I am programming in C #, Visual Studio 2013 Update 5 RC and using Direct3D 11 (via SlimDX) to render an animated scene. I experimented with unordered access textures in a pixel shader and it works great. Ie, my pixel shader has an RWTexture2D<float> bound to register(u1) , which I set along with the target rendering view. When I run my application, the rendering works fine and I don't get any warnings or errors from the D3D debugging level.
Although this all works, I cannot parse individual frames using the Visual Studio graphical debugger. The (correct) output image currently has some shade of gray, as seen in the following image:

Although the FPS measurements work fine when I capture a frame, it always appears as completely white (or any color that I used to clear the render target) in the VSG log:

When I open the Visual Studio graphical analyzer for one of the frames, I see a problem in the graphics pipeline. The input assembler and vertex shader work as intended, but there is no pixel shader and there is no "no mesh" at the merge stage:

The object table clearly indicates that a pixel shader is installed ( obj:7 ). Do you have any ideas or suggestions on why they are not displayed in the graphics pipeline or why the captured frames are empty, although they work in my program? I can exclude that it plays a role from where the shader code is loaded, i.e. Whether I use Compile or CompileFromFile . One thing that I still suspect, but still cannot verify, is that the unordered access resource in the pixel shader mixes the Visual Studio graphical debugger. Any hints? Thank you in advance.
Edit: this is not related to the passage of MSDN through improperly configured pipelines , as the graphical analyzer shows that the pixel shader is installed on the device context. In addition, persistent buffers are correctly set in the pixel shader.
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