我正在使用DirectX 11制作游戏引擎,并且无法让着色器正确编码。我正在使用.csh文件预编译着色器并使用字节代码创建着色器。
当我尝试创建任何着色器时出现此错误,但对于此示例,我将使用我的PassThrough顶点着色器。
D3D11 ERROR: ID3D11Device::CreateVertexShader: Encoded Vertex Shader size doesn't match specified size. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE]
着色器:
#include "../VertexLayouts.hlsli"
// structs in included file
struct PASS_THROUGH_VS
{
float3 pos : POSITION;
float2 texCoord : TEXCOORD;
};
struct PASS_THROUGH_PS
{
float4 pos : SV_POSITION;
float2 texCoord : TEXCOORD;
};
PASS_THROUGH_PS main( PASS_THROUGH_VS input )
{
PASS_THROUGH_PS output = (PASS_THROUGH_PS)(0);
output.pos = float4(input.pos, 1);
output.texCoord = input.texCoord;
return output;
}
使用以下设置: PassThrough_PS properties
在Renderer.h中
#include "Vertex Shaders\PassThrough_VS.csh"
在Renderer.cpp中
HRESULT hrReturn;
hrReturn = CreateVertexShader(&PassThrough_VS, sizeof(PassThrough_VS), Pass_Through_VS);
if (FAILED(hrReturn)) {}
//return hrReturn;
HRESULT CRenderer::CreateVertexShader(const void* ptrByteCode, SIZE_T szByteCodeLength, eVertexShaderType type)
{
HRESULT hrReturn;
tVertShader newShader = {};
hrReturn = D3Device->CreateVertexShader(&ptrByteCode, szByteCodeLength, nullptr, &(newShader.m_id3dShader)); // WHERE ERROR OCCURS
if (FAILED(hrReturn))
return hrReturn;
newShader.m_ptrByteCode = ptrByteCode;
newShader.m_szByteCodeLength = szByteCodeLength;
D3VertexShaders[type] = newShader;
return hrReturn;
}
答案 0 :(得分:0)
问题是你正在传递一个指向指针的指针,所以你实际上并没有将着色器blob数据传递给Direct3D。
HRESULT CRenderer::CreateVertexShader(const void* ptrByteCode, SIZE_T szByteCodeLength, eVertexShaderType type)
{
HRESULT hrReturn;
tVertShader newShader = {};
hrReturn = D3Device->CreateVertexShader(&ptrByteCode, szByteCodeLength,
nullptr, &(newShader.m_id3dShader));
...
正确的代码是:
HRESULT CRenderer::CreateVertexShader(const void* ptrByteCode, SIZE_T szByteCodeLength, eVertexShaderType type)
{
HRESULT hrReturn;
tVertShader newShader = {};
hrReturn = D3Device->CreateVertexShader(ptrByteCode, szByteCodeLength,
nullptr, &(newShader.m_id3dShader));
...
您应该特别关注DirectX Tool Kit和tutorials。
您没有包含有关tVertShader
类型的任何详细信息,但您可能会引用计数问题。考虑使用Microsoft::WRL::ComPtr
而不是原始指针来管理Direct3D COM对象的生命周期。请参阅this article。