已经为OpenGL ES和XNA编程了一段时间,我现在正将一些内容更新为DirectXTK用于XBOX One。可悲的是,我刚遇到另一个问题 - 即自定义着色器文件的集成。
特别是,我有以下顶点着色器:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
};
PixelShaderInput main(VertexShaderInput input)
{
PixelShaderInput output;
float4 pos = float4(input.pos, 1.0f);
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
return output;
}
将其加载到IEffectFactory实现中可以正常工作。在第一步中,我使用LoadAsync加载已编译的hlsl文件:
void SUS3DApp1Main::SUSCreateDeviceResources()
{
auto loadVSTask = DX::ReadDataAsync(L"SampleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync(L"SamplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
&fileData[0],
fileData.size(),
nullptr,
&myVertexShader
)
);
myVShaderCode = fileData.data();
myVShaderCodeSize = fileData.size();
myFlagVSUp = true;
}); //VS hoch
...
然后将两个变量myVShaderCode和mVShaderCodeSize传递给iEffect的实际实现,iEffect使用它们如下:
void SUS3DApp1::SUSEffect::GetVertexShaderBytecode(void const ** pShaderByteCode, size_t * pByteCodeLength)
{
(*pByteCodeLength) = myVShaderCodeSize;
(*pShaderByteCode) = myVShaderCode;
}
可悲的是,这在运行时不起作用。而是,SUS3DApp1.exe中0x603520B5(ucrtbased.dll)上的未处理异常类型的错误:将无效参数传递给认为无效参数致命的函数。被扔了。 调用堆栈如下所示:
> SUS3DApp1.exe!DirectX::ThrowIfFailed(HRESULT hr) Line 48 C++
SUS3DApp1.exe!CreateInputLayout(ID3D11Device * device, DirectX::IEffect * effect, ID3D11InputLayout * * pInputLayout, bool skinning) Line 202 C++
SUS3DApp1.exe!DirectX::Model::CreateFromCMO(ID3D11Device * d3dDevice, const unsigned char * meshData, unsigned int dataSize, DirectX::IEffectFactory & fxFactory, bool ccw, bool pmalpha) Line 796 C++
SUS3DApp1.exe!DirectX::Model::CreateFromCMO(ID3D11Device * d3dDevice, const wchar_t * szFileName, DirectX::IEffectFactory & fxFactory, bool ccw, bool pmalpha) Line 848 C++
SUS3DApp1.exe!SUSModel::SUSModel(ID3D11Device * _dev, std::basic_string<char,std::char_traits<char>,std::allocator<char> > & resource, const unsigned char * _myVShaderCode, int _myVShaderCodeSize) Line 15 C++
SUS3DApp1.exe!SUS3DApp1::SUS3DApp1Main::SetUpShaderDependentResources() Line 62 C++
SUS3DApp1.exe!SUS3DApp1::SUS3DApp1Main::Render() Line 148 C++
想法,有人吗?我已经检查了GetVertexShaderBytecode中的成员变量的有效性......
更新:我现在更改了着色器,还加载了代码。奇怪的是,这部分代码现在通过了SUSCreateDeviceResources中的CreateInputLayout阶段: void SUS3DApp1Main :: SUSCreateDeviceResources() { auto loadVSTask = DX :: ReadDataAsync(L“SampleVertexShader.cso”); auto loadPSTask = DX :: ReadDataAsync(L“SamplePixelShader.cso”);
auto createVSTask = loadVSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
&fileData[0],
fileData.size(),
nullptr,
&myVertexShader
)
);
myVShaderCode = &fileData[0];
myVShaderCodeSize = fileData.size();
Microsoft::WRL::ComPtr<ID3D11InputLayout> il;
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateInputLayout(VertexPositionNormal::InputElements,
VertexPositionNormal::InputElementCount,
myVShaderCode, myVShaderCodeSize,
&il)
);
myFlagVSUp = true;
}); //VS hoch
然后在创建模型期间出现问题,它再次成为无效参数。这很奇怪,因为之前创作很好。可能是myVShaderCode的值丢失了吗?