Original Post
Hey there, just started using DirectX11, having a problem with my shader file and I have no idea what is happening.
I had my really simple float4 VShader and PShader, but then I made a struct so my Vertex shader could return 2 values.
I made a struct called VOut, and did what I believe is correct, but I think I need a more experienced programmer to look at it and tell me what is wrong.
Here is my .fx file
here is my object.cpp that loads the shader files
It crashing on the "pImmediateContext->Draw( 3, 0 );" in my Render Function. If anyone could take a look and tell me whats wrong with it I'd be greatful!
Thanks!
I had my really simple float4 VShader and PShader, but then I made a struct so my Vertex shader could return 2 values.
I made a struct called VOut, and did what I believe is correct, but I think I need a more experienced programmer to look at it and tell me what is wrong.
Here is my .fx file
//Created by Tim Lawton 2012
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
// create a VOut struct
VOut output;
// set the output values
output.position = position;
output.color = color;
// return the output values
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
here is my object.cpp that loads the shader files
#include "Object.h"
Object::Object()
{
}
Object::~Object()
{
}
void Object::Render(ID3D11DeviceContext * pImmediateContext)
{
// Render a triangle
VertexShader(pImmediateContext);
PixelShader(pImmediateContext);
pImmediateContext->Draw( 3, 0 );
}
void Object::VertexShader(ID3D11DeviceContext * pImmediateContext)
{
pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
}
void Object::PixelShader(ID3D11DeviceContext * pImmediateContext)
{
pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
}
HRESULT Object::CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile( szFileName,
NULL,
NULL,
szEntryPoint,
szShaderModel,
dwShaderFlags,
0,
NULL,
ppBlobOut,
&pErrorBlob,
NULL );
if( FAILED(hr) )
{
if( pErrorBlob != NULL )
OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
if( pErrorBlob ) pErrorBlob->Release();
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();
return S_OK;
}
HRESULT Object::InitObject(ID3D11Device * device, ID3D11DeviceContext * pImmediateContext)
{
HRESULT hr = S_OK;
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
hr = CompileShaderFromFile( L"Shader.fx",
"VShader",
"vs_4_0",
&pVSBlob );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Create the vertex shader
hr = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout );
pVSBlob->Release();
if( FAILED( hr ) )
return hr;
// Set the input layout
pImmediateContext->IASetInputLayout( g_pVertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( L"Shader.fx",
"PShader",
"ps_4_0",
&pPSBlob );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Create the pixel shader
hr = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
pPSBlob->Release();
if( FAILED( hr ) )
return hr;
// Create vertex buffer
SimpleVertex vertices[] =
{
XMFLOAT3( 0.0f, 0.5f, 0.5f ),
XMFLOAT3( 0.5f, -0.5f, 0.5f ),
XMFLOAT3( -0.5f, -0.5f, 0.5f ),
};
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 3;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
hr = device->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED( hr ) )
return hr;
// Set vertex buffer
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
// Set primitive topology
pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
return hr;
}
void Object::CleanupObject()
{
if( g_pVertexBuffer ) g_pVertexBuffer->Release();
if( g_pVertexLayout ) g_pVertexLayout->Release();
if( g_pVertexShader ) g_pVertexShader->Release();
if( g_pPixelShader ) g_pPixelShader->Release();
}
It crashing on the "pImmediateContext->Draw( 3, 0 );" in my Render Function. If anyone could take a look and tell me whats wrong with it I'd be greatful!
Thanks!