先前成功的 PIX 调用在播放期间失败 IASetVertexBuffers() 上出现错误
我正在尝试调试 SlimDX DirectX11 游戏中的着色器,我已经编码了一段时间。代码运行良好并且执行顺利(尽管似乎忽略了我的纹理),当我运行实验来捕获 PIX 内的单个帧时,它执行得很好,但是如果我尝试访问 PIX 中的“渲染”或“网格”选项卡以获取捕获的图像帧我收到以下错误:
A call that previously succeeded failed during playback:
EID: 96
Call: ID3D11DeviceContext::IASetVertexBuffers()
HRESULT: E_FAIL
EID 是在我捕获的帧之前发生的错误(我的帧从 EID 108 开始),所以我看不到它失败的地方。
我决定运行完整的帧流,看看是否会显示错误。这次我得到了一些有用的东西。
A call that previously succeeded failed during playback:
EID: 15
Call: IDXGISwapChain::GetParent()
HRESULT:E_FAIL
以及导致它的事件日志:
Frame 1 EID
Call 4 D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, 7, 0x0016EE7C, 0x0016EE74 --> 0x07145B60, 0x0016EE6C --> 0x071453B0, NULL, 0x0016EE70 --> 0x071BA108)
Call 5 CreateObject(D3D11 Device, 0x071453B0)
Call 6 CreateObject(DXGI Factory, 0x07145A58)
Call 7 CreateObject(DXGI Adapter, 0x07145AA8)
Call 8 CreateObject(DXGI Device, 0x07145B00)
Call 9 CreateObject(DXGI Swap Chain, 0x07145B60)
Call 10 CreateObject(DXGI Surface, 0x07145BF8)
Call 11 CreateObject(D3D11 Texture2D, 0x07145C58)
Call 12 CreateObject(D3D11 Device Context, 0x071BA108)
Call 13 <0x071BA108> ID3D11DeviceContext::Release()
Call 14 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 15 <0x07145B60> IDXGISwapChain::GetParent(IID_IDXGIFactory, 0x0016EF40 --> 0x07145A58)
Call 16 <0x07145A58> IDXGIFactory::MakeWindowAssociation(0x00020574, 2)
Call 17 <0x07145A58> IDXGIFactory::Release()
Call 18 <0x071BA108> ID3D11DeviceContext::RSSetViewports(1, 0x0016EF28)
Call 19 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EDCC, NULL, 0x0016EDC8 --> 0x071460F8)
Call 20 CreateObject(D3D11 Texture2D, 0x071460F8)
Call 21 <0x071453B0> ID3D11Device::CreateDepthStencilView(0x071460F8, 0x0016EE2C, 0x0016EE4C --> 0x07146198)
Call 22 CreateObject(D3D11 Depth-Stencil View, 0x07146198)
Call 23 <0x071460F8> ID3D11Texture2D::Release()
Call 24 <0x07145B60> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0016EF3C --> 0x07145C58)
Call 25 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x07145C58, NULL, 0x0016EF40 --> 0x071461F0)
Call 26 CreateObject(D3D11 Render Target View, 0x071461F0)
Call 27 <0x07145C58> ID3D11Texture2D::Release()
Call 28 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EF54 --> { 0x071461F0 }, 0x07146198)
Call 29 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A90FA0, 1116, NULL, 0x0016EF24 --> 0x071462F8)
Call 30 CreateObject(D3D11 Vertex Shader, 0x071462F8)
Call 31 <0x071453B0> ID3D11Device::CreatePixelShader(0x00A8FC00, 1160, NULL, 0x0016EF24 --> 0x071467B8)
Call 32 CreateObject(D3D11 Pixel Shader, 0x071467B8)
Call 33 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92348, 568, NULL, 0x0016EF24 --> 0x07146CA0)
Call 34 CreateObject(D3D11 Vertex Shader, 0x07146CA0)
Call 35 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE3F8, 8232, NULL, 0x0016EF24 --> 0x07146F38)
Call 36 CreateObject(D3D11 Pixel Shader, 0x07146F38)
Call 37 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92548, 568, NULL, 0x0016EF24 --> 0x07146F90)
Call 38 CreateObject(D3D11 Vertex Shader, 0x07146F90)
Call 39 <0x071453B0> ID3D11Device::CreatePixelShader(0x00B117C0, 1756, NULL, 0x0016EF24 --> 0x07139848)
Call 40 CreateObject(D3D11 Pixel Shader, 0x07139848)
Call 41 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A925D8, 568, NULL, 0x0016EF24 --> 0x071454A0)
Call 42 CreateObject(D3D11 Vertex Shader, 0x071454A0)
Call 43 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE018, 7196, NULL, 0x0016EF24 --> 0x07145738)
Call 44 CreateObject(D3D11 Pixel Shader, 0x07145738)
Call 45 <0x071453B0> ID3D11Device::AddRef()
Call 46 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A90768, 0x0016EE04 --> 0x07145790)
Call 47 CreateObject(D3D11 Texture2D, 0x07145790)
Call 48 <0x07145790> ID3D11Texture2D::GetType(0x0016EDB4)
Call 49 <0x07145790> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x07145790)
Call 50 <0x07145790> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 51 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x07145790, 0x0016EDBC, 0x0016EF44 --> 0x07145830)
Call 52 CreateObject(D3D11 Shader Resource View, 0x07145830)
Call 53 <0x07145790> ID3D11Texture2D::Release()
Call 54 <0x07145790> ID3D11Texture2D::Release()
Call 55 <0x071453B0> ID3D11Device::Release()
Call 56 <0x071453B0> ID3D11Device::AddRef()
Call 57 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A8F6A0, 0x0016EE04 --> 0x0713A990)
Call 58 CreateObject(D3D11 Texture2D, 0x0713A990)
Call 59 <0x0713A990> ID3D11Texture2D::GetType(0x0016EDB4)
Call 60 <0x0713A990> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x0713A990)
Call 61 <0x0713A990> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 62 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713A990, 0x0016EDBC, 0x0016EF44 --> 0x071C3B98)
Call 63 CreateObject(D3D11 Shader Resource View, 0x071C3B98)
Call 64 <0x0713A990> ID3D11Texture2D::Release()
Call 65 <0x0713A990> ID3D11Texture2D::Release()
Call 66 <0x071453B0> ID3D11Device::Release()
Call 67 <0x071453B0> ID3D11Device::CreateSamplerState(0x0016EED4, 0x0016EED0 --> 0x07145938)
Call 68 CreateObject(D3D11 Sampler State, 0x07145938)
Call 69 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(0, 1, 0x0016EF38 --> { 0x07145830 })
Call 70 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(4, 1, 0x0016EF38 --> { 0x071C3B98 })
Call 71 <0x071BA108> ID3D11DeviceContext::PSSetSamplers(0, 1, 0x0016EF38 --> { 0x07145938 })
Call 72 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDF4, 0x0016EDDC, 0x0016EDF0 --> 0x0713AA30)
Call 73 CreateObject(D3D11 Buffer, 0x0713AA30)
Call 74 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE68 --> { 0x0713AA30 })
Call 75 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AAB8)
Call 76 CreateObject(D3D11 Texture2D, 0x0713AAB8)
