 Height = 1200 Refresh = 30000/1001
Width = 1920 Height = 1200 Refresh = 50000/1000
Width = 1920 Height = 1200 Refresh = 50000/1000
Width = 1920 Height = 1200 Refresh = 59940/1000
Width = 1920 Height = 1200 Refresh = 59940/1000
Width = 1920 Height = 1200 Refresh = 60000/1001
Width = 1920 Height = 1200 Refresh = 60000/1001
Width = 1920 Height = 1440 Refresh = 23980/1000
Width = 1920 Height = 1440 Refresh = 23980/1000
Width = 1920 Height = 1440 Refresh = 25000/1000
Width = 1920 Height = 1440 Refresh = 25000/1000
Width = 1920 Height = 1440 Refresh = 29970/1000
Width = 1920 Height = 1440 Refresh = 29970/1000
Width = 1920 Height = 1440 Refresh = 30000/1001
Width = 1920 Height = 1440 Refresh = 30000/1001
Width = 1920 Height = 1440 Refresh = 50000/1000
Width = 1920 Height = 1440 Refresh = 50000/1000
Width = 1920 Height = 1440 Refresh = 59940/1000
Width = 1920 Height = 1440 Refresh = 59940/1000
Width = 1920 Height = 1440 Refresh = 60000/1001
Width = 1920 Height = 1440 Refresh = 60000/1001
Width = 2048 Height = 1536 Refresh = 23980/1000
Width = 2048 Height = 1536 Refresh = 23980/1000
Width = 2048 Height = 1536 Refresh = 25000/1000
Width = 2048 Height = 1536 Refresh = 25000/1000
Width = 2048 Height = 1536 Refresh = 29970/1000
Width = 2048 Height = 1536 Refresh = 29970/1000
Width = 2048 Height = 1536 Refresh = 30000/1001
Width = 2048 Height = 1536 Refresh = 30000/1001
Width = 2048 Height = 1536 Refresh = 50000/1000
Width = 2048 Height = 1536 Refresh = 50000/1000
Width = 2048 Height = 1536 Refresh = 59940/1000
Width = 2048 Height = 1536 Refresh = 59940/1000
Width = 2048 Height = 1536 Refresh = 60000/1001
Width = 2048 Height = 1536 Refresh = 60000/1001
Width = 2560 Height = 1440 Refresh = 23980/1000
Width = 2560 Height = 1440 Refresh = 23980/1000
Width = 2560 Height = 1440 Refresh = 25000/1000
Width = 2560 Height = 1440 Refresh = 25000/1000
Width = 2560 Height = 1440 Refresh = 29970/1000
Width = 2560 Height = 1440 Refresh = 29970/1000
Width = 2560 Height = 1440 Refresh = 30000/1001
Width = 2560 Height = 1440 Refresh = 30000/1001
Width = 2560 Height = 1440 Refresh = 50000/1000
Width = 2560 Height = 1440 Refresh = 50000/1000
Width = 2560 Height = 1440 Refresh = 59940/1000
Width = 2560 Height = 1440 Refresh = 59940/1000
Width = 2560 Height = 1440 Refresh = 60000/1001
Width = 2560 Height = 1440 Refresh = 60000/1001
Width = 2560 Height = 1600 Refresh = 23980/1000
Width = 2560 Height = 1600 Refresh = 23980/1000
Width = 2560 Height = 1600 Refresh = 25000/1000
Width = 2560 Height = 1600 Refresh = 25000/1000
Width = 2560 Height = 1600 Refresh = 29970/1000
Width = 2560 Height = 1600 Refresh = 29970/1000
Width = 2560 Height = 1600 Refresh = 30000/1001
Width = 2560 Height = 1600 Refresh = 30000/1001
Width = 2560 Height = 1600 Refresh = 50000/1000
Width = 2560 Height = 1600 Refresh = 50000/1000
Width = 2560 Height = 1600 Refresh = 59940/1000
Width = 2560 Height = 1600 Refresh = 59940/1000
Width = 2560 Height = 1600 Refresh = 60000/1001
Width = 2560 Height = 1600 Refresh = 60000/1001
Width = 3840 Height = 2160 Refresh = 23980/1000
Width = 3840 Height = 2160 Refresh = 25000/1000
Width = 3840 Height = 2160 Refresh = 29970/1000
Width = 3840 Height = 2160 Refresh = 30000/1001
Width = 3840 Height = 2160 Refresh = 50000/1000
Width = 3840 Height = 2160 Refresh = 59940/1000
Width = 3840 Height = 2160 Refresh = 60000/1001
***Output: \.\DISPLAY2
Width = 640 Height = 480 Refresh = 50000/1000
Width = 640 Height = 480 Refresh = 50000/1000
Width = 640 Height = 480 Refresh = 59940/1000
Width = 640 Height = 480 Refresh = 59940/1000
