无法编译HLSL Hull着色器代码

时间:2017-10-12 22:56:34

标签: c++ shader directx-11 hlsl

这是我制作的一个简单的船体着色器代码,用于尝试理解曲面细分。 我只是找不到这个代码有什么问题,但编译函数总是返回false。这是我的代码:

我的输入和输出结构:

 [domain("tri")] // indicates a triangle patch (3 verts) 
[partitioning("fractional_odd")] // fractional avoids popping 
// vertex ordering for the output triangles 
[outputtopology("triangle_cw")] 
[outputcontrolpoints(3)] 
// name of the patch constant hull shader 
[patchconstantfunc("ConstantsHS")] 
//[maxtessfactor(7.0)]


cbuffer TessellationBuffer
{
    float tessellationAmount;
    float3 padding;
};

struct VS_CONTROL_POINT_OUTPUT
{
    float3 vWorldPos : POSITION;
    float2 vTexCoord : TEXCOORD0;
    float3 vNormal : NORMAL0;
};

struct HS_CONTROL_POINT_OUTPUT
{
    float3 vWorldPos : POSITION;
    float2 vTexCoord : TEXCOORD0;
    float3 vNormal : NORMAL0;
};

struct HS_CONSTANT_DATA_OUTPUT
{
    float Edges[3] : SV_TessFactor;
    float Inside : SV_InsideTessFactor;
};

我的职能:

HS_CONTROL_POINT_OUTPUT HS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> inputPatch, uint uCPID : SV_OutputControlPointID, uint patchId : SV_PrimitiveID )
{
    HS_CONTROL_POINT_OUTPUT Output;
    Output.vWorldPos = inputPatch[uCPID].vWorldPos;
    Output.vTexCoord = inputPatch[uCPID].vTexCoord; 
    Output.vNormal = inputPatch[uCPID].vNormal; 

    return Output;
};

HS_CONSTANT_DATA_OUTPUT ConstantsHS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> inputPatch, uint PatchID : SV_PrimitiveID  )
{
    HS_CONSTANT_DATA_OUTPUT Output;

    Output.Edges[0] = tessellationAmount;
    Output.Edges[1] =  tessellationAmount; 
    Output.Edges[2] = tessellationAmount; 
    Output.Inside   = tessellationAmount; 
    return Output;
};

感谢您的帮助。

1 个答案:

答案 0 :(得分:1)

必须在输入点上设置属性,如下所示,然后您的外壳着色器有效:

[domain("tri")] // indicates a triangle patch (3 verts) 
[partitioning("fractional_odd")] // fractional avoids popping 
// vertex ordering for the output triangles 
[outputtopology("triangle_cw")] 
[outputcontrolpoints(3)] 
// name of the patch constant hull shader 
[patchconstantfunc("ConstantsHS")] 
//[maxtessfactor(7.0)]
HS_CONTROL_POINT_OUTPUT HS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> inputPatch, uint uCPID : SV_OutputControlPointID, uint patchId : SV_PrimitiveID )

另外,命令行工具FXC.exe会打印一条错误消息,告诉您正确的方向:error X3000: syntax error: unexpected token 'cbuffer'

我不确定你指的是什么函数,D3DCompile返回一个HRESULT,而不是一个布尔值,它还会为你输出一个blob,并在出现故障时输出错误消息。 / p>