Call 77 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AAB8, 0x0016ED28, 0x0016ED44 --> 0x071C3BF0)
Call 78 CreateObject(D3D11 Render Target View, 0x071C3BF0)
Call 79 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AAB8, 0x0016ECF4, 0x0016ED14 --> 0x071C3C48)
Call 80 CreateObject(D3D11 Shader Resource View, 0x071C3C48)
Call 81 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AB58)
Call 82 CreateObject(D3D11 Texture2D, 0x0713AB58)
Call 83 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AB58, 0x0016ED28, 0x0016ED44 --> 0x071C3CA0)
Call 84 CreateObject(D3D11 Render Target View, 0x071C3CA0)
Call 85 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AB58, 0x0016ECF4, 0x0016ED14 --> 0x071C3CF8)
Call 86 CreateObject(D3D11 Shader Resource View, 0x071C3CF8)
Call 87 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713ACA8)
Call 88 CreateObject(D3D11 Texture2D, 0x0713ACA8)
Call 89 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ACA8, 0x0016ED28, 0x0016ED44 --> 0x071C3D50)
Call 90 CreateObject(D3D11 Render Target View, 0x071C3D50)
Call 91 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ACA8, 0x0016ECF4, 0x0016ED14 --> 0x071C3DA8)
Call 92 CreateObject(D3D11 Shader Resource View, 0x071C3DA8)
Call 93 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AD48)
Call 94 CreateObject(D3D11 Texture2D, 0x0713AD48)
Call 95 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AD48, 0x0016ED28, 0x0016ED44 --> 0x071C3E00)
Call 96 CreateObject(D3D11 Render Target View, 0x071C3E00)
Call 97 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AD48, 0x0016ECF4, 0x0016ED14 --> 0x071C3E58)
Call 98 CreateObject(D3D11 Shader Resource View, 0x071C3E58)
Call 99 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713ADE8)
Call 100 CreateObject(D3D11 Texture2D, 0x0713ADE8)
Call 101 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ADE8, 0x0016ED58, 0x0016ED74 --> 0x071C3EB0)
Call 102 CreateObject(D3D11 Render Target View, 0x071C3EB0)
Call 103 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ADE8, 0x0016ED24, 0x0016ED44 --> 0x071C3F08)
Call 104 CreateObject(D3D11 Shader Resource View, 0x071C3F08)
Call 105 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713AE88)
Call 106 CreateObject(D3D11 Texture2D, 0x0713AE88)
Call 107 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AE88, 0x0016ED58, 0x0016ED74 --> 0x071C3F60)
Call 108 CreateObject(D3D11 Render Target View, 0x071C3F60)
Call 109 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AE88, 0x0016ED24, 0x0016ED44 --> 0x071C3FB8)
Call 110 CreateObject(D3D11 Shader Resource View, 0x071C3FB8)
Call 111 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016EC64, 3, 0x066B15E8, 152, 0x0016EC5C --> 0x0713AFD8)
Call 112 CreateObject(D3D11 Input Layout, 0x0713AFD8)
Call 113 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713AFD8)
Call 114 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 115 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDC0, 0x0016EDA8, 0x0016EDBC --> 0x0713B0C0)
Call 116 CreateObject(D3D11 Buffer, 0x0713B0C0)
Call 117 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 118 <0x071BA108> ID3D11DeviceContext::Release()
Call 119 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE34 --> { 0x0713B0C0 })
Call 120 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 121 <0x071BA108> ID3D11DeviceContext::Release()
Call 122 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 123 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B148)
Call 124 CreateObject(D3D11 Buffer, 0x0713B148)
Call 125 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B1D0)
Call 126 CreateObject(D3D11 Buffer, 0x0713B1D0)
Call 127 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A120)
Call 128 CreateObject(D3D11 Buffer, 0x0713A120)
Call 129 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A1A8)
Call 130 CreateObject(D3D11 Buffer, 0x0713A1A8)
Call 131 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B258)
Call 132 CreateObject(D3D11 Buffer, 0x0713B258)
Call 133 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B2E0)
Call 134 CreateObject(D3D11 Buffer, 0x0713B2E0)
Call 135 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C65E8)
Call 136 CreateObject(D3D11 Buffer, 0x071C65E8)
Call 137 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C6670)
Call 138 CreateObject(D3D11 Buffer, 0x071C6670)
Call 139 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6710)
Call 140 CreateObject(D3D11 Buffer, 0x071C6710)
Call 141 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6798)
Call 142 CreateObject(D3D11 Buffer, 0x071C6798)
Call 143 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6820)
Call 144 CreateObject(D3D11 Buffer, 0x071C6820)
Call 145 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C68A8)
Call 146 CreateObject(D3D11 Buffer, 0x071C68A8)
Call 147 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6930)
Call 148 CreateObject(D3D11 Buffer, 0x071C6930)
Call 149 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C69B8)
Call 150 CreateObject(D3D11 Buffer, 0x071C69B8)
Call 151 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6A40)
Call 152 CreateObject(D3D11 Buffer, 0x071C6A40)
Call 153 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6AC8)
Call 154 CreateObject(D3D11 Buffer, 0x071C6AC8)
Call 155 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6B50)
Call 156 CreateObject(D3D11 Buffer, 0x071C6B50)
Call 157 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6BD8)
Call 158 CreateObject(D3D11 Buffer, 0x071C6BD8)
Call 159 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6C60)
Call 160 CreateObject(D3D11 Buffer, 0x071C6C60)
Call 161 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6CE8)
Call 162 CreateObject(D3D11 Buffer, 0x071C6CE8)
