Hello,
I have recently moved to bindless textures using Dx12 and HLSL 6.6 ResourceDescriptorHeap and I noticed that my bindless textures dont work in Frame capture. Here is image before and after capture:
All variables are set correctly and point to right resource in heap. I can even see that previous revision of output before capture used right textures:
All texture access using bound textures works correctly, either next steps in post processing or when I modified my shader to access bound color texture.
Is ResourceDescriptorHeap not supported, or perhaps I havent declared something enough? I havent really worked too much using bindless resources so I hope its error on my end.
Thank you for using Nsight Graphics and providing your feedback. We are sorry for any inconvenience you have encountered.
What version of Nsight Graphics are you using? If it’s old, could you take a try on latest Nsight Graphics release (2024.2)?
On the other hand, it doesn’t look OK for the black objects after launch by Nsight Graphics, could you please provide a simple example that would allow us to reproduce the issue? This will help us in investigating and resolving the problem more efficiently.
This is commit to fork of microsoft/DirectX-Graphics-Samples using example D3D12HelloTexture to show the problem. Running standalone both bound and bindless usage is correct (left), but in nsight bindless shader doesnt show right colors (right).
Thanks for your patience. By the release of Nsight Graphics 2025.2 | NVIDIA Developer, you can use the Graphics Capture activity, which will show you the correct bindless texture. I have tried that on my local test machine.