The confusing part is that the function you need, DXGIGetDebugInterface is not defined in any header and is not present in any import library. Since the DXGI debug layer is not present on end-user machines, this pattern encourages being able to handle the case of it not being present on the system. How this new interface is exposed, however, is a bit confusing.įor traditional Windows desktop apps, you are expected to use explicit linking. With the Direct3D 11.1 Runtime or later, you can also use a DXGI debug interface to track down additional leaks that are not known to your Direct3D 11 device. This snippet ensures that a common but harmless warning message is suppressed in non-Production builds, and enables ‘break on’ functionality in Debug builds if there are any serious corruption or error messages. TODO: Add more message IDs here as neededĭ3dInfoQueue->AddStorageFilterEntries(&filter) This best practice is demonstrated in my Visual C++ Game templates as follows: #ifndef NDEBUGĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true) ĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true) ĭ3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS, In my original post on using the debug layer, I mentioned several tricks for getting helpful behavior out of the Direct3D SDK debug layer for your applications.
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