Call 163 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6D70)
Call 164 CreateObject(D3D11 Buffer, 0x071C6D70)
Call 165 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6DF8)
Call 166 CreateObject(D3D11 Buffer, 0x071C6DF8)
Call 167 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6E80)
Call 168 CreateObject(D3D11 Buffer, 0x071C6E80)
Call 169 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6F08)
Call 170 CreateObject(D3D11 Buffer, 0x071C6F08)
Call 171 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EE5C)
Call 172 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 173 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EE04, 0x0016EDEC, 0x0016EE00 --> 0x071C6F90)
Call 174 CreateObject(D3D11 Buffer, 0x071C6F90)
Call 175 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE78 --> { 0x071C6F90 })
Call 176 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 177 <0x071BA108> ID3D11DeviceContext::Release()
Call 178 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 179 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071462F8, NULL, 0)
Call 180 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x071467B8, NULL, 0)
Call 181 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E9C4, 3, 0x066B15E8, 152, 0x0016E9BC --> 0x0713A230)
Call 182 CreateObject(D3D11 Input Layout, 0x0713A230)
Call 183 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713A230)
Call 184 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 185 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 186 <0x071BA108> ID3D11DeviceContext::Release()
Call 187 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE08 --> { 0x0713B0C0 })
Call 188 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EE20 --> { NULL })
Call 189 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EE20 --> { NULL })
Call 190 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EE20 --> { NULL })
Call 191 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EE20 --> { NULL })
Call 192 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(4, 0x0016EDE8 --> { 0x071C3BF0, 0x071C3CA0, 0x071C3D50, 0x071C3E00 }, 0x07146198)
Call 193 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3BF0, 0x0016EDD0)
Call 194 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3CA0, 0x0016EDD0)
Call 195 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3D50, 0x0016EDD0)
Call 196 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3E00, 0x0016EDD0)
Call 197 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 198 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C7018)
Call 199 CreateObject(D3D11 Buffer, 0x071C7018)
Call 200 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C70A0)
Call 201 CreateObject(D3D11 Buffer, 0x071C70A0)
Call 202 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C7128)
Call 203 CreateObject(D3D11 Buffer, 0x071C7128)
Call 204 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C71B0)
Call 205 CreateObject(D3D11 Buffer, 0x071C71B0)
Call 206 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C7238)
Call 207 CreateObject(D3D11 Buffer, 0x071C7238)
Call 208 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C72C0)
Call 209 CreateObject(D3D11 Buffer, 0x071C72C0)
Call 210 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C7348)
Call 211 CreateObject(D3D11 Buffer, 0x071C7348)
Call 212 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C73D0)
Call 213 CreateObject(D3D11 Buffer, 0x071C73D0)
Call 214 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713A120 }, 0x0016ED08, 0x0016ED0C)
Call 215 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713A1A8, DXGI_FORMAT_R16_UINT, 0)
Call 216 <0x071BA108> ID3D11DeviceContext::DrawIndexed(924, 0, 0)
Call 217 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713B258 }, 0x0016ED08, 0x0016ED0C)
Call 218 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713B2E0, DXGI_FORMAT_R16_UINT, 0)
Call 219 <0x071BA108> ID3D11DeviceContext::DrawIndexed(13692, 0, 0)
Call 220 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C65E8 }, 0x0016ED08, 0x0016ED0C)
Call 221 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6670, DXGI_FORMAT_R16_UINT, 0)
Call 222 <0x071BA108> ID3D11DeviceContext::DrawIndexed(4044, 0, 0)
Call 223 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6710 }, 0x0016ED08, 0x0016ED0C)
Call 224 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6798, DXGI_FORMAT_R16_UINT, 0)
Call 225 <0x071BA108> ID3D11DeviceContext::DrawIndexed(28260, 0, 0)
Call 226 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6820 }, 0x0016ED08, 0x0016ED0C)
Call 227 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C68A8, DXGI_FORMAT_R16_UINT, 0)
Call 228 <0x071BA108> ID3D11DeviceContext::DrawIndexed(1860, 0, 0)
Call 229 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6930 }, 0x0016ED08, 0x0016ED0C)
Call 230 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C69B8, DXGI_FORMAT_R16_UINT, 0)
Call 231 <0x071BA108> ID3D11DeviceContext::DrawIndexed(36, 0, 0)
Call 232 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6A40 }, 0x0016ED08, 0x0016ED0C)
Call 233 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6AC8, DXGI_FORMAT_R16_UINT, 0)
Call 234 <0x071BA108> ID3D11DeviceContext::DrawIndexed(25584, 0, 0)
Call 235 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6C60 }, 0x0016ED08, 0x0016ED0C)
Call 236 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6CE8, DXGI_FORMAT_R16_UINT, 0)
Call 237 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6816, 0, 0)
Call 238 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6D70 }, 0x0016ED08, 0x0016ED0C)
Call 239 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6DF8, DXGI_FORMAT_R16_UINT, 0)
