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scarrow667's avatar
scarrow667
Honored Guest
12 years ago

Problems with Direct3D 10?

Hi there, I have a modified Direct3D 10 sample (with all the lovely crazy DXUT stuff) that I've been trying to get to work with the 0.4.0 SDK and a DK2 devkit. I have OVR_D3D_VERSION defined to 10 before I include OVR_CAPI_D3D.h and I have the D3D10 config with an API value of ovrRenderAPI_D3D10. I'm not getting anything to render (even my clear color) and the thing that concerns me is that when I do ovrHmd_EndFrame it spews out a lot of bad sounding stuff (this is without my own stuff drawing at all):

Debug: [HSWDisplay] Display()
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (World,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (World,1) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (World,2) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (World,3) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
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D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. Semantic 'Texcoord' in each signature have different min precision levels, when they must bet identical. [ EXECUTION ERROR #3146050: DEVICE_SHADER_LINKAGE_MINPRECISION]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. Semantic 'Color' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. Semantic 'Color' in each signature have different min precision levels, when they must bet identical. [ EXECUTION ERROR #3146050: DEVICE_SHADER_LINKAGE_MINPRECISION]
D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (UVSize,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D10Device::Draw: Geometry Shader - Pixel Shader linkage error: Signatures between stages are incompatible. Semantic 'COLOR' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX]
D3D11 ERROR: ID3D10Device::Draw: Geometry Shader - Pixel Shader linkage error: Signatures between stages are incompatible. Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX]
D3D11 ERROR: ID3D10Device::Draw: The declared input primitive type in the current Geometry Shader does not match the current input topology. [ EXECUTION ERROR #360: DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH]
D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD]
D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD]
Debug: [SharedMemory] Creating shared memory region: OVRAppFocus > 16 bytes


I'll eventually work again on my D3D11 version that isn't based off of a DirectX sample, but I thought I'd try and get the already working version onto the DK2.

It appears that I, of course, chose the wrong message board for this topic, so if someone can move it to the "Reporting Issues" forum I'd appreciate it.
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