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Problems getting D3D11 test working


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#1 Chris_F   Members   -  Reputation: 2000

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Posted 04 February 2012 - 07:09 PM

So I thought I'd give a stab at making a quick D3D11 example, based off some examples I have read. When I run it, all I get is a black, mostly unresponsive window and I can't manage to find the culprit. Posted Image

main.cpp
[source lang=cpp]#include <windows.h>#include <d3d11.h>#include <d3dx11.h>#include <d3dx10math.h>#include <fstream>#pragma comment(lib, "d3d11.lib")#pragma comment(lib, "d3dx11.lib")#pragma comment(lib, "d3dx10.lib")const int Width = 1024;const int Height = 768;struct Vertex{ D3DXVECTOR3 Position; D3DXVECTOR3 Normal; D3DXVECTOR2 Texcoord;};struct ConstBuffer{ D3DXMATRIX World; D3DXMATRIX View; D3DXMATRIX Projection;};ID3D11Device* pDevice;ID3D11DeviceContext* pDeviceCon;IDXGISwapChain* pSwapChain;ID3D11RenderTargetView* pRenderTargetView;ID3D11Texture2D* pDepthStencil;ID3D11DepthStencilView* pDepthStencilView;D3D11_VIEWPORT viewPort;ID3D11RasterizerState* pRS;ID3D11Buffer* pVertexBuffer;ID3D11Buffer* pIndexBuffer;ID3D11InputLayout* pVertexLayout;ID3D11VertexShader* pVertexShader;ID3D11PixelShader* pPixelShader;ID3D11Buffer* pCBuffer;ConstBuffer cBuffer;ID3D11ShaderResourceView* pTextureRV1;ID3D11ShaderResourceView* pTextureRV2;UINT IndexCount;LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);void InitD3D(HWND hWnd){ //// SET UP DEVICE //// DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 2; swapChainDesc.BufferDesc.Width = Width; swapChainDesc.BufferDesc.Height = Height; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.OutputWindow = hWnd; swapChainDesc.Windowed = true; D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, 0, 0, NULL, 0, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &pDevice, NULL, &pDeviceCon ); //// INPUT ASSEMBLY STAGE //// ID3DBlob *VS, *PS; D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS, 0, 0); D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS, 0, 0); pDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVertexShader); pDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPixelShader); pDeviceCon->VSSetShader(pVertexShader, 0, 0); pDeviceCon->PSSetShader(pPixelShader, 0, 0); D3D11_INPUT_ELEMENT_DESC ied[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; pDevice->CreateInputLayout(ied, 3, VS->GetBufferPointer(), VS->GetBufferSize(), &pVertexLayout); pDeviceCon->IASetInputLayout(pVertexLayout); //// RASTERIZER STAGE SETUP //// viewPort.Width = Width; viewPort.Height = Height; viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; pDeviceCon->RSSetViewports(1, &viewPort); D3D11_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D11_CULL_NONE; rasterizerState.FillMode = D3D11_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; pDevice->CreateRasterizerState( &rasterizerState, &pRS); pDeviceCon->RSSetState(pRS); //// OUTPUT-MERGER STAGE //// ID3D11Texture2D* pBackBuffer; pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*) &pBackBuffer); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView); pBackBuffer->Release(); D3D11_TEXTURE2D_DESC descDepth; descDepth.Width = Width; descDepth.Height = Height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D32_FLOAT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; pDevice->CreateTexture2D( &descDepth, NULL, &pDepthStencil ); D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; pDevice->CreateDepthStencilView( pDepthStencil, &descDSV, &pDepthStencilView ); pDeviceCon->OMSetRenderTargets( 1, &pRenderTargetView, pDepthStencilView ); //// SET UP SCENE VARIABLES //// int VertexBufferSize; int IndexBufferSize; std::fstream FileIn("face.mesh", std::fstream::in | std::fstream::binary); FileIn.read((char*)&VertexBufferSize, sizeof(int)); FileIn.read((char*)&IndexBufferSize, sizeof(int)); Vertex* VertexBuffer = new Vertex[VertexBufferSize / sizeof(Vertex)]; UINT* IndexBuffer = new unsigned int[IndexBufferSize / sizeof(UINT)]; FileIn.read((char*)VertexBuffer, VertexBufferSize); FileIn.read((char*)IndexBuffer, IndexBufferSize); IndexCount = IndexBufferSize / sizeof(int); D3D11_BUFFER_DESC bd; bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = VertexBufferSize; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; pDevice->CreateBuffer( &bd, NULL, &pVertexBuffer ); bd.ByteWidth = IndexBufferSize; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; pDevice->CreateBuffer( &bd, NULL, &pIndexBuffer ); bd.ByteWidth = sizeof(ConstBuffer); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; pDevice->CreateBuffer( &bd, NULL, &pCBuffer ); D3D11_MAPPED_SUBRESOURCE ms; pDeviceCon->Map(pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, VertexBuffer, VertexBufferSize); pDeviceCon->Unmap(pVertexBuffer, 0); delete[] VertexBuffer; pDeviceCon->Map(pIndexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, IndexBuffer, IndexBufferSize); pDeviceCon->Unmap(pIndexBuffer, 0); delete[] IndexBuffer; D3DX11CreateShaderResourceViewFromFile(pDevice, "texture1.bmp", NULL, NULL, &pTextureRV1, NULL); D3DX11CreateShaderResourceViewFromFile(pDevice, "texture2.bmp", NULL, NULL, &pTextureRV2, NULL); const D3DXVECTOR3 camera[] = { D3DXVECTOR3(0.0f, -0.25f, 4.0f), D3DXVECTOR3(0.0f, -0.5f, 0.0f), D3DXVECTOR3(0.0f, 1.0f, 0.0f) }; D3DXMatrixIdentity(&cBuffer.World); D3DXMatrixLookAtLH(&cBuffer.View, &camera[0], &camera[1], &camera[2] ); D3DXMatrixPerspectiveFovLH(&cBuffer.Projection, D3DXToRadian(45), (float)Width/(float)Height, 0.1f, 100.0f); pDeviceCon->Map(pCBuffer, NULL, D3D11_MAP_WRITE_DISCARD, 0, &ms); memcpy(ms.pData, &cBuffer, sizeof(ConstBuffer)); pDeviceCon->Unmap(pCBuffer, 0); UINT stride = sizeof(Vertex); UINT offset = 0; pDeviceCon->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset); pDeviceCon->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0); pDeviceCon->VSSetConstantBuffers(0, 1, &pCBuffer);}void CleanUp(){ if (pDevice) pDevice->Release(); if (pDeviceCon) pDeviceCon->Release(); if (pSwapChain) pSwapChain->Release(); if (pRenderTargetView) pRenderTargetView->Release(); if (pDepthStencil) pDepthStencil->Release(); if (pDepthStencilView) pDepthStencilView->Release(); if (pRS) pRS->Release(); if (pVertexBuffer) pVertexBuffer->Release(); if (pIndexBuffer) pIndexBuffer->Release(); if (pCBuffer) pCBuffer->Release(); if (pTextureRV1) pTextureRV1->Release(); if (pTextureRV2) pTextureRV2->Release();}int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){ HWND hWnd; WNDCLASSEX wc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = CreateSolidBrush(RGB(0, 0, 0)); wc.lpszClassName = "WindowClass1"; RegisterClassEx(&wc); RECT wndSize = {0, 0, Width, Height}; AdjustWindowRect(&wndSize, WS_OVERLAPPEDWINDOW, FALSE); hWnd = CreateWindowEx(WS_EX_LTRREADING, "WindowClass1", "DirectX", WS_OVERLAPPEDWINDOW, 0, 0, wndSize.right - wndSize.left, wndSize.bottom - wndSize.top, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); InitD3D(hWnd); MSG msg = {0}; while (WM_QUIT != msg.message) { while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE) { TranslateMessage(&msg); DispatchMessage(&msg); } //RENDER pDeviceCon->ClearRenderTargetView( pRenderTargetView, D3DXCOLOR(1,0,0,1) ); pDeviceCon->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 ); pDeviceCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); pDeviceCon->DrawIndexed( IndexCount, 0, 0 ); } CleanUp(); return msg.wParam;}LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){ switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc(hWnd, message, wParam, lParam);}[/source]

