microsoft / microsoft/DirectX-Graphics-Samples

set SetEnableGPUBasedValidation to true in raytracing samples causes the program to produce nothing.

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C++
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Description

If SetEnableGPUBasedValidation is enabled, all raytracing samples produce nothing.
I found that this does not happen if all resources are bounded to local root signature (global root signature is empty).

To reproduce, change the code in
https://github.com/microsoft/DirectX-Graphics-Samples/blob/e5ea2ac7430ce39e6f6d619fd85ae32581931589/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp#L89

from

ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
    debugController->EnableDebugLayer();
}

to

ComPtr<ID3D12Debug> debugController;
ComPtr<ID3D12Debug1> debugController1;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
    debugController->QueryInterface(IID_PPV_ARGS(&debugController1));
    debugController1->EnableDebugLayer();
    debugController1->SetEnableGPUBasedValidation(true);
}

Windows SDK version: 10.0.19041.0
Build Mode: Debug
GPU: NVIDIA RTX 2060

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  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start in Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp at the debug-interface setup around line 89. Reproduce the issue with SetEnableGPUBasedValidation(true) using the stated SDK, Debug build, and RTX 2060, then inspect the raytracing samples' validation behavior. Done means the samples produce their expected output with GPU-based validation enabled.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, testing-qa
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
38/100

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