[英]DirectX11 C++ Shader Buffer becomes null on polygon layout description
我正在使用DX11開發游戲引擎。 我的問題是我得到一個讀取訪問沖突,因為vertexShaderBuffer
是nullptr
。
bool TerrainShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, LPCSTR vsFileName, LPCSTR psFileName)
{
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
result = D3DX11CompileFromFile(vsFileName, NULL, NULL, "TerrainVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
&vertexShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFileName);
}
else
{
MessageBox(hwnd, vsFileName, "Missing Shader File", MB_OK);
}
return false;
}
result = D3DX11CompileFromFile(psFileName, NULL, NULL, "TerrainPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
&pixelShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFileName);
}
else
{
MessageBox(hwnd, psFileName, "Missing Shader File", MB_OK);
}
return false;
}
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL,
&m_vertexShader);
if (FAILED(result))
{
return false;
}
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL,
&m_pixelShader);
if (FAILED(result))
{
return false;
}
// 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 = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
polygonLayout[3].SemanticName = "COLOR";
polygonLayout[3].SemanticIndex = 0;
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[3].InputSlot = 0;
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[3].InstanceDataStepRate = 0;
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr;
//Continues
當代碼到達polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
,緩沖區設置為正常。 但是在該行( polygonLayout[3].InstanceDataStepRate = 0;
)之后,該值變為null
,沒有任何polygonLayout[3].InstanceDataStepRate = 0;
原因,
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
拋出異常的行。
我嘗試在線搜索沒有結果。 任何幫助深表感謝。 提前致謝。
polygonLayout
數組只包含3個項目,因此當您填充polygonLayout[3]
您將產生緩沖區溢出並面臨未定義的行為(可能會破壞存儲在堆棧中的其他變量)。 1)使它包含4個項目是個好主意; 2)使用數組包裝器(debug)索引檢查:
::std::array<D3D11_INPUT_ELEMENT_DESC, 4> polygonLayout;
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