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* D3D11.DLL and d3d11_1sdklayers.dll are from different builds. Expect failure and/or crash. *
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k e r n e l 3 2 . d l l IsBadWritePtr IsBadReadPtr IsBadCodePtr IASetVertexBuffers DSSetShaderResources DSSetConstantBuffers IASetIndexBuffer GSSetShaderResources ID3D11Buffer ID3D11Texture1D ID3D11Texture2D ID3D11Texture3D ID3D11ShaderResourceView ID3D11RenderTargetView ID3D11DepthStencilView ID3D11VertexShader ID3D11GeometryShader ID3D11PixelShader ID3D11InputLayout ID3D11Sampler ID3D11BlendState ID3D11DepthStencilState ID3D11RasterizerState ID3D11Query ID3D11Predicate ID3D11Counter ID3D11Context ID3D11CommandList ID3D11HullShader ID3D11DomainShader ID3D11ClassInstance ID3D11ClassLinkage GSSetConstantBuffers ID3D11ComputeShader ID3D11UnorderedAccessView ID3D11VideoDecoder ID3D11VideoProcessorEnum ID3D11VideoProcessor ID3D11VideoDecoderOutputView ID3D11VideoProcessorInputView ID3D11VideoProcessorOutputView ID3DDeviceContextState $( 4( D( T( �$ �$ % % 4% L% `% t% �% �% �% �% �% �% �? �? �? �? �� p � � � � � � � ( < P ` t � � � � � � � 0 \ p � � � � � ! 4! MAP_READ L O R U X [ ^ a j m p s v y | � � I � d g � � � � 0 0 0 0 0 0 0 � � � � � � � � � � � � � � � � � � J � e h � � � � 0 0
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���geometry This ID3D11DeviceContext method of the immediate context is locked out because an ID3D10Device[1] device context state is active. This ID3D10Device[1] method of the immediate context is locked out because an ID3D11Device[1] device context state is active. Two threads were found to be executing functions associated with the same Device[Context] at the same time. This will cause corruption of memory. Appropriate thread synchronization needs to occur external to the Direct3D API (or through the ID3D10Multithread interface). %u and %u are the implicated thread ids. CreateCounter CreateCounter returning E_INVALIDARG, meaning there were not enough simultaneously active counters to support creating the first instance of a new counter id (%u, also equal to D3D11_COUNTER_DEVICE_DEPENDENT_0 + 0x%x). %u out of %u active counters were already allocated to support %Iu discrete counter id(s), each with an arbitrary amount of counter instances created. %u additional active counters are needed to create the first instance of the new counter id. �����M����~
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�}K�b���ͶCreateHullShader CreateDomainShader CreateGeometryShader CreatePixelShader CreateComputeShader ��u��L�|�z�WJGetDevice First parameter is corrupt or NULL. SetPrivateData Third parameter is corrupt. A NULL pData for SetPrivateData requests for deletion of the corresponding guid. The parameter uiDataSize should also be 0. Existing private data of same name with different size found! SetPrivateData returns OUTOFMEMORY. SetPrivateDataInterface Second parameter is corrupt. SetPrivateDataInterface returns OUTOFMEMORY. GetPrivateData Second parameter is corrupt or NULL. GetPrivateData returns MOREDATA, when the pData parameter was too small to fit the output data. pData is not filled in at all, and puiDataSize contains the minimum size that pData needs to be. Begin Begin is not supported and cannot be invoked for the D3D10_QUERY, %u. While a Predicate is bound to the pipeline for predicated rendering, it can not be manipulated. Therefore, Begin cannot be called on this Predicate at the moment. Begin is being invoked for the second time on the same Query/ Predicate/ Counter, without invoking End. This is valid; but unusual. The last Begin remains effective, invalidating earlier Begin invocations. Begin is being invoked on a Query, where the previous results have not been obtained with GetData. This is valid; but unusual. The previous results are being abandoned, and new Query results will be generated. End While a Predicate is bound to the pipeline for predicated rendering, it can not be manipulated. Therefore, End cannot be called on this Predicate at the moment. End is being invoked on a Query, where the previous results have not been obtained with GetData. This is valid; but unusual. The previous results are being abandoned, and new Query results will be generated. Begin is supported on this Query/ Predicate/ Counter; but Begin was not invoked before End. This is valid; but unuaul. It is equivalent to invoking End immediately after a Begin. GetData First parameter is corrupt. If the application is only interested in checking the return code of GetData, both pData and DataSize must be 0. DataSize was found to be %u, whereas pData was NULL. The DataSize is inconsistent with this type of Query/ Predicate/ Counter. The size of the data is %u, whereas DataSize is %u. The following unrecognized Flags were used 0x%x. A Predicate created with the D3D10_QUERY_MISC_PREDICATEHINT flag cannot invoke GetData. GetData is being invoked on a Query/ Predicate/ Counter, after invoking Begin, but not yet after End. The range of commands must be completed by invoking End, before invoking GetData. GetData is being invoked on a Query/ Predicate/ Counter, immediately after creation. The range of commands must be completed by invoking either Begin or End, before invoking GetData. GetDataSize GetDesc First parameter corrupt or NULL. GetType First parameter is NULL. SetEvictionPriority GetEvictionPriority Create %s: Name="unnamed", Addr=0x%p, ExtRef=1, IntRef=0 Destroy %s: Name="%s", Addr=0x%p unnamed error D3D11: Interface pointer is corrupt.
