Comments (3)
Hey there! This is a message from the validation layer. The project is configured to break into the debugger whenever the validation layer emits a warning or error.
I believe this is a bug that I never noticed because earlier versions of the validation layer didn't catch it. I'll have to look into it and see if I can fix it. In the meantime, if you'd like you can try switching over to the experimental branch. That branch currently runs clean with no validation errors, and has a lot of fixes and improvements. In particular I re-wrote the "UpdateData" path for using the copy queue to update the contents of buffer resources from a DEFAULT heap to make it more useful, and also to fix some synchronization issues. It also has support for the new "dxc" shader compiler that's based on LLVM.
from deferredtexturing.
I ended up just merging the experimental branch back into master, so it should run clean now without any warnings or errors.
from deferredtexturing.
Sorry for the delayed thank you! Appreciate it!
from deferredtexturing.
Related Issues (16)
- Any reason to require Feature Level 12_0? HOT 2
- Says min requirements are not satisfied dx12, but Im on dx12 HOT 1
- MSBuild error MSB8066 - Custom build failing HOT 1
- Question about FP16Scale HOT 4
- Running Crash that Init Picking StructedBuffer HOT 1
- Light clustering issue
- DirectX Error: The GPU device instance has been suspended HOT 4
- Question about PositionFromDepth HOT 2
- Isn't the ground albedo a reflectance? HOT 3
- Exception thrown by SetComputeRootDescriptorTable call in RenderDeferred() due to invalid resource state (occurs only in the Debug build) HOT 1
- Readme.md has incorrect link to full blog post HOT 1
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- CustomBuildEvent attempting to copy non-existent dxcompiler.dll causes the build to fail HOT 1
- Roughness maps not being loaded HOT 3
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from deferredtexturing.