shaders.hlsl
[source lang=cpp]cbuffer ConstBuffer{ matrix World; matrix View; matrix Projection;};struct PS_INPUT{ float4 position : SV_POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD;};struct VS_INPUT{ float4 position : POSITION; float4 normal : NORMAL; float2 texcoord : TEXCOORD;};//--------------------------------------------------------------------------------------// Vertex Shader//--------------------------------------------------------------------------------------PS_INPUT VS( VS_INPUT input ){ PS_INPUT output; output.position = mul( input.position, World ); output.position = mul( output.position, View ); output.position = mul( output.position, Projection ); output.color = input.normal; output.texcoord = input.texcoord; return output; }//--------------------------------------------------------------------------------------// Pixel Shader//--------------------------------------------------------------------------------------float4 PS( PS_INPUT input ) : SV_Target{ return input.color;}[/source]

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#2 MJP   Moderators   -  Reputation: 10282

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Posted 04 February 2012 - 08:19 PM

You should try using the D3D11_CREATE_DEVICE_DEBUG flag when creating the device, it will usually tell you when you screw something up.

#3 Chris_F   Members   -  Reputation: 2000

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Posted 04 February 2012 - 08:58 PM

It seems it is failing to create a depth stencil view for some reason.

EDIT:

Ok, I forgot to zero out my D3D11_DEPTH_STENCIL_VIEW_DESC. Fixing that means no more failed HRESULTS, but I still only get a black screen and the window's response to events is very slow.

EDIT2:

I take that back. Every window lags when I'm running this. It's like it's murdering my graphics card or something.

Final Edit:

I forgot to present with my swap chain. Posted Image

But unfortunately I still see nothing rendered. Posted Image

#4 Chris_F   Members   -  Reputation: 2000

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Posted 05 February 2012 - 04:09 PM

If I comment out the application of the View and Projection matrix in the shader, I get this:

Posted Image
http://s7.postimage.org/ymzo867ex/Untitled_1.jpg

But with them applied, I get a black screen. Does anyone have any idea what is causing this?

#5 Sepiantum   Members   -  Reputation: 102

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Posted 05 February 2012 - 08:55 PM

Try calling D3DXMatrixTranspose() on your matrices.
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#6 Chris_F   Members   -  Reputation: 2000

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Posted 05 February 2012 - 09:05 PM

Thanks! That did it. But why?

I have almost identical code that uses D3D10 instead, and it works flawlessly without ever calling D3DXMatrixTranspose.

EDIT: Hmm. My D3D10 code makes use of EffectMatrixVariable for setting matrices. I assume this automatically transposes the matrix?

#7 Sepiantum   Members   -  Reputation: 102

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Posted 05 February 2012 - 09:48 PM

I'm going to guess that shaders like matrices column major and your matrices in C++ are row major. Thus, D3DXMatrixTranspose() will transpose the matrix before sending it off to the shader.
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#8 MJP   Moderators   -  Reputation: 10282

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Posted 06 February 2012 - 12:04 AM

By default shaders expect column-major matrices, since a multiply can be expressed a bit more efficiently in assembly using dot products. You can change that by declaring matrices with the row_major modifier, or by passing D3D10_SHADER_PACK_MATRIX_ROW_MAJOR when compiling the shader. The effects framework handles automatically transposing for you, which is why you wouldn't have to with that framework.




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