Call 240 <0x071BA108> ID3D11DeviceContext::DrawIndexed(12528, 0, 0)
Call 241 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6E80 }, 0x0016ED08, 0x0016ED0C)
Call 242 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6F08, DXGI_FORMAT_R16_UINT, 0)
Call 243 <0x071BA108> ID3D11DeviceContext::DrawIndexed(3252, 0, 0)
Call 244 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C7458)
Call 245 CreateObject(D3D11 Buffer, 0x071C7458)
Call 246 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C74E0)
Call 247 CreateObject(D3D11 Buffer, 0x071C74E0)
Call 248 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146CA0, NULL, 0)
Call 249 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07146F38, NULL, 0)
Call 250 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E958, 3, 0x066B18A8, 120, 0x0016E950 --> 0x071C4D40)
Call 251 CreateObject(D3D11 Input Layout, 0x071C4D40)
Call 252 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C4D40)
Call 253 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 254 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDB4 --> { NULL })
Call 255 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED9C --> { 0x071C3EB0 }, 0x07146198)
Call 256 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3EB0, 0x0016ED70)
Call 257 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 258 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EDB4 --> { 0x071C3CF8 })
Call 259 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EDB4 --> { 0x071C3DA8 })
Call 260 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA0 --> { 0x071C7458 }, 0x0016EDA4, 0x0016EDA8)
Call 261 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C74E0, DXGI_FORMAT_R16_UINT, 0)
Call 262 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 263 <0x071C7458> ID3D11Buffer::Release()
Call 264 <0x071C74E0> ID3D11Buffer::Release()
Call 265 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C7568)
Call 266 CreateObject(D3D11 Buffer, 0x071C7568)
Call 267 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C75F0)
Call 268 CreateObject(D3D11 Buffer, 0x071C75F0)
Call 269 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146F90, NULL, 0)
Call 270 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07139848, NULL, 0)
Call 271 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E950, 3, 0x065688E0, 120, 0x0016E948 --> 0x071C5600)
Call 272 CreateObject(D3D11 Input Layout, 0x071C5600)
Call 273 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C5600)
Call 274 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 275 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDAC --> { NULL })
Call 276 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED94 --> { 0x071C3F60 }, 0x07146198)
Call 277 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3F60, 0x0016ED68)
Call 278 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 279 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EDAC --> { 0x071C3C48 })
Call 280 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EDAC --> { 0x071C3E58 })
Call 281 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDAC --> { 0x071C3F08 })
Call 282 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED98 --> { 0x071C7568 }, 0x0016ED9C, 0x0016EDA0)
Call 283 DestroyObject(D3D11 Buffer, 0x071C7458)
Call 284 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C75F0, DXGI_FORMAT_R16_UINT, 0)
Call 285 DestroyObject(D3D11 Buffer, 0x071C74E0)
Call 286 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 287 <0x071C7568> ID3D11Buffer::Release()
Call 288 <0x071C75F0> ID3D11Buffer::Release()
Call 289 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7678)
Call 290 CreateObject(D3D11 Buffer, 0x071C7678)
Call 291 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7700)
Call 292 CreateObject(D3D11 Buffer, 0x071C7700)
Call 293 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071454A0, NULL, 0)
Call 294 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07145738, NULL, 0)
Call 295 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E960, 3, 0x06568960, 120, 0x0016E958 --> 0x071C56C0)
Call 296 CreateObject(D3D11 Input Layout, 0x071C56C0)
Call 297 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C56C0)
Call 298 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 299 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EDBC --> { 0x071461F0 }, 0x07146198)
Call 300 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EDA0)
Call 301 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 302 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDBC --> { 0x071C3FB8 })
Call 303 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA8 --> { 0x071C7678 }, 0x0016EDAC, 0x0016EDB0)
Call 304 DestroyObject(D3D11 Buffer, 0x071C7568)
Call 305 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C7700, DXGI_FORMAT_R16_UINT, 0)
Call 306 DestroyObject(D3D11 Buffer, 0x071C75F0)
Call 307 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 308 <0x071C7678> ID3D11Buffer::Release()
Call 309 <0x071C7700> ID3D11Buffer::Release()
Call 310 <0x07145B60> IDXGISwapChain::Present(0, 0)
Frame 311 Frame 2
输出日志中也没有任何内容。以前有人遇到过这种情况吗?如果是这样,你是如何解决的?
I'm trying to debug the shaders in a SlimDX DirectX11 game I've been coding for a while. The code runs fine and executes without a hitch (albeit seemingly ignoring my textures) and when I run an experiment to capture a single frame inside PIX it executes fine, however if I try to access either the Render or Mesh tabs in PIX for my captured frame I get the following error:
A call that previously succeeded failed during playback:
EID: 96
Call: ID3D11DeviceContext::IASetVertexBuffers()
HRESULT: E_FAIL
The EID is one that occurs just before the frame I've captured (my frame starts at EID 108) so I can't see where it's failing.
