Counter-Strike 2 “Failed to Create Dx11 Render Device” Errorhas become a notorious issue that leaves gamers scratching their heads. This error often pops up when you’re all set to dive into the action-packed world of Counter-Strike 2 (CS2). So, what’s the deal with this error? Let...
Hello @l3th4l-cyb3r, looking at your extended diagnostics information, it looks like the Vulkan render paths defaults to the NVIDIA driver on your system and is broken with "vkCreateSwapchainKHR (renderer->device, &create_info, NULL, &renderer->swapchain) failed: ERROR_OUT_OF_DEVICE_MEMORY...
Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. Improved robustness of volumetric sampling in path tracing (case 1295187). Changed the message when the graphics device doesn't support ray tracing (case 1287355). When a Custom Pass Volume is disabled, the cust...
开发者ID:bwrsandman,项目名称:Unity-DX11-Native-Plugin-Texture-Clear,代码行数:58,代码来源:RenderingPlugin.cpp 示例3: BeginRender ▲点赞 4▼ voidCGUIWindowTestPatternDX::BeginRender() { ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context(); ID3D11RenderTargetView* renderTarget; pContext-...
MaloW::Debug("FXAA: Failed to create texture"); }//get resource from the render target view of the backbufferID3D11RenderTargetView* backBufferRTV =NULL;this->gDeviceContext->OMGetRenderTargets(1, &backBufferRTV,NULL); ID3D11Resource* backBufferRTVResource =NULL; ...
HRESULT CreateRenderTargetView( [in] ID3D11Resource *pResource, // 视图对应的资源,在此为back buffer in] const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, //视图描述。如果视图对应资源的类型已知(比如DXGI_FORMAT_R8G8B8A8_UNORM),则不再需要描述,设为NULL [out] ID3D11RenderTargetView **ppRTView <...
boolDXDriver::CreateRenderTarget(constunsignedint_id,constRenderTargetInit& _rti,RenderTarget* _renderTargetPtr) {// Id already usedif(m_pRenderTargets[_id] !=nullptr)returnfalse;RenderTarget* temp = VNEWRenderTarget(std::to_string(_id).c_str());// Failed to allocate memif(!temp)return...