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Asked: April 9, 20252025-04-09T16:15:51+05:30 2025-04-09T16:15:51+05:30

How can I create an array of DepthStencil views from a Texture2DArray in Direct3D without encountering exceptions?

anonymous user

I’m trying to create an array of DepthStencil views from a Texture2DArray in Direct3D, and I’m running into some issues. I’ve followed a similar process for a TextureCube, so I thought I’d be on the right track, but here I keep encountering exceptions that I just can’t pinpoint.

Here’s the breakdown of what I’ve done so far:

1. I successfully created a texture for depth stencil that’s a texture2Darray with an array size of 3. That part worked perfectly.
2. I managed to create a depth stencil view from the texture. No problems there either.

Now, the next step is where I hit a snag. I want to create an array of depth stencil views so that I can render to them individually without relying on a geometry shader. Here’s where I made the change. Instead of using my previous method for creating the depth stencil view, I’ve switched to this new approach, which I’ve included below:

“`cpp
ID3D11DepthStencilView* CreateDepthStencilView2DFromArray(ID3D11Texture2D* pText2D, DXGI_FORMAT Format, DWORD Slice)
{
ID3D11DepthStencilView* pDSV = NULL;
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
descDSV.Texture2DArray.FirstArraySlice = Slice;
descDSV.Texture2DArray.ArraySize = 1;
descDSV.Texture2DArray.MipSlice = 0;
HRESULT hr = gpD11->CreateDepthStencilView(pText2D, &descDSV, &pDSV);
if (FAILED(hr)) return NULL;
return pDSV;
}
“`

I’ve set MipSlice to 0 since I’m not using mipmaps at all. However, I keep getting a first chance exception error, and I can’t figure out what’s going wrong. I’m passing the correct parameters to the function, including a valid Texture2DArray and the right format, but it’s just not working.

Could it be something specific about how I’m setting the DSV description, or is there another underlying issue that I might be overlooking? Any guidance would be hugely appreciated!

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    2 Answers

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    1. anonymous user
      2025-04-09T16:15:53+05:30Added an answer on April 9, 2025 at 4:15 pm

      The issue you’re encountering typically arises when the parameters provided in your D3D11_DEPTH_STENCIL_VIEW_DESC do not match the properties of the Texture2DArray resource. Since you’ve confirmed the texture creation itself was successful, verify carefully that your texture description indeed specifies the bind flags as D3D11_BIND_DEPTH_STENCIL. Additionally, check that the DXGI_FORMAT you pass during the DepthStencilView creation exactly matches or is compatible with the initial format of your depthTexture. Mismatched formats for the depth stencil views often result in first-chance exceptions.

      Another crucial point to consider is the ‘FirstArraySlice’ parameter in your DSV description. This index must not exceed the array size of your original Texture2DArray resource. With an array size of 3, valid slice indices are from 0 to 2; attempting to create a DSV view with a slice index outside this range triggers runtime exceptions. Confirm the value of ‘Slice’ passed into your function carefully. Also, enabling Direct3D Debug Layer diagnostics will give you precise runtime validation messages that pinpoint exactly what parameter is invalid or mismatched. Doing these checks thoroughly will help you quickly isolate and resolve this particular issue.

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    2. anonymous user
      2025-04-09T16:15:53+05:30Added an answer on April 9, 2025 at 4:15 pm

      It sounds like you’re really close, but there could be a couple of things that might be causing the exception when creating your depth stencil views.

      First, make sure the Format you’re using for the depth stencil view is actually compatible with depth stencil views. Common formats include DXGI_FORMAT_D24_UNORM_S8_UINT or DXGI_FORMAT_D32_FLOAT. Using an incompatible format can lead to errors.

      Next, double-check the value of Slice that you’re passing to the CreateDepthStencilView2DFromArray function. It should be within the range of your texture array size, which you’ve mentioned is 3. So valid slice values would be 0, 1, or 2. If it’s outside this range, you’ll get an error.

      Also, remember that whenever you’re working with Direct3D, you need to ensure that the device and the rendering context you’re using to create the DSV is still valid and has been initialized properly.

      Lastly, I noticed that you might want to check your Direct3D debug output (if you’re running in debug mode). It often gives you very informative messages about what went wrong when a call failed.

      For your particular method, the setup looks generally correct, but make sure to check your graphics device references and that everything is properly initialized before you make calls like CreateDepthStencilView.

      Hope this helps! Debugging these things can sometimes be tricky, but it sounds like you’ve got a good grasp overall!

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