这不常用于抛出此异常但现在确实
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
它给我的唯一有用信息是
An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
我不知道为什么会这样做,我对SharpDX来说还是一个新手
AssetsLoader.cs
using System;
using System.IO;
using SharpDX;
using SharpDX.DXGI;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using SharpDX.XAudio2;
using SharpDX.Multimedia;
using OneEngine.DataTypes;
using OneEngine.Core;
namespace OneEngine.Assets
{
public static class AssetsLoader
{
public static void LoadImage(Image image)
{
image.Texture = Texture2D.FromFile<Texture2D>(OneEngineInstance.EngineInstance.Device, image.FilePath);
image.ShaderResourceView = new ShaderResourceView(OneEngineInstance.EngineInstance.Device, image.Texture);
image.Sampler = new SamplerState(OneEngineInstance.EngineInstance.Device, new SamplerStateDescription()
{
// TODO > Make Simplifier classes for these values and adapt to engine settings
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Never,
MaximumAnisotropy = 16,
MipLodBias = 0,
MinimumLod = 0,
MaximumLod = 16
});
}
public static void LoadShader(Shader shader)
{
for (int i = 0; i < shader.ShaderTypes.Length; i++)
{
switch (shader.ShaderTypes[i])
{
case EShaderType.VERTEX:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "VS", "vs_5_0");
shader.VertexShader = new VertexShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.PIXEL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "PS", "ps_5_0");
shader.PixelShader = new PixelShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.GEOMETRY:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "GS", "gs_5_0");
shader.GeometryShader = new GeometryShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.COMPUTE:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "CS", "cs_5_0");
shader.ComputeShader = new ComputeShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.DOMAIN:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "DS", "ds_5_0");
shader.DomainShader = new DomainShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.HULL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "HS", "hs_5_0");
shader.HullShader = new HullShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
}
}
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
}
public static void LoadAudio(Audio audio)
{
audio.Stream = new SoundStream(File.OpenRead(audio.FilePath));
audio.Format = audio.Stream.Format;
audio.Buffer = new AudioBuffer
{
Stream = audio.Stream.ToDataStream(), AudioBytes = (int)audio.Stream.Length, Flags = BufferFlags.EndOfStream
};
audio.Stream.Close();
audio.Voice = new SourceVoice(AudioCore.XAudio, audio.Format, true);
if (audio.IsLoopable) audio.Buffer.LoopCount = audio.LoopTimes;
}
public static void LoadVideo()
{
}
public static void LoadFont()
{
}
public static void LoadLanguage()
{
}
}
public enum EShaderType
{
VERTEX, PIXEL, GEOMETRY, COMPUTE, DOMAIN, HULL
}
}
Shader.cs
using System;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using OneEngine.Assets;
namespace OneEngine.DataTypes
{
public sealed class Shader
{
private String filePath;
private EShaderType[] shaderTypes;
private CompilationResult shaderByteCode;
private VertexShader vs;
private PixelShader ps;
private GeometryShader gs;
private ComputeShader cs;
private DomainShader ds;
private HullShader hs;
private InputLayout shaderInput;
private InputElement[] inputElements;
public Shader(String shaderFilePath, EShaderType[] types, InputElement[] elemets)
{
this.filePath = shaderFilePath;
this.shaderTypes = types;
this.inputElements = elemets;
}
public void RemoveFromMemory()
{
if (shaderByteCode != null) shaderByteCode.Dispose();
if (vs != null) vs.Dispose();
if (ps != null) ps.Dispose();
if (gs != null) gs.Dispose();
if (cs != null) cs.Dispose();
if (ds != null) ds.Dispose();
if (hs != null) hs.Dispose();
}
public String FilePath
{
get { return filePath; }
}
public EShaderType[] ShaderTypes
{
get { return shaderTypes; }
set { shaderTypes = value; }
}
public CompilationResult CompilationResult
{
get { return shaderByteCode; }
set { shaderByteCode = value; }
}
public VertexShader VertexShader
{
get { return vs; }
set { vs = value; }
}
public PixelShader PixelShader
{
get { return ps; }
set { ps = value; }
}
public GeometryShader GeometryShader
{
get { return gs; }
set { gs = value; }
}
public ComputeShader ComputeShader
{
get { return cs; }
set { cs = value; }
}
public DomainShader DomainShader
{
get { return ds; }
set { ds = value; }
}
public HullShader HullShader
{
get { return hs; }
set { hs = value; }
}
public InputLayout ShaderInput
{
set { shaderInput = value; }
get { return shaderInput; }
}
public InputElement[] ShaderInputElements
{
get { return inputElements; }
}
}
}
如果您还需要其他任何内容,该项目是开源https://github.com/TheNanonNetwork/OneGames
答案 0 :(得分:0)
尝试使用DeviceCreationFlags.Debug创建图形设备,如果输入布局无法正确创建,那么它会告诉您原因。
另外,你确定你的Color属性应该是16个字节的偏移量,因为它之前的属性只有12个字节吗?