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#Actualjbadams

Posted 14 April 2013 - 12:23 AM

Hello,

 

I've spent the day getting a triangle to render in SlimDX and reading up on things. It was all going well until I tried to make the shader a little more complex. I just want to add a per-vertex colour. But when I did my vertex layout broke and I'm not sure why. The exception being thrown is the following:

 

 

 
An unhandled exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll
 
Additional information: E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)

 

I managed to find a thread that seems related: http://www.gamedev.net/topic/607455-slimdx-directx11-inputlayout-failure/

 

I'm not sure if that really helps or not as I don't fully understand it. He seems to be passing his DataStream as the signature which I'm not doing( Or if I am it's in such a way that I don't realise I am. ). I'm using the ShaderByteCode from the vertex program. This all worked for a triangle with only positional data being sent. It breaks on the Layout creation line.

 

 

 
            var elements = new[] { new DX.InputElement("POSITION", 0, GI.Format.R32G32B32_Float, 0),
                                   new DX.InputElement("COLOR", 0, GI.Format.R32G32B32A32_Float, DX.InputElement.AppendAligned)
            };
 
//Breaks on this line.
            VertexLayout = new DX.InputLayout(CoreComponents.mVideo.mDevice, HLSL.ShaderSignature.GetInputSignature(VPByte), elements);

 

The shader looks like this:

 

 

 
struct a2v {
float3 p : POSITION;
float4 c : COLOR0;
};
 
struct v2f {
float4 p : SV_POSITION;
float4 c : TEXCOORD0;
};
 
v2f vp(a2v a2vin) {
v2f v2fout;
 
v2fout.p  = float4(a2vin.p, 1);
v2fout.c  = a2vin.c;
 
return v2fout;
}
 
float4 fp(v2f v2fin): SV_TARGET {
return v2fin.c;
}

 

Any help or advice would be appreciated. Thank you.

: Added tags


#1siri

Posted 11 April 2013 - 07:26 PM

Hello,

 

I've spent the day getting a triangle to render in SlimDX and reading up on things. It was all going well until I tried to make the shader a little more complex. I just want to add a per-vertex colour. But when I did my vertex layout broke and I'm not sure why. The exception being thrown is the following:

 

 
An unhandled exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll
 
Additional information: E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)

 

I managed to find a thread that seems related: http://www.gamedev.net/topic/607455-slimdx-directx11-inputlayout-failure/

 

I'm not sure if that really helps or not as I don't fully understand it. He seems to be passing his DataStream as the signature which I'm not doing( Or if I am it's in such a way that I don't realise I am. ). I'm using the ShaderByteCode from the vertex program. This all worked for a triangle with only positional data being sent. It breaks on the Layout creation line.

 

 
            var elements = new[] { new DX.InputElement("POSITION", 0, GI.Format.R32G32B32_Float, 0),
                                   new DX.InputElement("COLOR", 0, GI.Format.R32G32B32A32_Float, DX.InputElement.AppendAligned)
            };
 
//Breaks on this line.
            VertexLayout = new DX.InputLayout(CoreComponents.mVideo.mDevice, HLSL.ShaderSignature.GetInputSignature(VPByte), elements);

 

The shader looks like this:

 

 
struct a2v {
float3 p : POSITION;
float4 c : COLOR0;
};
 
struct v2f {
float4 p : SV_POSITION;
float4 c : TEXCOORD0;
};
 
v2f vp(a2v a2vin) {
v2f v2fout;
 
v2fout.p  = float4(a2vin.p, 1);
v2fout.c  = a2vin.c;
 
return v2fout;
}
 
float4 fp(v2f v2fin): SV_TARGET {
return v2fin.c;
}

 

Any help or advice would be appreciated. Thank you.


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