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GPU D3D12 - Update to use typeless formats for depth buffer #12701
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This seems generally fine but I think we should only create the sampler views if the sampler bit is set. |
I've made a change to make it more clear when the SRV view is created and only use the typeless format when that is being created. Hopefully this is what you were meaning. |
@thatcosmonaut, does this look good? |
thatcosmonaut
approved these changes
Apr 23, 2025
Yes! |
Merged, thanks! |
slouken
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that referenced
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Apr 23, 2025
For a depth buffer in D3D12 that is also going to be used in a texture sampler, the creation (on an Intel HD 5500 igpu) fails. e.g. SDL_GPUTextureCreateInfo type = TEXTURE_2D, format = D32_FLOAT, usage = DEPTH_STENCIL_TARGET | SAMPLER The error messages are: D32_FLOAT D3D12 ERROR: ID3D12Device::CreateShaderResourceView: The Format (0x29, R32_FLOAT) is invalid when creating a View; the Resource was already created with a fully qualified Format, which is not castable (0x28, D32_FLOAT). D24_UNORM D3D12 ERROR: ID3D12Device::CreateShaderResourceView: For the resource format D24_UNORM_S8_UINT, when making a D3D view, the format name for the view can't be R24_UNORM_X8_TYPELESS. I found this is because the texture format needs to be created as _TYPELESS, then the views (depth stencil view, shader resource view) should then be created as their respective types - e.g. texture = R32_TYPELESS, dsv = D32_FLOAT, srv = R32_FLOAT Tested and working on: NVidia RTX 3050 (D3D12 feature set 12_2) Intel HD 5500 (D3D12 feature set 11_1) (cherry picked from commit c81b622)
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Description
For a depth buffer in D3D12 that is also going to be used in a texture sampler, the creation (on an Intel HD 5500 igpu) fails. e.g. SDL_GPUTextureCreateInfo
type = TEXTURE_2D, format = D32_FLOAT, usage = DEPTH_STENCIL_TARGET | SAMPLER
The error messages are:
D32_FLOAT
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: The Format (0x29, R32_FLOAT) is invalid when creating a View; the
Resource was already created with a fully qualified Format, which is not castable (0x28, D32_FLOAT).
D24_UNORM
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: For the resource format D24_UNORM_S8_UINT, when making a D3D view, the format name for the view can't be R24_UNORM_X8_TYPELESS.
Fix
I found this is because the texture format needs to be created as
_TYPELESS
, then the views (depth stencil view, shader resource view) should then be created as their respective types - e.g.texture = R32_TYPELESS, dsv = D32_FLOAT, srv = R32_FLOAT
Tested and working on:
NVidia RTX 3050 (D3D12 feature set 12_2)
Intel HD 5500 (D3D12 feature set 11_1)
Further changes/improvements?
Happy to any changes as needed.