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[d3d11] Add meaningful error messages when view creation fails

This commit is contained in:
Philip Rebohle 2018-08-10 02:15:51 +02:00
parent 5276a90195
commit cc5219f8c0
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99

View File

@ -273,6 +273,9 @@ namespace dxvk {
const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D11ShaderResourceView** ppSRView) {
InitReturnPtr(ppSRView);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The description is optional. If omitted, we'll create
// a view that covers all subresources of the image.
@ -288,8 +291,14 @@ namespace dxvk {
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_SHADER_RESOURCE, desc.Format))
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_SHADER_RESOURCE, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create shader resource view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.Usage,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppSRView == nullptr)
return S_FALSE;
@ -310,9 +319,9 @@ namespace dxvk {
ID3D11UnorderedAccessView** ppUAView) {
InitReturnPtr(ppUAView);
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&resourceDim);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The description is optional. If omitted, we'll create
// a view that covers all subresources of the image.
D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
@ -327,8 +336,14 @@ namespace dxvk {
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_UNORDERED_ACCESS, desc.Format))
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_UNORDERED_ACCESS, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create unordered access view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.Usage,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppUAView == nullptr)
return S_FALSE;
@ -358,6 +373,9 @@ namespace dxvk {
return S_OK; // It is required to run Battlefield 3 and Battlefield 4.
}
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The view description is optional. If not defined, it
// will use the resource's format and all array layers.
D3D11_RENDER_TARGET_VIEW_DESC desc;
@ -372,8 +390,14 @@ namespace dxvk {
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_RENDER_TARGET, desc.Format))
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_RENDER_TARGET, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create render target view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.Usage,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppRTView == nullptr)
return S_FALSE;
@ -394,6 +418,9 @@ namespace dxvk {
ID3D11DepthStencilView** ppDepthStencilView) {
InitReturnPtr(ppDepthStencilView);
D3D11_COMMON_RESOURCE_DESC resourceDesc;
GetCommonResourceDesc(pResource, &resourceDesc);
// The view description is optional. If not defined, it
// will use the resource's format and all array layers.
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
@ -408,8 +435,14 @@ namespace dxvk {
return E_INVALIDARG;
}
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_DEPTH_STENCIL, desc.Format))
if (!CheckResourceViewCompatibility(pResource, D3D11_BIND_DEPTH_STENCIL, desc.Format)) {
Logger::err(str::format("D3D11: Cannot create depth-stencil view:",
"\n Resource type: ", resourceDesc.Dim,
"\n Resource usage: ", resourceDesc.Usage,
"\n Resource format: ", resourceDesc.Format,
"\n View format: ", desc.Format));
return E_INVALIDARG;
}
if (ppDepthStencilView == nullptr)
return S_FALSE;