Author Topic: 64-bit DirectX 11 - Part 2 - Text, Sphere  (Read 351 times)

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #15 on: June 05, 2018, 09:02:55 AM »
 :biggrin: I installed (reinstalled  :P) that sdk but i had the same problem. Yes, i guess is the graphics card.  If i have time i will check where the program firstdetects an error.  :idea:
Felipe.

AW

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #16 on: June 05, 2018, 09:51:09 AM »
:biggrin: I installed (reinstalled  :P) that sdk but i had the same problem. Yes, i guess is the graphics card.  If i have time i will check where the program firstdetects an error.  :idea:

I tested in a Windows 8.1 64-bit virtual machine and could not run the program, same error you got. dxdiag also reports Directx 11 but I know from experience that applications always fall back to 9.3 because the graphics card is some "virtual crapware", I mean vmWare.

I had to install the Windows DirectX 11 SDK June 2010 AND the Windows SDK 8.1 in order for the debug build of my demo start reporting on dbgview.exe. It reports this:
[4080] D3D11 ERROR: ID3D11Device::CreateVertexShader: Invalid shader version provided: vs_4_0 [ STATE_CREATION ERROR #167: CREATEVERTEXSHADER_INVALIDSHADERTYPE]

I could not make any sense of it (yet).

I placed a break point after this instructions:
   ; Create shader objects: 1) Vertex Shader
   coinvoke d3d11Device, ID3D11Device, CreateVertexShader, r12, r13, NULL, offset VS

and the return value is:
0x80070057

I have no idea of what is wrong and what error 0x80070057 has to do with CREATEVERTEXSHADER_INVALIDSHADERTYPE








Siekmanski

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #17 on: June 05, 2018, 10:03:07 AM »
Quote
I have no idea of what is wrong and what error 0x80070057 has to do with CREATEVERTEXSHADER_INVALIDSHADERTYPE

If it falls back to direct3D9 then the highest shader version available is 3.0
Creative coders use backward thinking techniques as their strategy.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #18 on: June 05, 2018, 11:22:12 AM »
Works fine for me  :t

I noticed that you aren't releasing a few things on exit though, which is causing a bit of a leak.

Quote
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at 0x00000000035640E0, Refcount: 6. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003AA9D90, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003D8E2B0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003B97920, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003B97B30, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003B97500, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003B96AB0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003D9AD30, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003D9AF50, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003D9C310, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003D9DF80, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000000599BD0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F356B0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F60D30, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F60FA0, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F656C0, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F65AC0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F65D60, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F8A730, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F92E80, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F93280, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F8F3D0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F939A0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F325F0, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F929F0, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F7F9E0, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F80C70, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F7EF90, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING:    Live Object at 0x0000000003F34E90, Refcount: 0. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live                         Object :     28 [ STATE_CREATION WARNING #0: UNKNOWN]
The program '[524] dx11_64App3.exe' has exited with code 0 (0x0).

Felipe's problem may be caused by a three things that come to mind.

  • If his device is falling back to a 9.3 device the shader creation will fail as Siekmanski mentioned.
  • His GPU might not support hardware acceleration on DX11. I'd recommend 'failing back' to a WARP device on device creation failure. This will immediately expand your target audience.
  • Build as non-debug device. There are no-redistributables for the debug library. The end user would have to have the same version of SDK installed for the program to run.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #19 on: June 05, 2018, 11:37:48 AM »
 :biggrin: Hey ascended, is nice to see you contributing with your knowledge to the forum. Thank you very much!  :icon14:

Felipe.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #20 on: June 05, 2018, 11:46:28 AM »
Now this could be a little weird, the control panel from the intel graphics and multimedia says in the section of information system:
DirectX Version= 10.1
Even if dxdiag still shows directx 11... :idea:
Felipe.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #21 on: June 05, 2018, 11:52:29 AM »
From this site: http://www.hb-studios.com/forum/index.php?topic=2100.0

Quote
You need to look under the 'Display Devices' details and see what DDI Version is shown. This will give you the version of Direct X your card supports.

Here's an example from a Radeon HD 5800 card. As you can see, it is only DX 10.1 compatible.



Graphics cards and System Settings are not always the same when it comes to DX compatibility. Most system theses days are DX 11 but not all graphics cards are.

So, probably this is my case.  :(
Felipe.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #22 on: June 05, 2018, 12:01:30 PM »
And dxdiag shows in ddi= 10.0, 9.1

 :(
Felipe.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #23 on: June 05, 2018, 12:52:29 PM »
The WARP adapter fall back suggestion will fix that.  :t

This explains why my exe don't work for you either as I still need to add this myself.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #24 on: June 05, 2018, 01:08:03 PM »
Thanks ascended, if is really possible, will be great that fix so i can play with directx 11 programs too.  :bgrin:
If not i will have to wait until i get a better gpu.  :idea:
Felipe.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Text, Sphere
« Reply #25 on: June 05, 2018, 01:19:07 PM »
Thanks ascended, if is really possible, will be great that fix so i can play with directx 11 programs too.  :bgrin:
If not i will have to wait until i get a better gpu.  :idea:

Yep, WARP will run on any hardware where it is DirectX compatible or not.

https://msdn.microsoft.com/en-us/library/windows/desktop/gg615082(v=vs.85).aspx