D3D10: Interface pointer is corrupt.
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L�j�#��jValidateContext ValidateContextForDispatch Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with Refcount=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction.
GetMultithreadProtected SetMultithreadProtected GetDecoderBuffer ReleaseDecoderBuffer DecoderBeginFrame DecoderEndFrame SubmitDecoderBuffers DecoderExtension VideoProcessorSetOutputTargetRect VideoProcessorSetOutputBackgroundColor VideoProcessorSetOutputColorSpace VideoProcessorSetOutputAlphaFillMode VideoProcessorSetOutputConstriction VideoProcessorSetOutputStereoMode VideoProcessorSetOutputExtension VideoProcessorGetOutputTargetRect VideoProcessorGetOutputBackgroundColor VideoProcessorGetOutputColorSpace VideoProcessorGetOutputAlphaFillMode VideoProcessorGetOutputConstriction VideoProcessorGetOutputStereoMode VideoProcessorGetOutputExtension VideoProcessorSetStreamFrameFormat VideoProcessorSetStreamColorSpace VideoProcessorSetStreamOutputRate VideoProcessorSetStreamSourceRect VideoProcessorSetStreamDestRect VideoProcessorSetStreamAlpha VideoProcessorSetStreamPalette VideoProcessorSetStreamPixelAspectRatio VideoProcessorSetStreamLumaKey VideoProcessorSetStreamStereoFormat VideoProcessorSetStreamAutoProcessingMode VideoProcessorSetStreamFilter VideoProcessorSetStreamRotation VideoProcessorSetStreamExtension VideoProcessorGetStreamFrameFormat VideoProcessorGetStreamColorSpace VideoProcessorGetStreamOutputRate VideoProcessorGetStreamSourceRect VideoProcessorGetStreamDestRect VideoProcessorGetStreamAlpha VideoProcessorGetStreamPalette VideoProcessorGetStreamPixelAspectRatio VideoProcessorGetStreamLumaKey VideoProcessorGetStreamStereoFormat VideoProcessorGetStreamAutoProcessingMode VideoProcessorGetStreamFilter VideoProcessorGetStreamRotation VideoProcessorGetStreamExtension VideoProcessorBlt NegotiateCryptoSessionKeyExchange EncryptionBlt DecryptionBlt StartSessionKeyRefresh FinishSessionKeyRefresh GetEncryptionBltKey NegotiateAuthenticatedChannelKeyExchange QueryAuthenticatedChannel ConfigureAuthenticatedChannel WarpEscape OfferResources Second parameter corrupt or unexpectedly NULL. Priority is not a member of DXGI_OFFER_RESOURCE_PRIORITY Cannot invoke OfferResources when one of the resources was created with the D3D11_USAGE_IMMUTABLE Usage Cannot invoke OfferResources on resources that are backbuffers of a SwapChain. ReclaimResources EnqueueSetEvent Returning E_INVALIDARG, meaning invalid parameters were passed. Returning E_OUTOFMEMORY, meaning memory was exhausted. Returning E_ACCESSDENIED, meaning the EVENT_MODIFY_STATE access right is not granted to this process or thread by the security descriptor associated with the hEvent HANDLE. OpenSharedResource1 is not supported on operating systems older than Windows 8. Input Assembler Vertex Shader Hull Shader Domain Shader Geometry Shader Pixel Shader Patch Constant Data Control Points Hull Shader to Domain Shader linkage error: Signatures for %s between stages are different lengths. The signatures for both Patch Constant Data and Control Points between Hull Shader and Domain Shader must match exactly. This is a stricter requirement than the linkage between other shader stages. Hull Shader to Domain Shader linkage error: Signatures for %s entry [%i] have different names. The Hull Shader outputs '%s', while the Domain Shader inputs '%s'. Hull Shader to Domain Shader linkage error: Signatures for %s entry [%i] have different names. The Hull Shader outputs '%s%d', while the Domain Shader inputs '%s%d'. Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' is defined for mismatched hardware registers between the output stage and input stage. Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' has mismatched data types between the output stage and input stage. Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' in each signature have different component masks, when they must bet identical. This is a stricter requirement than the linkage between other shader stages. Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' has different System Value defined for the input vs output stages. Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' is always read by the Domain Shader, but never written by the Hull Shader (even though the semantic is present in its output signature). Hull Shader to Domain Shader linkage error: Signatures for %s between stages are incompatible. Semantic '%s' in each signature have different min precision levels, when they must bet identical. SV_VertexID SV_InstanceID SV_PrimitiveID SV_IsFrontFace SV_SampleIndex SV_Coverage %s - %s linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (%s,%d) as input, but it is not provided by the output stage. %s - %s linkage error: Signatures between stages are incompatible. Semantic '%s' is defined for mismatched hardware registers between the output stage and input stage. %s - %s linkage error: Signatures between stages are incompatible. Semantic '%s' has mismatched data types between the output stage and input stage. %s - %s linkage error: Signatures between stages are incompatible. Semantic '%s' of the input stage has a hardware register component mask that is not a subset of the output of the previous stage. %s - %s linkage error: Signatures between stages are incompatible. Semantic '%s' has a different system value defined in the output stage vs input stage. %s - %s linkage error: Stages are incompatible with each other. Semantic '%s' is always read by the downstream shader, but never written by the upstream shader (even though the semantic is present in its output signature). %s - %s linkage error: Signatures between stages are incompatible. Semantic '%s' in each signature have different min precision levels, when they must bet identical. UNORM SNORM SINT UINT FLOAT UNORM_SRGB TYPELESS Constant Buffer expected at slot %d of the %s unit (with size at least %d bytes) but none is bound. This is OK, as reads of an unbound Constant Buffer are defined to return 0. It is also posible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Constant Buffer here. The size of the Constant Buffer at slot %d of the %s unit is too small (%d bytes provided, %d bytes, at least, expected). This is OK, as out-of-bounds reads are defined to return 0. It is also possible the developer knows the missing data will not be used anyway. This is only a problem if the developer actually intended to bind a sufficiently large Constant Buffer for what the shader expects. The %s unit expects a Sampler to be set at Slot %d, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. The %s unit expects a Sampler configured for comparison filtering to be set at Slot %d, but no sampler is bound. Note that when no sampler is bound, this maps to defaults Sampler state, however the defaults are NOT configured for comparison filtering. Because the current shader expects comparison filtering, undefined behavior will result if the shader uses the sampler (e.g. it is not skipped due to shader code branching). The %s unit expects a Sampler configured for mono filtering to be set at Slot %d, but no sampler is bound. Note that when no sampler is bound, this maps to defaults Sampler state, however the defaults are NOT configured for mono filtering. Because the current shader expects mono filtering, undefined behavior will result if the shader uses the sampler (e.g. it is not skipped due to shader code branching). comparison mono unknown The %s unit expects a Sampler configured for %s filtering to be set at Slot %d, but the sampler bound at this slot is configured for %s filtering. This mismatch will produce undefined behavior if the sampler is used (e.g. it is not skipped due to shader code branching). The %s unit expects a Shader Resource View at Slot %d, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. The Shader Resource View dimension declared in the shader code (%s) does not match the view type bound to slot %d of the %s unit (%s). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View dimension declared in the shader code (%s) is not an array type but the view bound to slot %d of the %s unit has ArraySize %d. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The resource return type for component %d declared in the shader code (%s) is not compatible with the Shader Resource View format bound to slot %d of the %s unit (%s). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The resource return type of 'double' declared in the shader code is incompatible with the format bound to slot %d of the %s unit. Double precision floating point numbers (64-bits) must be stored in the format DXGI_FORMAT_R32G32_UINT (which is 64 bits per element) since there is no explicit double precision resource format. A double value is laid out in DXGI_FORMAT_R32G32_UINT as the least significant 32 bits of the double in R32 (the low bits in R32G32_UINT) and the most significant 32 bits of the double in G32 (the high bits in R32G32_UINT). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The resource return type of 'double2' declared in the shader code is incompatible with the format bound to slot %d of the %s unit. Two-component double precision floating point numbers (128-bits) must be stored in the format DXGI_FORMAT_R32G32B32A32_UINT (which is 128 bits per element) since there is no explicit two-component double precision resource format. A double2 value is laid out in DXGI_FORMAT_R32G32B32A32_UINT as the least significant 32 bits of the first double in R32 (the low bits in R32G32B32A32_UINT), the most significant 32 bits of the first double in G32 (the next 32 bits in R32G32B32A32_UINT), and the second double correspondingly stored in B32A32. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is a RAW Buffer while the shader expects a typed Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is a Structured Buffer while the shader expects a typed Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is using the Format (%s). This format does not support 'Load' which is being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit has a sample count of %d, but the shader expects the sample count to be %d. This is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is using the Format (%s). This format does not support 'Sample', 'SampleLevel', 'SampleBias' or 'SampleGrad', at least one of which may being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is using the Format (%s). This format does not support 'SampleCmp' or 'SampleCmpLevelZero', at least one of which is being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is using the Format (%s). This format does not support 'Gather', which is being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is using the Format (%s). This format does not support 'GatherCmp', which is being used on the Resource by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is of a Multisampled Resource, but the Resource was not declared by the shader as Multisampled ('Texture2DMS'). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit is not a Structured Buffer while the shader expects a Buffer with a structure stride of %d. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit has structure stride %d while the shader expects a structure stride of %d. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Shader Resource View in slot %d of the %s unit was not created with the D3D11_BUFFEREX_SRV_FLAG_RAW flag, however the shader expects a RAW Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The %s unit expects an Unordered Access View at Slot %d, but the first %d slots are currently used for Render Target Views. The %s unit expects an Unordered Access View bound to slot %d, but the Unordered Access View was unbound during a call to Present. A successful Present call for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds backbuffer 0 from all GPU writeable bind points. The %s unit expects an Unordered Access View at Slot %d, but none is bound. This is OK, as reads of an unbound Unordered Access View are defined to return 0 and writes are ignored. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Unordered Access View here. The Unordered Access View dimension declared in the shader code (%s) does not match the view type bound to slot %d of the %s unit (%s). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The resource return type for component %d declared in the shader code (%s) is not compatible with the resource type bound to Unordered Access View slot %d of the %s unit (%s). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is a RAW Buffer while the shader expects a typed Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is a Structured Buffer while the shader expects a typed Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). It was unfortunately not possible to have all hardware implementations support reading this format as a UAV, despite that the format can written to as a UAV. If the shader only needs to perform reads but not writes to this resource, consider using a Shader Resource View instead of a UAV. The Unordered Access View (UAV) in slot %d of the %s unit has the Format (%s). This format does not support being read from a shader as as UAV. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). %s The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support 'Store' which is being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support 'Add' operations, which are being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support bitwise operations, which are being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support Compare Store or Compare Exchange operations, which are being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support 'Exchange', which is being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support signed atomic Min or Max operations, which are being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is using the Format (%s). This format does not support unsigned atomic Min or Max operations, which are being used on the UAV by the shader. