Latest D3D12DirectX12 Activity
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I solved the issue. The problem was with creating srv in BuildTextureSRVs()
. What happened was each iteration of the loop, srvcpuheap handle reset to the start. After the end of the loop it only contains the last texture of mTextures.
fixed code:
void RESrcLoader::BuildTextureSRVs()
{
int i = 0;
…
isu diss said:
I figured it out by myself. Thanks for the big help.
Haha, if i would not know you, this quote might sound rather sarcastic. :D
I've wrote a ray tracing shadow shader before. (abbreviated as ShaderA)
And recently I wrote another ray tracing shader. (abbreviated as ShaderB)
I create ID3D12StateObject for both.
But hit group shader identifier is unique between each ID3D12StateObject.
My hit group data struct is like this:
| shader…
DX12::setResourceData does the following:
Void* mappedData = nullptr;
D3D12_RANGE emptyRange{}; // Empty range to indicate we are not reading
if (FAILED(resource->Map(0, &emptyRange, (Void**)&mappedData))) return false;
memcpy(mappedData, data, (size_t)numBytes);
resource->Unmap(0, nul…
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