创建顶点缓冲区时出错

时间:2014-03-12 18:51:07

标签: c++ directx directx-11 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,我要从教程http://www.rastertek.com/dx11tut04.html开始。你可以看到那里的漏洞代码。 我听说问题可能是,我的显卡不支持DirectX 11.如果这是问题,我可以使用功能级别11或类似的东西进行软件顶点处理,这样就可以了。

1 个答案:

答案 0 :(得分:0)

如果您的卡不支持Direct3D 11功能,程序将在设备初始化时失败而不会创建着色器,因此如果您使用D3D_FEATURE_LEVEL_11_0初始化设备并且成功,则表示您的问题出在某处着色器代码。鉴于IntelliSense不能与HLSL一起使用,这很有可能。

幸运的是,您的框架附带了一些错误报告功能,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),那么您有以下几种选择:

  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D3D_FEATURE_LEVEL_10_0将着色器模型设置为vs_4_0ps_4_0

  2. 如果您使用的是Windows 8(在没有DX11支持的机器上有点不太可能),那么您可以在设备初始化中使用D3D_DRIVER_TYPE_WARP,这是一个快速的软件光栅化器,但在旧版本的Windows它不支持11_0功能级别。

  3. 作为最后的手段,您可以使用支持所有Direct3D功能的D3D_DRIVER_TYPE_REFERENCE,但速度非常慢,无法使用。

  4. 最终,如果您运行的硬件不支持所需的功能级别,那么使用某种形式的后备选项始终是一个好主意。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
    }