Width = 640 Height = 480 Refresh = 60000/1001
Width = 640 Height = 480 Refresh = 60000/1001
Width = 640 Height = 480 Refresh = 99930/1000
Width = 640 Height = 480 Refresh = 99930/1000
Width = 640 Height = 480 Refresh = 119982/1000
Width = 640 Height = 480 Refresh = 119982/1000
Width = 720 Height = 480 Refresh = 50000/1000
Width = 720 Height = 480 Refresh = 50000/1000
Width = 720 Height = 480 Refresh = 59940/1000
Width = 720 Height = 480 Refresh = 59940/1000
Width = 720 Height = 480 Refresh = 60000/1001
Width = 720 Height = 480 Refresh = 60000/1001
Width = 720 Height = 480 Refresh = 99930/1000
Width = 720 Height = 480 Refresh = 99930/1000
Width = 720 Height = 480 Refresh = 119982/1000
Width = 720 Height = 480 Refresh = 119982/1000
Width = 720 Height = 576 Refresh = 50000/1000
Width = 720 Height = 576 Refresh = 50000/1000
Width = 720 Height = 576 Refresh = 59940/1000
Width = 720 Height = 576 Refresh = 59940/1000
Width = 720 Height = 576 Refresh = 60000/1001
Width = 720 Height = 576 Refresh = 60000/1001
Width = 720 Height = 576 Refresh = 99930/1000
Width = 720 Height = 576 Refresh = 99930/1000
Width = 720 Height = 576 Refresh = 119982/1000
Width = 720 Height = 576 Refresh = 119982/1000
Width = 800 Height = 600 Refresh = 50000/1000
Width = 800 Height = 600 Refresh = 50000/1000
Width = 800 Height = 600 Refresh = 59940/1000
Width = 800 Height = 600 Refresh = 59940/1000
Width = 800 Height = 600 Refresh = 60000/1001
Width = 800 Height = 600 Refresh = 60000/1001
Width = 800 Height = 600 Refresh = 99930/1000
Width = 800 Height = 600 Refresh = 99930/1000
Width = 800 Height = 600 Refresh = 119982/1000
Width = 800 Height = 600 Refresh = 119982/1000
Width = 1024 Height = 768 Refresh = 50000/1000
Width = 1024 Height = 768 Refresh = 50000/1000
Width = 1024 Height = 768 Refresh = 59940/1000
Width = 1024 Height = 768 Refresh = 59940/1000
Width = 1024 Height = 768 Refresh = 60000/1001
Width = 1024 Height = 768 Refresh = 60000/1001
Width = 1024 Height = 768 Refresh = 99930/1000
Width = 1024 Height = 768 Refresh = 99930/1000
Width = 1024 Height = 768 Refresh = 119982/1000
Width = 1024 Height = 768 Refresh = 119982/1000
Width = 1152 Height = 864 Refresh = 50000/1000
Width = 1152 Height = 864 Refresh = 50000/1000
Width = 1152 Height = 864 Refresh = 59940/1000
Width = 1152 Height = 864 Refresh = 59940/1000
Width = 1152 Height = 864 Refresh = 60000/1001
Width = 1152 Height = 864 Refresh = 60000/1001
Width = 1152 Height = 864 Refresh = 99930/1000
Width = 1152 Height = 864 Refresh = 99930/1000
Width = 1152 Height = 864 Refresh = 119982/1000
Width = 1152 Height = 864 Refresh = 119982/1000
Width = 1176 Height = 664 Refresh = 50000/1000
Width = 1176 Height = 664 Refresh = 50000/1000
Width = 1176 Height = 664 Refresh = 59940/1000
Width = 1176 Height = 664 Refresh = 59940/1000
Width = 1176 Height = 664 Refresh = 60000/1001
Width = 1176 Height = 664 Refresh = 60000/1001
Width = 1280 Height = 720 Refresh = 50000/1000
Width = 1280 Height = 720 Refresh = 50000/1000
Width = 1280 Height = 720 Refresh = 59940/1000
Width = 1280 Height = 720 Refresh = 59940/1000
Width = 1280 Height = 720 Refresh = 60000/1001
Width = 1280 Height = 720 Refresh = 60000/1001
Width = 1280 Height = 720 Refresh = 99930/1000
Width = 1280 Height = 720 Refresh = 99930/1000
Width = 1280 Height = 720 Refresh = 119982/1000
Width = 1280 Height = 720 Refresh = 119982/1000
Width = 1280 Height = 768 Refresh = 50000/1000
Width = 1280 Height = 768 Refresh = 50000/1000
Width = 1280 Height = 768 Refresh = 59940/1000
Width = 1280 Height = 768 Refresh = 59940/1000
Width = 1280 Height = 768 Refresh = 60000/1001
