Drawing an object with a texture and one without.

Started by
3 comments, last by korvax 11 years, 5 months ago
Hi,
I have a small problem drawing an object with out a texture.

I have two objects, one object has a ShaderViewResource attached to it (texture) and one has none ShaderViewResource bound to it (no texture)

Before I draw the objects Im setting the ShaderViewResource that is bound to that object. Se below :

[source lang="cpp"]m_pContext->PSSetShaderResources( 0, 1, &m_pShaderResourceView); [/source]
so with the object with an attached ShaderViewResource m_pShaderResourceView = something, and m_pShaderResourceView = NULL in the case of no texture.

But Im getting this warning :

D3D11: INFO: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects a Shader Resource View at Slot 0, but none is bound. This is OK, as reads of an unbound Shader Resource View are defined to return 0. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Shader Resource View here. [ EXECUTION INFO #353: DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET ]

From what I understand this is no killer, but i would if anyone has a better way of solving this lite problem instead of setting NULL as the ShaderResource.
Advertisement
If you already have two separate shaders for the two draw passes then just don't bother setting NULL to slot 0 - your second (textureless) shader will just ignore it anyway.

If you don't then you could consider having two separate shaders as an option, in which case you can use the solution I mentioned above. Otherwise you could just create a simple 1x1 texture (depending on your needs this can be all-white or all-black) and set that for the textureless pass.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

Hi, thx.. currently i only have one shader.. so to sum up. I need some sort of shader either way, there is no way just to skip the shader completely?
In DX10 and 11 shaders are mandatory so no, you can't skip it.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

Might be a stupid question but if I what to create a black texture how do I do that.
Im doing the following to create black texture, but my FPS is dropping quiet a lot when this texture is in use.. My feeling is that I have created a "NULL" texture
and its black because Im missing "color" to it. I was trying to force a yellow color in the pixel shader but its still black.. is there something that I missing pls? Im quiet new to directx..
[source lang="cpp"]
ID3D11ShaderResourceView* pTextureRV = NULL;
ID3D11Texture2D* pTex2D = NULL;
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the render target texture description.
textureDesc.Width = 1;
textureDesc.Height = 1;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDesc.MiscFlags = 0;
D3D11_SHADER_RESOURCE_VIEW_DESC svrDesc;
svrDesc.Format = textureDesc.Format;
svrDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
svrDesc.Texture2D.MostDetailedMip = 0;
svrDesc.Texture2D.MipLevels = 1;
hr = m_pDevice->CreateShaderResourceView(pTex2D, &svrDesc, &pTextureRV);
[/source]

my simple shader:


[source lang="cpp"]
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register( s0 );
cbuffer CONSTANT_BUFFER : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
}

struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( input.Pos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Tex = input.Tex;
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
return txDiffuse.Sample( samLinear, input.Tex )*float4( 1.0f, 1.0f, 0.0f, 1.0f );
}[/source]

This topic is closed to new replies.

Advertisement