I am gonna try to render a 2D Texture from opencv::Mat to a Texture in DX11 and also to a shaderesource afterwars. The Problem is, the program crashes on Device::CreateTexture2D() and I can't figure out why. I researched the whole day, I just don't see whats wrong here.
Furthermore, the Problem seems not to be the cv::Mat as Resource, because I have tried also this example here: D3D11 CreateTexture2D in 32 bit format with the chess-example as resource for the texture... and the functions still crashes, when calling with the 3rd param.
I found others, who had Problems with that function, sometimes the Problem was because that SysMemPitch was not set for 2D Textures but that's not the case here unfortunately.
Error Output: First-chance exception at 0x692EF11E (igd10iumd32.dll) in ARift.exe: 0xC0000005: Access violation reading location 0x03438000.
Unhandled exception at 0x692EF11E (igd10iumd32.dll) in ARift.exe: 0xC0000005: Access violation reading location 0x03438000.
here is the relevant code:
bool Texture::InitCameraStream(ID3D11Device* device, ARiftControl* arift_control)
{
D3D11_TEXTURE2D_DESC td;
ZeroMemory(&td, sizeof(td));
td.ArraySize = 1;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
td.Usage = D3D11_USAGE_DYNAMIC;
td.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
td.Height = arift_control->picture_1_.size().height;
td.Width = arift_control->picture_1_.size().width;
td.MipLevels = 1;
td.MiscFlags = 0;
td.SampleDesc.Count = 1;
td.SampleDesc.Quality = 0;
D3D11_SUBRESOURCE_DATA srInitData;
srInitData.pSysMem = arift_control->picture_1_.ptr();
srInitData.SysMemPitch = arift_control->picture_1_.size().width * 4;
ID3D11Texture2D* tex = 0;
if ((device->CreateTexture2D(&td, &srInitData, NULL) == S_FALSE));
{
std::cerr << "Texture Description: OK " << std::endl << "Subresource: OK" << std::endl;
}
if (FAILED(device->CreateTexture2D(&td, &srInitData, &tex)));
{
std::cerr << "Error: Texture could not be created! "<< std::endl;
return false;
}
// Create the shader-resource view
D3D10_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = td.Format;
srDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
if (FAILED(device->CreateShaderResourceView(tex, NULL, &texture_)));
{
std::cerr << "Can't create Shader Resource View" << std::endl;
return false;
}
return true;
}
CreateTexture2D Returns S_FALSE when the first 2 Parameters are valid, and passing 0 as the 3rd param. So in my case, it also Returns S_FALSE the first time, so the Debug Output appears. When calling CreateTexture2D with the 3rd param (the TExture COM object), it crashed. I have absolutely no idea anymore.
Furthermore, I tried to Setup Debugging with DirectX and followed that tutorial: http://blog.rthand.com/post/2010/10/25/Capture-DirectX-1011-debug-output-to-Visual-Studio.aspx - but I can't see a "Debug" window in my Project Properties in Visual Studio 2013. So I still get to "igd10iumd32.pdb not loaded" window, after the program crashes.
Edit: at least I could fix the issue with the additional D3D debug Outputs for now. In my Visual Studio 2013 I had to set the following: Project Properties -> Debugging -> Debug Type -> Mixed for getting the Additional D3D logs :)
Can anyone help here? It's really frustrating, just getting stuck on that single function the whole day ..
Many thanks!
- Max
D3D11_SUBRESOURCE_DATA. Does it crash if you omit it (pass NULL as p2)? - MuertoExcobito