I decided to run a full stream of frames to see if that would show me the error. This time I got something useful.
A call that previously succeeded failed during playback:
EID: 15
Call: IDXGISwapChain::GetParent()
HRESULT:E_FAIL
And the event log that caused it:
Frame 1 EID
Call 4 D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, 7, 0x0016EE7C, 0x0016EE74 --> 0x07145B60, 0x0016EE6C --> 0x071453B0, NULL, 0x0016EE70 --> 0x071BA108)
Call 5 CreateObject(D3D11 Device, 0x071453B0)
Call 6 CreateObject(DXGI Factory, 0x07145A58)
Call 7 CreateObject(DXGI Adapter, 0x07145AA8)
Call 8 CreateObject(DXGI Device, 0x07145B00)
Call 9 CreateObject(DXGI Swap Chain, 0x07145B60)
Call 10 CreateObject(DXGI Surface, 0x07145BF8)
Call 11 CreateObject(D3D11 Texture2D, 0x07145C58)
Call 12 CreateObject(D3D11 Device Context, 0x071BA108)
Call 13 <0x071BA108> ID3D11DeviceContext::Release()
Call 14 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 15 <0x07145B60> IDXGISwapChain::GetParent(IID_IDXGIFactory, 0x0016EF40 --> 0x07145A58)
Call 16 <0x07145A58> IDXGIFactory::MakeWindowAssociation(0x00020574, 2)
Call 17 <0x07145A58> IDXGIFactory::Release()
Call 18 <0x071BA108> ID3D11DeviceContext::RSSetViewports(1, 0x0016EF28)
Call 19 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EDCC, NULL, 0x0016EDC8 --> 0x071460F8)
Call 20 CreateObject(D3D11 Texture2D, 0x071460F8)
Call 21 <0x071453B0> ID3D11Device::CreateDepthStencilView(0x071460F8, 0x0016EE2C, 0x0016EE4C --> 0x07146198)
Call 22 CreateObject(D3D11 Depth-Stencil View, 0x07146198)
Call 23 <0x071460F8> ID3D11Texture2D::Release()
Call 24 <0x07145B60> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0016EF3C --> 0x07145C58)
Call 25 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x07145C58, NULL, 0x0016EF40 --> 0x071461F0)
Call 26 CreateObject(D3D11 Render Target View, 0x071461F0)
Call 27 <0x07145C58> ID3D11Texture2D::Release()
Call 28 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EF54 --> { 0x071461F0 }, 0x07146198)
Call 29 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A90FA0, 1116, NULL, 0x0016EF24 --> 0x071462F8)
Call 30 CreateObject(D3D11 Vertex Shader, 0x071462F8)
Call 31 <0x071453B0> ID3D11Device::CreatePixelShader(0x00A8FC00, 1160, NULL, 0x0016EF24 --> 0x071467B8)
Call 32 CreateObject(D3D11 Pixel Shader, 0x071467B8)
Call 33 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92348, 568, NULL, 0x0016EF24 --> 0x07146CA0)
Call 34 CreateObject(D3D11 Vertex Shader, 0x07146CA0)
Call 35 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE3F8, 8232, NULL, 0x0016EF24 --> 0x07146F38)
Call 36 CreateObject(D3D11 Pixel Shader, 0x07146F38)
Call 37 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92548, 568, NULL, 0x0016EF24 --> 0x07146F90)
Call 38 CreateObject(D3D11 Vertex Shader, 0x07146F90)
Call 39 <0x071453B0> ID3D11Device::CreatePixelShader(0x00B117C0, 1756, NULL, 0x0016EF24 --> 0x07139848)
Call 40 CreateObject(D3D11 Pixel Shader, 0x07139848)
Call 41 <0x071453B0> ID3D11Device::CreateVertexShader(0x00A925D8, 568, NULL, 0x0016EF24 --> 0x071454A0)
Call 42 CreateObject(D3D11 Vertex Shader, 0x071454A0)
Call 43 <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE018, 7196, NULL, 0x0016EF24 --> 0x07145738)
Call 44 CreateObject(D3D11 Pixel Shader, 0x07145738)
Call 45 <0x071453B0> ID3D11Device::AddRef()
Call 46 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A90768, 0x0016EE04 --> 0x07145790)
Call 47 CreateObject(D3D11 Texture2D, 0x07145790)
Call 48 <0x07145790> ID3D11Texture2D::GetType(0x0016EDB4)
Call 49 <0x07145790> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x07145790)
Call 50 <0x07145790> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 51 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x07145790, 0x0016EDBC, 0x0016EF44 --> 0x07145830)
Call 52 CreateObject(D3D11 Shader Resource View, 0x07145830)
Call 53 <0x07145790> ID3D11Texture2D::Release()
Call 54 <0x07145790> ID3D11Texture2D::Release()
Call 55 <0x071453B0> ID3D11Device::Release()
Call 56 <0x071453B0> ID3D11Device::AddRef()
Call 57 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A8F6A0, 0x0016EE04 --> 0x0713A990)
Call 58 CreateObject(D3D11 Texture2D, 0x0713A990)
Call 59 <0x0713A990> ID3D11Texture2D::GetType(0x0016EDB4)
Call 60 <0x0713A990> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x0713A990)
Call 61 <0x0713A990> ID3D11Texture2D::GetDesc(0x0016EE24)
Call 62 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713A990, 0x0016EDBC, 0x0016EF44 --> 0x071C3B98)
Call 63 CreateObject(D3D11 Shader Resource View, 0x071C3B98)
Call 64 <0x0713A990> ID3D11Texture2D::Release()
Call 65 <0x0713A990> ID3D11Texture2D::Release()
Call 66 <0x071453B0> ID3D11Device::Release()
Call 67 <0x071453B0> ID3D11Device::CreateSamplerState(0x0016EED4, 0x0016EED0 --> 0x07145938)
Call 68 CreateObject(D3D11 Sampler State, 0x07145938)
Call 69 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(0, 1, 0x0016EF38 --> { 0x07145830 })
Call 70 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(4, 1, 0x0016EF38 --> { 0x071C3B98 })
Call 71 <0x071BA108> ID3D11DeviceContext::PSSetSamplers(0, 1, 0x0016EF38 --> { 0x07145938 })
Call 72 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDF4, 0x0016EDDC, 0x0016EDF0 --> 0x0713AA30)
Call 73 CreateObject(D3D11 Buffer, 0x0713AA30)
Call 74 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE68 --> { 0x0713AA30 })
Call 75 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AAB8)
Call 76 CreateObject(D3D11 Texture2D, 0x0713AAB8)
Call 77 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AAB8, 0x0016ED28, 0x0016ED44 --> 0x071C3BF0)
Call 78 CreateObject(D3D11 Render Target View, 0x071C3BF0)
Call 79 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AAB8, 0x0016ECF4, 0x0016ED14 --> 0x071C3C48)
Call 80 CreateObject(D3D11 Shader Resource View, 0x071C3C48)
