digitalmars.D.learn - D3D12 memory issues
- evilrat (19/19) Dec 20 2016 Hello guys,
Hello guys, I have DirectX 12 code that doesn't work in D (it works in C++), as the subject says this can be related to D heap and/or thread local storage. code can be found here (build with dmd -m32mscoff) https://github.com/evilrat666/directx-d/blob/master/examples/d3d12_hello/source/d3d12_hello.d#L153 specifically this line device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); The problem is that D3D12 needs special heap object(most likely reserves space for actual heap somewhere else) that is then bound to actual heap memory in client side code(that usually should be avaliable for at least 2-3 frames), however function above is failing with the error that this heap object pointing to some other memory, and to be honest i don't have an idea what's wrong with it. I tried marking D3D heap stuff with __gshared, but result was the same. So any suggestions on solving this are welcome. But i am not sure if this is just D quirks, D3D12 quirks, or me being a noob in DirectX 12.
Dec 20 2016