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Anyone else having problems with D3D12 compute shaders on NVIDIA hardware?

Started by July 25, 2017 10:15 PM
12 comments, last by Ben Jamin 7 years, 3 months ago

When you tell the driver that your UAV is in fact a static piece of data ( original poster code ), and then try to write it, you gonna have trouble

 


D3D12_DESCRIPTOR_RANGE1 descriptorRanges[3];

descriptorRanges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptorRanges[0].NumDescriptors = 1;
descriptorRanges[0].BaseShaderRegister = 0;
descriptorRanges[0].RegisterSpace = 1;
descriptorRanges[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE; // Should be at least DATA_VOLATILE, possibly DESCRIPTOR_VOLATILE
descriptorRanges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;

 

The D3D12_DESCRIPTOR_RANGE_FLAG_NONE doesn't say that the contents of the UAV are static, merely that the descriptor is static.

Adam Miles - Principal Software Development Engineer - Microsoft Xbox Advanced Technology Group

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I have the same or at least a similar problem.

As the GPU based validation error comes from the d3d12SDKLayers.dll I decided to make a post in the MS DirectX forums on this topic.

I just wanted to share a link in case this leads to a solution or anybody can help or wants to contribute to this.

http://forums.directxtech.com/index.php?topic=5839.0

 

Cheers,
Ben

 

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