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创建顶点缓冲区时出错

[英]Error creating vertex buffer

创建vertexbuffer时出错,这是我的代码:

bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{



HRESULT result;
    ID3D10Blob* errorMessage;
    ID3D10Blob* vertexShaderBuffer;
    ID3D10Blob* pixelShaderBuffer;
    D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
    unsigned int numElements;
    D3D11_BUFFER_DESC matrixBufferDesc;


// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;

// Compile the vertex shader code.
result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "ColorVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 
                               &vertexShaderBuffer, &errorMessage, NULL);
if(FAILED(result))
{
    // If the shader failed to compile it should have writen something to the error message.
    if(errorMessage)
    {
        OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
    }
    // If there was  nothing in the error message then it simply could not find the shader file itself.
    else
    {
        MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
    }

    return false;
}

// Compile the pixel shader code.
result = D3DX11CompileFromFile(psFilename, NULL, NULL, "ColorPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 
                               &pixelShaderBuffer, &errorMessage, NULL);
if(FAILED(result))
{
    // If the shader failed to compile it should have writen something to the error message.
    if(errorMessage)
    {
        OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
    }
    // If there was nothing in the error message then it simply could not find the file itself.
    else
    {
        MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
    }

    return false;
}

// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL,
    &m_vertexShader);
if(FAILED(result))
{
    return false;
}

// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL,
    &m_pixelShader);
if(FAILED(result))
{
    return false;
}

// Create the vertex input layout description.
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;

polygonLayout[1].SemanticName = "COLOR";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;

// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), 
                                   vertexShaderBuffer->GetBufferSize(), &m_layout);
if(FAILED(result))
{
    return false;
}

// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = 0;

pixelShaderBuffer->Release();
pixelShaderBuffer = 0;

// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;

// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if(FAILED(result))
{
    return false;
}

return true;
}

顺便说一句,我将从教程http://www.rastertek.com/dx11tut04.html开始 。您可以在此处看到孔代码。 我听说问题可能出在我的视频卡不支持DirectX11。如果这是问题,我可以使用功能级别11或类似的功能进行软件顶点处理,这样就可以了。

如果您的卡不支持Direct3D 11功能,则该程序将在设备初始化而不是创建着色器时失败,因此,如果使用D3D_FEATURE_LEVEL_11_0初始化设备并成功,则意味着问题出在着色器代码中。 鉴于IntelliSense无法与HLSL一起使用,这很有可能。

幸运的是,您的框架带有一些错误报告功能,因此您只需查看shader_errors.txt文件即可查看问题所在。

如果不是上述情况(即您已经更改了Direct3D功能级别),则可以选择以下几种方法:

  1. 更改着色器模型以匹配D3DX11CompileFromFile()方法中的Direct3D功能级别,例如,如果您使用的是D3D_FEATURE_LEVEL_10_0则将着色器模型设置为vs_4_0ps_4_0

  2. 如果使用Windows 8(在不支持DX11的计算机上不太可能),则可以在设备初始化中使用D3D_DRIVER_TYPE_WARP ,这是一种快速的软件光栅化程序,但是在较旧版本的Windows上,它不支持11_0功能级别。

  3. 作为最后的选择,您可以使用D3D_DRIVER_TYPE_REFERENCE ,该功能支持所有Direct3D功能,但速度非常慢, D3D_DRIVER_TYPE_REFERENCE无法使用。

最终,如果正在运行的硬件不支持所需的功能级别,则最好使用某种形式的后备选项。 例如:

D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;

HRESULT result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
if (FAILED(result))
{
    featureLevel = D3D_FEATURE_LEVEL_10_0;
    result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
    if (FAILED(result))
    {
        // OK, now quit, we need at least DirectX 10 compatible hardware
        return false;
    }
}

// In shader class
if (m_device->GetFeatureLevel() == D3D_FEATURE_LEVEL_11_0)
{
    // use 5.0 shader model
}
else
{
    // use 4.0 shader model
}

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