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit is not a Structured Buffer while the shader expects a Buffer with a structure stride of %d. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit has structure stride %d while the shader expects a structure stride of %d. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit was created with the D3D11_BUFFER_UAV_FLAG_APPEND flag, which is not what the shader expects since it uses RWStructuredBuffer to access the UAV. The shader expects a UAV created with either no flags or D3D11_BUFFER_UAV_FLAG_COUNTER. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit not created with the D3D11_BUFFER_UAV_FLAG_COUNTER flag, which is not what the shader expects since it uses RWStructuredBuffer to access the UAV, including using IncrementCounter() or DecrementCounter() to access a counter associated with the UAV. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit was not created with the D3D11_BUFFER_UAV_FLAG_APPEND flag, which is not what the shader expects since it uses AppendStructuredBuffer with Append() or Consume() to use a hidden counter to read/write data to the UAV. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). The Unordered Access View in slot %d of the %s unit was not created with the D3D11_BUFFER_UAV_FLAG_RAW flag, however the shader expects a RAW Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). Current Primitive Topology value (%#x) is not valid. A Vertex Shader is always required when drawing, but none is currently bound. The Vertex Shader expects application provided input data (which is to say data other than hardware auto-generated values such as VertexID or InstanceID). Therefore an Input Assembler object is expected, but none is bound. When using tesselation, both the Hull Shader and Domain Shader must be set. Otherwise, both must be NULL. PRIMITIVE_TOPOLOGY_UNDEFINED PRIMITIVE_TOPOLOGY_POINTLIST PRIMITIVE_TOPOLOGY_LINELIST PRIMITIVE_TOPOLOGY_LINESTRIP PRIMITIVE_TOPOLOGY_TRANGLELIST PRIMITIVE_TOPOLOGY_TRIANGLESTRIP PRIMITIVE_TOPOLOGY_LINELIST_ADJ PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ Topology currently set to: Mismatched topology. Current Hull Shader expects input Control Point count of %d, but Input Assembler topology is not set to the matching PRIMITIVE_TOPOLOGY_*_PATCHLIST topology.%s%s Mismatched topology. Current Hull Shader expects input Control Point count of %d, but Input Assembler topology defines a patch list with %d Control Points per patch. Mismatched Control Point counts. Current Hull Shader defines output Control Point count per patch of %d, but the current Domain Shader expects Control Point count of %d. Quad Tri IsoLine Mismatched Tessellator Domain. Current Hull Shader declares %s domain, but Domain Shader declares %s domain. On feature level 9.x, when rendering to a single-sample render target or depth stencil buffer, the SampleMask is ignored. On a feature level 10.0 or higher device the SampleMask would not be ignored and nothing would be rendered. The SampleMask is set with OMSetBlendState. Pixel Shader with sample-frequency execution cannot be used with RenderTarget or DepthStencil that has a CENTER multisample pattern and more than one sample. Rasterizer State MultisampleEnable cannot be set to TRUE when drawing lines to a RenderTarget or DepthStencil that has a CENTER multisample pattern and more than one sample. When ForcedSampleCount RasterizerState is > 0 (%d specified), Depth and Stencil must be disabled in the DepthStencil state. Rendering results are undefined across different hardware. When ForcedSampleCount RasterizerState is > 0 (%d specified), a DepthStencilView cannot be bound. Rendering results are undefined across different hardware. When ForcedSampleCount RasterizerState is > 0 (%d specified), the Pixel Shader cannot output depth. Rendering results are undefined across different hardware. When ForcedSampleCount RasterizerState is > 0 (%d specified), the Pixel Shader cannot be configured to execute at sample-frequency. Rendering results are undefined across different hardware. When ForcedSampleCount RasterizerState is > 1 (%d specified), any RenderTargetViews bound must have sample count 1 (%d specified) and quality level 0 or D3D11_STANDARD_MULTISAMPLE_PATTERN(==0x%x) (%d specified). Rendering results are undefined across different hardware. For feature level < D3D_FEATURE_LEVEL_11_1, Rasterizer State MultisampleEnable (which selects line rendering mode despite its misleading name) cannot be set to TRUE when drawing lines with ForcedSampleCount set to 1. Rendering results are undefined across different hardware. Element [%d] in the current Input Layout's declaration references input slot %d, but there is no Buffer bound to this slot. This is OK, as reads from an empty slot are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind an input Buffer here. Input vertex slot %d has stride %d which is less than the minimum stride logically