Call 81 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AB58)
Call 82 CreateObject(D3D11 Texture2D, 0x0713AB58)
Call 83 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AB58, 0x0016ED28, 0x0016ED44 --> 0x071C3CA0)
Call 84 CreateObject(D3D11 Render Target View, 0x071C3CA0)
Call 85 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AB58, 0x0016ECF4, 0x0016ED14 --> 0x071C3CF8)
Call 86 CreateObject(D3D11 Shader Resource View, 0x071C3CF8)
Call 87 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713ACA8)
Call 88 CreateObject(D3D11 Texture2D, 0x0713ACA8)
Call 89 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ACA8, 0x0016ED28, 0x0016ED44 --> 0x071C3D50)
Call 90 CreateObject(D3D11 Render Target View, 0x071C3D50)
Call 91 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ACA8, 0x0016ECF4, 0x0016ED14 --> 0x071C3DA8)
Call 92 CreateObject(D3D11 Shader Resource View, 0x071C3DA8)
Call 93 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AD48)
Call 94 CreateObject(D3D11 Texture2D, 0x0713AD48)
Call 95 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AD48, 0x0016ED28, 0x0016ED44 --> 0x071C3E00)
Call 96 CreateObject(D3D11 Render Target View, 0x071C3E00)
Call 97 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AD48, 0x0016ECF4, 0x0016ED14 --> 0x071C3E58)
Call 98 CreateObject(D3D11 Shader Resource View, 0x071C3E58)
Call 99 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713ADE8)
Call 100 CreateObject(D3D11 Texture2D, 0x0713ADE8)
Call 101 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ADE8, 0x0016ED58, 0x0016ED74 --> 0x071C3EB0)
Call 102 CreateObject(D3D11 Render Target View, 0x071C3EB0)
Call 103 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ADE8, 0x0016ED24, 0x0016ED44 --> 0x071C3F08)
Call 104 CreateObject(D3D11 Shader Resource View, 0x071C3F08)
Call 105 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713AE88)
Call 106 CreateObject(D3D11 Texture2D, 0x0713AE88)
Call 107 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AE88, 0x0016ED58, 0x0016ED74 --> 0x071C3F60)
Call 108 CreateObject(D3D11 Render Target View, 0x071C3F60)
Call 109 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AE88, 0x0016ED24, 0x0016ED44 --> 0x071C3FB8)
Call 110 CreateObject(D3D11 Shader Resource View, 0x071C3FB8)
Call 111 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016EC64, 3, 0x066B15E8, 152, 0x0016EC5C --> 0x0713AFD8)
Call 112 CreateObject(D3D11 Input Layout, 0x0713AFD8)
Call 113 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713AFD8)
Call 114 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 115 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDC0, 0x0016EDA8, 0x0016EDBC --> 0x0713B0C0)
Call 116 CreateObject(D3D11 Buffer, 0x0713B0C0)
Call 117 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 118 <0x071BA108> ID3D11DeviceContext::Release()
Call 119 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE34 --> { 0x0713B0C0 })
Call 120 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 121 <0x071BA108> ID3D11DeviceContext::Release()
Call 122 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 123 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B148)
Call 124 CreateObject(D3D11 Buffer, 0x0713B148)
Call 125 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B1D0)
Call 126 CreateObject(D3D11 Buffer, 0x0713B1D0)
Call 127 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A120)
Call 128 CreateObject(D3D11 Buffer, 0x0713A120)
Call 129 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A1A8)
Call 130 CreateObject(D3D11 Buffer, 0x0713A1A8)
Call 131 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B258)
Call 132 CreateObject(D3D11 Buffer, 0x0713B258)
Call 133 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B2E0)
Call 134 CreateObject(D3D11 Buffer, 0x0713B2E0)
Call 135 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C65E8)
Call 136 CreateObject(D3D11 Buffer, 0x071C65E8)
Call 137 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C6670)
Call 138 CreateObject(D3D11 Buffer, 0x071C6670)
Call 139 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6710)
Call 140 CreateObject(D3D11 Buffer, 0x071C6710)
Call 141 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6798)
Call 142 CreateObject(D3D11 Buffer, 0x071C6798)
Call 143 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6820)
Call 144 CreateObject(D3D11 Buffer, 0x071C6820)
Call 145 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C68A8)
Call 146 CreateObject(D3D11 Buffer, 0x071C68A8)
Call 147 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6930)
Call 148 CreateObject(D3D11 Buffer, 0x071C6930)
Call 149 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C69B8)
Call 150 CreateObject(D3D11 Buffer, 0x071C69B8)
Call 151 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6A40)
Call 152 CreateObject(D3D11 Buffer, 0x071C6A40)
Call 153 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6AC8)
Call 154 CreateObject(D3D11 Buffer, 0x071C6AC8)
Call 155 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6B50)
Call 156 CreateObject(D3D11 Buffer, 0x071C6B50)
Call 157 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6BD8)
Call 158 CreateObject(D3D11 Buffer, 0x071C6BD8)
Call 159 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6C60)
Call 160 CreateObject(D3D11 Buffer, 0x071C6C60)
Call 161 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6CE8)
Call 162 CreateObject(D3D11 Buffer, 0x071C6CE8)
Call 163 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6D70)
Call 164 CreateObject(D3D11 Buffer, 0x071C6D70)
Call 165 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6DF8)
Call 166 CreateObject(D3D11 Buffer, 0x071C6DF8)
Call 167 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6E80)
Call 168 CreateObject(D3D11 Buffer, 0x071C6E80)
