我一直试图让常量/纹理缓冲区在SharpDX中运行(就像SlimDX一样),但是我放入它的数据似乎没有进入着色器。
我已经查找了如何操作并遵循了示例,但我无法让它工作。
最终我需要能够在我的着色器中输入多个不同数据类型的大型数组,所以如果有人能给我一个可以做到这一点的工作示例,那就太棒了!
但是现在我写了一个我试图测试的简单例子,我无法让它工作。通常情况下,当我绘制三角形时,我至少可以显示一些内容,但现在它甚至不会这样做。
这可能是我忽略的一个愚蠢的错误,但无论如何,如果有人可以只看一眼并指出什么是错的,或者更好,修复它并发布更新的代码(它是完整的并且应该编译)。 / p>
如果代码很长,我很抱歉,但我尽量让它变得简单。无论如何,这是:
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Windows;
using SharpDX.D3DCompiler;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace test_namespace
{
class Test
{
[StructLayout(LayoutKind.Explicit, Size = 80, Pack = 16)]
public struct Data
{
[FieldOffset(0)]
public Matrix mat;
[FieldOffset(64)]
public Vector4 testColor;
}
[StructLayout(LayoutKind.Explicit)]
public struct Point
{
[FieldOffset(0)]
public Vector4 pos;
[FieldOffset(16)]
public Vector2 tex;
}
int width = 1000;
int height = 1000;
const int vertSize = 6 * sizeof(float);
RenderForm form;
PictureBox pic;
SharpDX.Direct3D11.Device dev;
DeviceContext dc;
SwapChainDescription scd;
SwapChain sc;
RasterizerStateDescription rsd;
RasterizerState rs;
Viewport vp;
Texture2DDescription depthDesc;
DepthStencilView dsv;
RenderTargetView rtv;
SharpDX.Direct3D11.Buffer buffer;
InputLayout il;
VertexShader vs;
ShaderBytecode vsCode;
PixelShader ps;
ShaderBytecode psCode;
Matrix view;
Matrix proj;
Matrix mat;
Data data;
DataStream pointStream;
SharpDX.Direct3D11.Buffer pointBuffer;
public Test()
{
init();
initMat();
data.testColor = new Vector4(1.0f, 0.5f, 0.25f, 0.0f);
string code = "struct vert { float4 pos : POSITION; float2 tex : TEXCOORD; };\n"
+ "struct pix { float4 pos : SV_POSITION; float2 tex : TEXCOORD; };\n"
+ "cbuffer buf1 : register(b0) { float4x4 mat; float4 testColor; }\n"
+ "pix VS(vert vertIn) { pix pixOut = (pix)0; pixOut.pos = mul(vertIn.pos, mat); pixOut.tex = vertIn.tex; return pixOut; }\n"
+ "float4 PS(pix pixIn) : SV_Target { return testColor; }";
vsCode = ShaderBytecode.Compile(code, "VS", "vs_5_0");
vs = new VertexShader(dev, vsCode);
psCode = ShaderBytecode.Compile(code, "PS", "ps_5_0");
ps = new PixelShader(dev, psCode);
dc.VertexShader.Set(vs);
dc.PixelShader.Set(ps);
il = new InputLayout(dev, ShaderSignature.GetInputSignature(vsCode),
new InputElement[] {new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)});
dc.InputAssembler.InputLayout = il;
dc.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
updateBuffer();
RenderLoop.Run(form, () =>
{
dc.ClearDepthStencilView(dsv, DepthStencilClearFlags.Depth, 1.0f, 0);
dc.ClearRenderTargetView(rtv, Color4.Black);
float dist = 10.0f;
draw(new Vector3(-dist, -dist, dist), Vector2.Zero, new Vector3(-dist, dist, dist), Vector2.UnitY,
new Vector3(dist, dist, dist), Vector2.One);
});
}
void init()
{
form = new RenderForm();
form.ClientSize = new System.Drawing.Size(width, height);
form.BackColor = System.Drawing.Color.Black;
form.FormClosed += form_FormClosed;
pic = new PictureBox();
pic.Location = new System.Drawing.Point(0, 0);
pic.Size = new Size(width, height);
pic.Show();
form.Controls.Add(pic);
scd = new SwapChainDescription();
scd.BufferCount = 1;
scd.Flags = SwapChainFlags.AllowModeSwitch;
scd.IsWindowed = true;
scd.ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm);
scd.OutputHandle = pic.Handle;
scd.SampleDescription = new SampleDescription(1, 0);
scd.SwapEffect = SwapEffect.Discard;
scd.Usage = Usage.RenderTargetOutput;
rsd = new RasterizerStateDescription();
rsd.CullMode = CullMode.None;
