Reputation: 49018
I am creating my Swapchain like this
ComPtr<IDXGIFactory4> factory;
CreateDXGIFactory1(__uuidof(IDXGIFactory4), (void**)&factory);
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
scd.BufferCount = 2;
scd.BufferDesc.Width = mWidth;
scd.BufferDesc.Height = mHeight;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.OutputWindow = mHwnd;
scd.Windowed = true;
scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
scd.SampleDesc.Count = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
ComPtr<IDXGISwapChain> swapchain;
factory->CreateSwapChain(mQueue.Get(), &scd, &swapchain);
In Debug mode, this works fine, but in Release (either in x86 or x64), CreateSwapChain returns DXGI_ERROR_INVALID_CALL
.
Can anyone explain to me why this is working in Debug mode, but not in Release mode?
Thanks!
Note: I'm using Direct3D 12
Upvotes: 1
Views: 1041
Reputation: 49018
I found the solution! Yay :)
I forgot to link the DX12 libs....
Upvotes: 1