Call 169 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6F08)
Call 170 CreateObject(D3D11 Buffer, 0x071C6F08)
Call 171 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EE5C)
Call 172 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 173 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EE04, 0x0016EDEC, 0x0016EE00 --> 0x071C6F90)
Call 174 CreateObject(D3D11 Buffer, 0x071C6F90)
Call 175 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE78 --> { 0x071C6F90 })
Call 176 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 177 <0x071BA108> ID3D11DeviceContext::Release()
Call 178 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call 179 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071462F8, NULL, 0)
Call 180 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x071467B8, NULL, 0)
Call 181 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E9C4, 3, 0x066B15E8, 152, 0x0016E9BC --> 0x0713A230)
Call 182 CreateObject(D3D11 Input Layout, 0x0713A230)
Call 183 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713A230)
Call 184 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 185 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call 186 <0x071BA108> ID3D11DeviceContext::Release()
Call 187 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE08 --> { 0x0713B0C0 })
Call 188 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EE20 --> { NULL })
Call 189 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EE20 --> { NULL })
Call 190 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EE20 --> { NULL })
Call 191 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EE20 --> { NULL })
Call 192 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(4, 0x0016EDE8 --> { 0x071C3BF0, 0x071C3CA0, 0x071C3D50, 0x071C3E00 }, 0x07146198)
Call 193 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3BF0, 0x0016EDD0)
Call 194 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3CA0, 0x0016EDD0)
Call 195 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3D50, 0x0016EDD0)
Call 196 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3E00, 0x0016EDD0)
Call 197 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 198 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C7018)
Call 199 CreateObject(D3D11 Buffer, 0x071C7018)
Call 200 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C70A0)
Call 201 CreateObject(D3D11 Buffer, 0x071C70A0)
Call 202 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C7128)
Call 203 CreateObject(D3D11 Buffer, 0x071C7128)
Call 204 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C71B0)
Call 205 CreateObject(D3D11 Buffer, 0x071C71B0)
Call 206 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C7238)
Call 207 CreateObject(D3D11 Buffer, 0x071C7238)
Call 208 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C72C0)
Call 209 CreateObject(D3D11 Buffer, 0x071C72C0)
Call 210 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C7348)
Call 211 CreateObject(D3D11 Buffer, 0x071C7348)
Call 212 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C73D0)
Call 213 CreateObject(D3D11 Buffer, 0x071C73D0)
Call 214 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713A120 }, 0x0016ED08, 0x0016ED0C)
Call 215 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713A1A8, DXGI_FORMAT_R16_UINT, 0)
Call 216 <0x071BA108> ID3D11DeviceContext::DrawIndexed(924, 0, 0)
Call 217 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713B258 }, 0x0016ED08, 0x0016ED0C)
Call 218 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713B2E0, DXGI_FORMAT_R16_UINT, 0)
Call 219 <0x071BA108> ID3D11DeviceContext::DrawIndexed(13692, 0, 0)
Call 220 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C65E8 }, 0x0016ED08, 0x0016ED0C)
Call 221 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6670, DXGI_FORMAT_R16_UINT, 0)
Call 222 <0x071BA108> ID3D11DeviceContext::DrawIndexed(4044, 0, 0)
Call 223 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6710 }, 0x0016ED08, 0x0016ED0C)
Call 224 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6798, DXGI_FORMAT_R16_UINT, 0)
Call 225 <0x071BA108> ID3D11DeviceContext::DrawIndexed(28260, 0, 0)
Call 226 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6820 }, 0x0016ED08, 0x0016ED0C)
Call 227 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C68A8, DXGI_FORMAT_R16_UINT, 0)
Call 228 <0x071BA108> ID3D11DeviceContext::DrawIndexed(1860, 0, 0)
Call 229 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6930 }, 0x0016ED08, 0x0016ED0C)
Call 230 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C69B8, DXGI_FORMAT_R16_UINT, 0)
Call 231 <0x071BA108> ID3D11DeviceContext::DrawIndexed(36, 0, 0)
Call 232 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6A40 }, 0x0016ED08, 0x0016ED0C)
Call 233 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6AC8, DXGI_FORMAT_R16_UINT, 0)
Call 234 <0x071BA108> ID3D11DeviceContext::DrawIndexed(25584, 0, 0)
Call 235 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6C60 }, 0x0016ED08, 0x0016ED0C)
Call 236 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6CE8, DXGI_FORMAT_R16_UINT, 0)
Call 237 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6816, 0, 0)
Call 238 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6D70 }, 0x0016ED08, 0x0016ED0C)
Call 239 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6DF8, DXGI_FORMAT_R16_UINT, 0)
Call 240 <0x071BA108> ID3D11DeviceContext::DrawIndexed(12528, 0, 0)
Call 241 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6E80 }, 0x0016ED08, 0x0016ED0C)
Call 242 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6F08, DXGI_FORMAT_R16_UINT, 0)
Call 243 <0x071BA108> ID3D11DeviceContext::DrawIndexed(3252, 0, 0)
Call 244 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C7458)
Call 245 CreateObject(D3D11 Buffer, 0x071C7458)