Width = 1280 Height = 768 Refresh = 60000/1001
Width = 1280 Height = 768 Refresh = 99930/1000
Width = 1280 Height = 768 Refresh = 99930/1000
Width = 1280 Height = 768 Refresh = 119982/1000
Width = 1280 Height = 768 Refresh = 119982/1000
Width = 1280 Height = 800 Refresh = 50000/1000
Width = 1280 Height = 800 Refresh = 50000/1000
Width = 1280 Height = 800 Refresh = 59940/1000
Width = 1280 Height = 800 Refresh = 59940/1000
Width = 1280 Height = 800 Refresh = 60000/1001
Width = 1280 Height = 800 Refresh = 60000/1001
Width = 1280 Height = 800 Refresh = 99930/1000
Width = 1280 Height = 800 Refresh = 99930/1000
Width = 1280 Height = 800 Refresh = 119982/1000
Width = 1280 Height = 800 Refresh = 119982/1000
Width = 1280 Height = 960 Refresh = 50000/1000
Width = 1280 Height = 960 Refresh = 50000/1000
Width = 1280 Height = 960 Refresh = 59940/1000
Width = 1280 Height = 960 Refresh = 59940/1000
Width = 1280 Height = 960 Refresh = 60000/1001
Width = 1280 Height = 960 Refresh = 60000/1001
Width = 1280 Height = 960 Refresh = 99930/1000
Width = 1280 Height = 960 Refresh = 99930/1000
Width = 1280 Height = 960 Refresh = 119982/1000
Width = 1280 Height = 960 Refresh = 119982/1000
Width = 1280 Height = 1024 Refresh = 50000/1000
Width = 1280 Height = 1024 Refresh = 50000/1000
Width = 1280 Height = 1024 Refresh = 59940/1000
Width = 1280 Height = 1024 Refresh = 59940/1000
Width = 1280 Height = 1024 Refresh = 60000/1001
Width = 1280 Height = 1024 Refresh = 60000/1001
Width = 1280 Height = 1024 Refresh = 99930/1000
Width = 1280 Height = 1024 Refresh = 99930/1000
Width = 1280 Height = 1024 Refresh = 119982/1000
Width = 1280 Height = 1024 Refresh = 119982/1000
Width = 1360 Height = 768 Refresh = 50000/1000
Width = 1360 Height = 768 Refresh = 50000/1000
Width = 1360 Height = 768 Refresh = 59940/1000
Width = 1360 Height = 768 Refresh = 59940/1000
Width = 1360 Height = 768 Refresh = 60000/1001
Width = 1360 Height = 768 Refresh = 60000/1001
Width = 1360 Height = 768 Refresh = 99930/1000
Width = 1360 Height = 768 Refresh = 99930/1000
Width = 1360 Height = 768 Refresh = 119982/1000
Width = 1360 Height = 768 Refresh = 119982/1000
Width = 1366 Height = 768 Refresh = 50000/1000
Width = 1366 Height = 768 Refresh = 50000/1000
Width = 1366 Height = 768 Refresh = 59940/1000
Width = 1366 Height = 768 Refresh = 59940/1000
Width = 1366 Height = 768 Refresh = 60000/1001
Width = 1366 Height = 768 Refresh = 60000/1001
Width = 1366 Height = 768 Refresh = 99930/1000
Width = 1366 Height = 768 Refresh = 99930/1000
Width = 1366 Height = 768 Refresh = 119982/1000
Width = 1366 Height = 768 Refresh = 119982/1000
Width = 1440 Height = 900 Refresh = 50000/1000
Width = 1440 Height = 900 Refresh = 50000/1000
Width = 1440 Height = 900 Refresh = 59940/1000
Width = 1440 Height = 900 Refresh = 59940/1000
Width = 1440 Height = 900 Refresh = 60000/1001
Width = 1440 Height = 900 Refresh = 60000/1001
Width = 1440 Height = 900 Refresh = 99930/1000
Width = 1440 Height = 900 Refresh = 99930/1000
Width = 1440 Height = 900 Refresh = 119982/1000
Width = 1440 Height = 900 Refresh = 119982/1000
Width = 1600 Height = 900 Refresh = 50000/1000
Width = 1600 Height = 900 Refresh = 50000/1000
Width = 1600 Height = 900 Refresh = 59940/1000
Width = 1600 Height = 900 Refresh = 59940/1000
Width = 1600 Height = 900 Refresh = 60000/1001
Width = 1600 Height = 900 Refresh = 60000/1001
Width = 1600 Height = 900 Refresh = 99930/1000
Width = 1600 Height = 900 Refresh = 99930/1000
Width = 1600 Height = 900 Refresh = 119982/1000
Width = 1600 Height = 900 Refresh = 119982/1000
