Replies: 4 comments 6 replies
-
It is not clear from your screenshot which exactly assertion was triggered - the line number is cut off. |
Beta Was this translation helpful? Give feedback.
-
Sorry, it's line 969, which I believe is the first line of code in I tried to follow the logic path to see what name it is referring to, but haven't been able to figure it out. But the watch shows the name is empty, whatever it is. When I follow it back, it looks like its being triggered for the first constant buffer of my resource signature. But I definitely gave the constant buffer a name in the resource signature. Would there be some other name string I've missed?
|
Beta Was this translation helpful? Give feedback.
-
Sure. The shaders are pretty simple, but I use typename aliases in my C++ code for some of the Diligent typenames that are global. Usually those start with grx. Let me know if you need clarification for anything. Do you think its something I'm doing wrong in the shader code itself? The shader files I included here are actually several files that were pre-processed down into a single file before being sent to the compiler. I'm using the DXC compiler at runtime to generate the byte-code, then sending that to Diligent to create the pipeline state. Let me know if you need to see the code related to the pipeline state. As far as resources, I just link to this resource signature (*.h in the zip). I really appreciate any advice, if you have any ideas on what I may be doing wrong, Here is some of the data related to those global buffers in the resource signature. I double checked the name strings, and they are all good at the time of creating the pipeline state.
|
Beta Was this translation helpful? Give feedback.
-
I have another question about the texture array situation, but didn't want to create another thread, since I'm hoping the answer is probably a simple one. I'm not sure if you remember, but I'm defining a texture array of 255 slots in the shader, but only using the slots that are "registered" at any one time. But Diligent is giving me an error "Diligent Engine: ERROR: No resource is bound to variable 'texReg[50]' in shader '0000' of PSO '0000'.", for each slot that currently doesn't have a texture assigned to it. Should I be assigning some dummy texture to all unused slots? Or is there perhaps a better way to handle that situation? |
Beta Was this translation helpful? Give feedback.
-
I'm getting a debug assertion exception when trying to create a graphics pipeline state. It looks like the assertion is being triggered by a missing/blank resource name? I'm having trouble figuring out exactly what's wrong? Any guesses?
Let me know if you need more information. Thanks!
Beta Was this translation helpful? Give feedback.
All reactions