DXGI_ERROR_ACCESS_DENIED when trying to draw a triangle with DirectX 12

CakeDev 50 Reputation points
2024-10-02T23:56:28.9766667+00:00

So, I'm currently working on drawing a triangle with DirectX 12 and making some helper functions for myself, but CreateCommitedResource keeps failing with DXGI_ERROR_DEVICE_REMOVED and the removal reason being DXGI_ERROR_ACCESS_DENIED. I've been debugging for 3 hours at this point, and I'm at a stalemate. Anyone have any ideas?

Function:

bool Window::draw(System::Shape shape, System::Color color, System::Vector2 vector)

{

if (shape.shape == System::Shape::type::triangle) {

Vertex triangleVertices[] =

{

{ { 0.0f, 0.25f * 1049088, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },

{ { 0.25f, -0.25f * 1049088, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },

{ { -0.25f, -0.25f * 1049088, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }

};

const UINT vertexBufferSize = sizeof(triangleVertices);

ID3D12Resource* vertexBuffer = nullptr;

D3D12_HEAP_PROPERTIES heapProperties = {};

heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;

heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;

heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

heapProperties.VisibleNodeMask = 1;

D3D12_RESOURCE_DESC resourceDesc = {};

resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;

resourceDesc.Alignment = 0;

resourceDesc.Width = vertexBufferSize;

resourceDesc.Height = 1;

resourceDesc.DepthOrArraySize = 1;

resourceDesc.MipLevels = 1;

resourceDesc.Format = DXGI_FORMAT_UNKNOWN;

resourceDesc.SampleDesc.Count = 1;

resourceDesc.SampleDesc.Quality = 0;

resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;

resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;

pImpl->device->CreateCommittedResource(

&heapProperties,

D3D12_HEAP_FLAG_NONE,

&resourceDesc,

D3D12_RESOURCE_STATE_GENERIC_READ,

nullptr,

IID_PPV_ARGS(&vertexBuffer)

);

UINT8* pVertexDataBegin;

D3D12_RANGE readRange;

readRange.Begin = 0;

readRange.End = vertexBufferSize;

vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin));

memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));

vertexBuffer->Unmap(0, nullptr);

D3D12_VERTEX_BUFFER_VIEW vertexBufferView;

vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();

vertexBufferView.StrideInBytes = sizeof(Vertex);

vertexBufferView.SizeInBytes = vertexBufferSize;

pImpl->commandList->Reset(pImpl->commandAllocator, nullptr);

D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pImpl->rtvHeap->GetCPUDescriptorHandleForHeapStart();

pImpl->commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

pImpl->commandList->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

pImpl->commandList->IASetVertexBuffers(0, 1, &vertexBufferView);

pImpl->commandList->DrawInstanced(3, 1, 0, 0);

pImpl->commandList->Close();

ID3D12CommandList* ppCommandLists[] = { pImpl->commandList };

pImpl->commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

pImpl->swapChain->Present(1, 0);

const UINT64 fence = pImpl->fenceValue;

pImpl->commandQueue->Signal(pImpl->fence, fence);

pImpl->fenceValue++;

if (pImpl->fence->GetCompletedValue() < fence) {

pImpl->fence->SetEventOnCompletion(fence, pImpl->fenceEvent);

WaitForSingleObject(pImpl->fenceEvent, INFINITE);

}

pImpl->frameIndex = pImpl->swapChain->GetCurrentBackBufferIndex();

return true;

}

return false;

}

I have a RTX 3090 and I'm running this on a Windows 11 PC.

C++
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