Width = 1600 Height = 1024 Refresh = 50000/1000
Width = 1600 Height = 1024 Refresh = 50000/1000
Width = 1600 Height = 1024 Refresh = 59940/1000
Width = 1600 Height = 1024 Refresh = 59940/1000
Width = 1600 Height = 1024 Refresh = 60000/1001
Width = 1600 Height = 1024 Refresh = 60000/1001
Width = 1600 Height = 1024 Refresh = 99930/1000
Width = 1600 Height = 1024 Refresh = 99930/1000
Width = 1600 Height = 1024 Refresh = 119982/1000
Width = 1600 Height = 1024 Refresh = 119982/1000
Width = 1680 Height = 1050 Refresh = 50000/1000
Width = 1680 Height = 1050 Refresh = 50000/1000
Width = 1680 Height = 1050 Refresh = 59940/1000
Width = 1680 Height = 1050 Refresh = 59940/1000
Width = 1680 Height = 1050 Refresh = 60000/1001
Width = 1680 Height = 1050 Refresh = 60000/1001
Width = 1680 Height = 1050 Refresh = 99930/1000
Width = 1680 Height = 1050 Refresh = 99930/1000
Width = 1680 Height = 1050 Refresh = 119982/1000
Width = 1680 Height = 1050 Refresh = 119982/1000
Width = 1768 Height = 992 Refresh = 50000/1000
Width = 1768 Height = 992 Refresh = 50000/1000
Width = 1768 Height = 992 Refresh = 59940/1000
Width = 1768 Height = 992 Refresh = 59940/1000
Width = 1768 Height = 992 Refresh = 60000/1001
Width = 1768 Height = 992 Refresh = 60000/1001
Width = 1768 Height = 992 Refresh = 99930/1000
Width = 1768 Height = 992 Refresh = 99930/1000
Width = 1768 Height = 992 Refresh = 119982/1000
Width = 1768 Height = 992 Refresh = 119982/1000
Width = 1920 Height = 1080 Refresh = 50000/1000
Width = 1920 Height = 1080 Refresh = 59940/1000
Width = 1920 Height = 1080 Refresh = 60000/1001
Width = 1920 Height = 1080 Refresh = 99930/1000
Width = 1920 Height = 1080 Refresh = 119982/1000
[11:10:02:46:602][13484] IGIESW h:\dropbox\coding\directx\directxdemo\debug\directxdemo.exe found in whitelist: NO[11:10:02:46:603][13484] IGIWHW Game h:\dropbox\coding\directx\directxdemo\debug\directxdemo.exe found in whitelist: NO'DirectXDemo.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dcomp.dll'. Cannot find or open the PDB file.
Exception thrown at 0x7761B802 in DirectXDemo.exe: Microsoft C++ exception: DxException at memory location 0x00DAEE10.
The thread 0x2a04 has exited with code 0 (0x0).
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmmbase.dll'
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmm.dll'
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvwgf2um.dll'
'DirectXDemo.exe' (Win32): Unloaded 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d81f3535ced17c6\nvldumd.dll'
The thread 0x3864 has exited with code 0 (0x0).
The thread 0x5678 has exited with code 0 (0x0).
The thread 0x2650 has exited with code 0 (0x0).
The thread 0x2dac has exited with code 0 (0x0).
The thread 0x4014 has exited with code 0 (0x0).
The program '[14836] DirectXDemo.exe' has exited with code 0 (0x0).
SSAO sample (chapter 21: Ambient Occlusion) fails with the following error message:
D3D12 ERROR: ID3D12Device::CreateShaderResourceView:
For the resource format D24_UNORM_S8_UINT, when making a D3D view,
the format name for the view can't be R24_UNORM_X8_TYPELESS.
See documentation for the set of valid view format names for this resource format,
determining which how the resource (or part of it) will appear to shader.
[ STATE_CREATION ERROR #28: CREATESHADERRESOURCEVIEW_INVALIDFORMAT]
Edit: The problem is that the depth stencil resource is defined as D24_UNORM_S8_UINT
with DSV matching the resource format. The resource should be defined as R24G8_TYPELESS
instead and DSV as D24_UNORM_S8_UINT
.
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