HI,
I have a question regarding Constant Buffers in Directx 11, I'm not sure if this should go to the beginners forum feel free to move it if so.
Anyhow. Im getting the following error:
D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The size of the Constant Buffer at slot 0 of the Pixel Shader unit is too small (48 bytes provided, 80 bytes, at least, expected). This is OK, as out-of-bounds reads are defined to return 0. It is also possible the developer knows the missing data will not be used anyway. This is only a problem if the developer actually intended to bind a sufficiently large Constant Buffer for what the shader expects. [ EXECUTION WARNING #351: DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL]
If I'm understanding this message correctly it says that my buffer is 48 bytes large but it should be 80 bytes.
This is how my buffer looks:
struct cbPerLight
{
XMFLOAT4 lightDirection; //16 bytes
XMFLOAT4 lightColor; //16 bytes
XMFLOAT4 lightPosition; //16 bytes
XMFLOAT4 lightAngle; //16 bytes
XMFLOAT4 lightRange; //16 bytes
};
16*5 = 80 bytes. And all of the is 16 bytes each so no problem that that one of the is over the 16 block.
This is how my PixelShader looks
//---------------------------------------------------------------------------------------------------------------------
Texture2D txDiffuse : register(t0);
Texture2D txNormal : register(t1);
Texture2D txDepth : register(t2);
Texture2D txSpecular : register(t3);
//---------------------------------------------------------------------------------------------------------------------
SamplerState samLinear0 : register( s0 );
SamplerState samLinear1 : register( s1 );
SamplerState samLinear2 : register( s2 );
SamplerState samLinear3 : register( s3 );
//---------------------------------------------------------------------------------------------------------------------
cbuffer cbLight : register(b0)
{
float4 lightDirection;
float4 lightColor;
float4 lightPosition;
float4 lightAngles;
float4 lightRange;
}
//---------------------------------------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
//---------------------------------------------------------------------------------------------------------------------
float4 main(PS_INPUT input) : SV_Target0
{
float4 diffuseAlbedo = txDiffuse.Sample(samLinear0, input.texcoord);
float4 normal = txNormal.Sample(samLinear1, input.texcoord);
float4 depth = txDepth.Sample(samLinear2, input.texcoord);
float4 specular = txDepth.Sample(samLinear3, input.texcoord);
float4 L = lightPosition - input.position;
float distance = length(L);
L /= distance;
float attenuation = max(0, 1.0f - (distance / lightRange.x));
float4 L2 = lightDirection;
float rho = dot(-L, L2);
attenuation *= saturate((rho - lightAngles.y) / (lightAngles.x - lightAngles.y));
const float diffuseNormalizationFactor = 1.0f / 3.14159265f;
float d1 = dot(normal, L);
float nDotL = saturate(d1);
float4 diffuse = nDotL * lightColor * diffuseAlbedo * diffuseNormalizationFactor;
return diffuse * attenuation;
}
Its a light stage in my render, should render a spotlight when its finished (It not complete yet).
I have to say that I'm not really understanding how the constant buffer should be allocated in memory but I think they should be in blocks of 16bytes and no variable should cross a 16 byte block. And one could use padding variable to achieve this..
My output is currently black because it seems that some of variables seems to be corrupt in the shader,, with makes me think that it has to do something with the allocation.
But in this case I'm not sure where it gets 48bytes from. Does anyone has any suggestions?
thx for you help.