expected from the current Input Layout (%d bytes). This is OK, as hardware is perfectly capable of reading overlapping data. However the developer probably did not intend to make use of this behavior. Vertex Buffer at the input vertex slot %d is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. Vertex Buffer Offset (%d) at the input vertex slot %d is not aligned properly. The current Input Layout imposes an alignment of (%d) because of the Formats used with this slot. Vertex Buffer Stride (%d) at the input vertex slot %d is not aligned properly. The current Input Layout imposes an alignment of (%d) because of the Formats used with this slot. An Index Buffer is expected, but none is bound. This is OK, as reading from a missing Index Buffer is defined to return 0.However the developer probably did not intend to make use of this behavior. unrecognized The current IndexBufferFormat (%#x, %s) is not valid for usage as an IAIndexBuffer Format. The current Index Buffer Offset (%d) is not aligned properly. The current Index Buffer Format (%s) imposes an alignment of (%d) on the offset. Index buffer has not enough space! SV_Depth Dual Source Blending (use of D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR, D3D11_BLEND_SRC1_ALPHA or D3D11_BLEND_INV_SRC1_ALPHA in the Blend Desc) means only a single RenderTarget may be bound and must be a slot 0. There is currently a RenderTarget bound to slot %d The renderTarget bound to slot %d has a format (%s) that does not support blending. The Pixel Shader output signature indicates this output could be written, and the Blend State indicates blending is enabled for this slot. Pixel Shader output '%s%d' has type that is NOT float, while the corresponding Output Merger RenderTarget slot [%d] has blending enabled. This happens to be well defined: the raw bits output from the shader will simply be interpreted as float bits in the blender without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. The renderTarget bound to slot %d has a format (%s) that does not support logic ops. The Pixel Shader output signature indicates this output could be written, and the Blend State indicates logic op is enabled for this slot. Pixel Shader output '%s%d' has type that is NOT unsigned int, while the corresponding Output Merger RenderTarget slot [%d] has logic op enabled. This happens to be well defined: the raw bits output from the shader will simply be interpreted as UINT bits in the blender without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. Pixel Shader output '%s%d' has float type, while the corresponding RenderTarget slot [%d] has format (%s) with component(s) of signed or unsigned integer type. This happens to be well defined: the raw bits output from the shader starting from the least significant bit will simply be dumped to the output storage without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. Pixel Shader output '%s%d' has unsigned integer type, while the corresponding RenderTarget slot [%d] has component(s) of some other type. This happens to be well defined: the raw bits output from the shader starting from the least significant bit will simply be dumped to the output storage without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. Pixel Shader output '%s%d' has signed integer type, while the corresponding RenderTarget slot [%d] has component(s) of some other type. This happens to be well defined: the raw bits output from the shader starting from the least significant bit will simply be dumped to the output storage without any data conversion. This warning is to check that the application developer really intended to rely on this behavior. Pixel Shader expects a RenderTarget bound to slot %d but there is an UnorderedAccessView bound to this slot. The Pixel Shader expects a Render Target View bound to slot %d, but the Render Target View was unbound during a call to Present. A successful Present call for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds backbuffer 0 from all GPU writeable bind points. The Pixel Shader expects a Render Target View bound to slot %d, but none is bound. This is OK, as writes of an unbound Render Target View are discarded. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Render Target View here. The depth stencil unit or pixel shader expects a Depth Stencil View, but none is bound. This is OK, as reads of an unbound Depth Stencil View are defined to return 0; and writes are discarded. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Depth Stencil View here. There are no viewports currently bound. If any rasterization to RenderTarget(s) and/or DepthStencil is performed, results will be undefined. The declared input primitive type in the current Geometry Shader does not match the current Tessellator output topology (defined by the Hull Shader). The declared input primitive type in the current Geometry Shader does not match the current input topology. The current Stream Output declaration references output slot %d, but no Buffer is bound to this slot. This is OK, as writing to an empty slot will just invoke the overflow behavior. However the developer probably did not intend to make use of this behavior. The current Stream Output declaration references output slot %d, but the Stream Output Buffer Offset (%d), for that slot, is not aligned to 4 bytes. Stream Output buffer bound at slot %d but the pipeline is not configured to use it. There is nothing wrong with this, unless the intent was to actually stream out something now. Stream Output definition for buffer %d has a stride of %d, which is larger than the buffer bound (%d bytes). This is fine, but was it intended? Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but Patch Control Points are output from the Geometry Shader. Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but the input topology is Patch Control Points. You need either a Hull Shader and Domain Shader, or a Geometry Shader. Draw cannot be invoked while a bound Resource is currently mapped. The currently bound Index Buffer is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Vertex Buffer at slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Vertex Shader Resource slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Hull Shader Resource slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Domain Shader Resource slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Geometry Shader Resource slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Vertex Shader Constant Buffer at slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Geometry Shader Constant Buffer at slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Pixel Shader Constant Buffer at slot (%u) is still mapped. Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader UnorderedAccessView slot (%u) is still mapped. Compute Shader Dispatch cannot be invoked while a bound Resource is currently mapped. The Resource bound at Compute Shader ShaderResourceView slot (%u) is still mapped. Dispatch cannot be invoked while a bound Resource is currently mapped. The Compute Shader Constant Buffer at slot (%u) is still mapped. Dispatch cannot be invoked while a bound Resource is currently mapped. The Resource bound at Compute Shader UnorderedAccessView slot (%u) is still mapped. Draw StartVertexLocation + VertexCount exceeds 32 bits DrawIndexed StartIndexLocation + IndexCount exceeds 32 bits DrawInstanced StartInstanceLocation + InstanceCount exceeds 32 bits InstanceCount * VertexCountPerInstance + StartVertexLocation exceeds 32 bits DrawIndexedInstanced InstanceCount * IndexCountPerInstance + StartIndexLocation exceeds 32 bits DrawAuto DrawIndexedInstancedIndirect pBufferForArgs must be larger or equal to (%u) bytes. pBufferForArgs must be created with D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS. AlignedByteOffsetForArgs (%u) is not DWORD aligned. AlignedByteOffsetForArgs (%u) must be smaller or equal to %u (buffer size in bytes (%u) - %u). pBufferForArgs should not be NULL. DrawInstancedIndirect Dispatch For D3D_FEATURE_LEVEL < D3D_FEATURE_LEVEL_11_0 with Compute support, a Dispatch call can have at most %d Thread Groups in X and Y dimensions and %d in the Z dimension. One of the following is too high: ThreadGroupCountX (%d), ThreadGroupCountY (%d), ThreadGroupCountZ (%d) For D3D_FEATURE_LEVEL < D3D_FEATURE_LEVEL_11_0 without Compute support, Dispatch() is not supported. To discover Compute support use the CheckFeatureSupport() API with D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS. There can be at most %d Thread Groups in each dimension of a Dispatch call. One of the following is too high: ThreadGroupCountX (%d), ThreadGroupCountY (%d), ThreadGroupCountZ (%d) Dispatch call will be a no-op since at least one of ThreadGroupCountX (%d), ThreadGroupCountY (%d), or ThreadGroupCountZ (%d) is zero. DispatchIndirect For D3D_FEATURE_LEVEL < D3D_FEATURE_LEVEL_11_0, DispatchIndirect() is not supported. Topology value (%#x) unrecognized. Control Point Patch List topologies are only valid on devices created at Feature Level 11 or higher. Topology value D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED is OK to set during IASetPrimitiveTopology; but will not be valid for any Draw routine. IASetPrimitiveTopology IASetInputLayout First parameter is corrupt! Shaders with interfaces can only be used on devices that support feature level 11. Third parameter (NumClassInstances) is out of range. Second parameter (ppClassInstances) corrupt or unexpectedly NULL. Second parameter (ppClassInstances), array index %u corrupt or unexpectedly NULL. NumClassInstances should be zero for shaders that don't have interfaces. Shader expects %u class instances, application provided %u ppClassInstances[%u] was not created with the Class Linkage object specified by the shader. <invalid type>