Call 246 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C74E0)
Call 247 CreateObject(D3D11 Buffer, 0x071C74E0)
Call 248 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146CA0, NULL, 0)
Call 249 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07146F38, NULL, 0)
Call 250 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E958, 3, 0x066B18A8, 120, 0x0016E950 --> 0x071C4D40)
Call 251 CreateObject(D3D11 Input Layout, 0x071C4D40)
Call 252 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C4D40)
Call 253 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 254 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDB4 --> { NULL })
Call 255 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED9C --> { 0x071C3EB0 }, 0x07146198)
Call 256 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3EB0, 0x0016ED70)
Call 257 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 258 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EDB4 --> { 0x071C3CF8 })
Call 259 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EDB4 --> { 0x071C3DA8 })
Call 260 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA0 --> { 0x071C7458 }, 0x0016EDA4, 0x0016EDA8)
Call 261 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C74E0, DXGI_FORMAT_R16_UINT, 0)
Call 262 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 263 <0x071C7458> ID3D11Buffer::Release()
Call 264 <0x071C74E0> ID3D11Buffer::Release()
Call 265 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C7568)
Call 266 CreateObject(D3D11 Buffer, 0x071C7568)
Call 267 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C75F0)
Call 268 CreateObject(D3D11 Buffer, 0x071C75F0)
Call 269 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146F90, NULL, 0)
Call 270 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07139848, NULL, 0)
Call 271 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E950, 3, 0x065688E0, 120, 0x0016E948 --> 0x071C5600)
Call 272 CreateObject(D3D11 Input Layout, 0x071C5600)
Call 273 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C5600)
Call 274 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 275 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDAC --> { NULL })
Call 276 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED94 --> { 0x071C3F60 }, 0x07146198)
Call 277 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3F60, 0x0016ED68)
Call 278 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 279 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EDAC --> { 0x071C3C48 })
Call 280 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EDAC --> { 0x071C3E58 })
Call 281 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDAC --> { 0x071C3F08 })
Call 282 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED98 --> { 0x071C7568 }, 0x0016ED9C, 0x0016EDA0)
Call 283 DestroyObject(D3D11 Buffer, 0x071C7458)
Call 284 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C75F0, DXGI_FORMAT_R16_UINT, 0)
Call 285 DestroyObject(D3D11 Buffer, 0x071C74E0)
Call 286 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 287 <0x071C7568> ID3D11Buffer::Release()
Call 288 <0x071C75F0> ID3D11Buffer::Release()
Call 289 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7678)
Call 290 CreateObject(D3D11 Buffer, 0x071C7678)
Call 291 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7700)
Call 292 CreateObject(D3D11 Buffer, 0x071C7700)
Call 293 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071454A0, NULL, 0)
Call 294 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07145738, NULL, 0)
Call 295 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E960, 3, 0x06568960, 120, 0x0016E958 --> 0x071C56C0)
Call 296 CreateObject(D3D11 Input Layout, 0x071C56C0)
Call 297 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C56C0)
Call 298 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call 299 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EDBC --> { 0x071461F0 }, 0x07146198)
Call 300 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EDA0)
Call 301 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call 302 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDBC --> { 0x071C3FB8 })
Call 303 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA8 --> { 0x071C7678 }, 0x0016EDAC, 0x0016EDB0)
Call 304 DestroyObject(D3D11 Buffer, 0x071C7568)
Call 305 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C7700, DXGI_FORMAT_R16_UINT, 0)
Call 306 DestroyObject(D3D11 Buffer, 0x071C75F0)
Call 307 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call 308 <0x071C7678> ID3D11Buffer::Release()
Call 309 <0x071C7700> ID3D11Buffer::Release()
Call 310 <0x07145B60> IDXGISwapChain::Present(0, 0)
Frame 311 Frame 2
There's nothing in the output log either. Has anybody encountered this before? If so how did you fix it?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(2)
虽然回复可能不再需要或者可能与你的问题原因不同,但我至少被类似的PIX IASetVertexBuffers()错误问题所困扰。
在我的例子中,原因是已经处理了仍然绑定为顶点缓冲区的缓冲区。
将 null 绑定到顶点缓冲区后,在原始缓冲区被释放后,可以避免该错误。
Although the reply may not be needed any longer or may differ from the cause of your problem, I at least was troubled by the IASetVertexBuffers() error problem of PIX similar to it.
The cause in my case was having disposed of the buffer which remains bound as a Vertex buffer.
The error has been avoided when the original buffer was disposed of after it, after binding null to the Vertex buffer.
每当我将流输出与顶点着色器一起使用时(不确定是否也与几何着色器一起使用),我之前就遇到过这些错误。没有解决办法。
根据您拥有的 GPU,尝试使用 AMD GPU PerfStudio 或 Nvidia Parallel Nsight 调试您的应用程序。也许它会在他们身上发挥作用。
I encountered those errors before, whenever I was using stream output with the vertex shader (not sure if with geometry shader also). There was no fix for it.
Depending on what GPU you have, try debugging your application with AMDs GPU PerfStudio or Nvidias Parallel Nsight. Maybe it will work in them.