rsd.DepthBias = 0;
rsd.DepthBiasClamp = 0;
rsd.FillMode = FillMode.Solid;
rsd.IsAntialiasedLineEnabled = true;
rsd.IsDepthClipEnabled = true;
rsd.IsFrontCounterClockwise = false;
rsd.IsMultisampleEnabled = true;
rsd.IsScissorEnabled = false;
rsd.SlopeScaledDepthBias = 0;
SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, scd, out dev, out sc);
rs = new RasterizerState(dev, rsd);
vp = new Viewport(0, 0, width, height, 0.0f, 1.0f);
dc = dev.ImmediateContext;
dc.Rasterizer.State = rs;
dc.Rasterizer.SetViewports(vp);
depthDesc = new Texture2DDescription();
depthDesc.ArraySize = 1;
depthDesc.BindFlags = BindFlags.DepthStencil;
depthDesc.CpuAccessFlags = CpuAccessFlags.None;
depthDesc.Format = Format.D32_Float_S8X24_UInt;
depthDesc.Height = height;
depthDesc.MipLevels = 1;
depthDesc.OptionFlags = ResourceOptionFlags.None;
depthDesc.SampleDescription = new SampleDescription(1, 0);
depthDesc.Usage = ResourceUsage.Default;
depthDesc.Width = width;
dsv = new DepthStencilView(dev, new Texture2D(dev, depthDesc));
rtv = new RenderTargetView(dev, (SharpDX.Direct3D11.Resource)SharpDX.Direct3D11.Resource.FromSwapChain<Texture2D>(sc, 0));
dc.OutputMerger.SetTargets(dsv, rtv);
buffer = new SharpDX.Direct3D11.Buffer(dev, Marshal.SizeOf(typeof(Data)),
ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
dc.VertexShader.SetConstantBuffer(0, buffer);
}
void initMat()
{
view = Matrix.LookAtLH(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)width / (float)height, 0.001f, 10000.0f);
mat = view * proj;
mat.Transpose();
data.mat = mat;
}
void updateBuffer()
{
dc.UpdateSubresource<Data>(ref data, buffer);
}
public void draw(Vector3 p1, Vector2 t1, Vector3 p2, Vector2 t2, Vector3 p3, Vector2 t3)
{
Vector3[] p = new Vector3[3] {p1, p2, p3};
Vector2[] t = new Vector2[3] {t1, t2, t3};
Point[] points = new Point[3];
for(int i = 0; i < 3; i++)
{
points[i] = new Point();
points[i].pos = new Vector4(p[i].X, p[i].Y, p[i].Z, 1.0f);
points[i].tex = new Vector2(t[i].X, t[i].Y);
}
using(pointStream = new DataStream(vertSize * 3, true, true))
{
pointStream.WriteRange<Point>(points);
using(pointBuffer = new SharpDX.Direct3D11.Buffer(dev, pointStream, vertSize * 3,
ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0))
{
dc.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
dc.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(pointBuffer, vertSize, 0));
dc.Draw(3, 0);
}
}
}
void form_FormClosed(object sender, FormClosedEventArgs e)
{
buffer.Dispose();
il.Dispose();
ps.Dispose();
psCode.Dispose();
vs.Dispose();
vsCode.Dispose();
rtv.Dispose();
dsv.Dispose();
dc.ClearState();
dc.Flush();
dc.Dispose();
dev.Dispose();
sc.Dispose();
}
}
}
此外,以下是以更易读的方式格式化的着色器代码:
struct vert
{
float4 pos : POSITION;
float2 tex : TEXCOORD;
};
struct pix
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer buf1 : register(b0)
{
float4x4 mat;
float4 testColor;
}
pix VS(vert vertIn)
{
pix pixOut = (pix)0;
pixOut.pos = mul(vertIn.pos, mat);
pixOut.tex = vertIn.tex;
return out;
}
float4 PS(pix pixIn) : SV_Target
{
return testColor;
}
答案 0 :(得分:0)
我不确定这是否有任何帮助,但为什么在UpdateSubresource
中updateBuffer()
?在SharpDXTutorial / Tutorial16(立方体贴图示例)中,使用“device”对象初始化缓冲区,
device.UpdateData<Data>(dataConstantBuffer, sceneInformation);
这是一个非常方便的对象。它包含在 SharpHelper 中,是SharpDXTutorial的一部分,
https://github.com/RobyDX/SharpDX_Demo/blob/master/SharpDXTutorial/SharpHelper/SharpHelper.csproj
..也许它可以解决错过的东西,更新常量缓冲区?