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Icebone1000

DX11 DX11 on a DX10 card, how to handle effects/hlsl?

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Icebone1000    1958
Im getting so confused with directx... So my video card is directx 10( feature level 10_0 ) with supports shader 4_0.. So, what should I do? Since Im working with directX 11, how should I handle this? Since d3dx11effect is a "separated" framework, if I find that the current feature is 10_0, I have to use d3dx10effect instead? With shaders for the pipeline from the directx 10?

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Icebone1000    1958
Im getting this error:
Effects11: Effect version is unrecognized. This runtime supports fx_5_0 to fx_5_0.

This happens at:
hr = D3DX11CreateEffectFromMemory(g_pShader, g_pShader->GetBufferSize(), NULL, g_pDevice, &g_pEffect);

heres the part of the code:

if( D3DX11CompileFromFile(L"Tutorial02.fx", NULL, NULL, "Render","fx_5_0",D3D10_SHADER_ENABLE_STRICTNESS|D3D10_SHADER_DEBUG, NULL, NULL,
&g_pShader, &g_pErrorMsgs, &hr ) != S_OK ) return E_FAIL;


hr = D3DX11CreateEffectFromMemory( g_pShader, g_pShader->GetBufferSize(), NULL,
g_pDevice, &g_pEffect);




heres my fx file( I copied that from a dx10 tutorial):


//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
float4 VS( float4 Pos : POSITION ) : SV_POSITION
{
return Pos;
}


//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( float4 Pos : SV_POSITION ) : SV_Target
{
return float4( 1.0f, 1.0f, 0.0f, 1.0f ); // Yellow, with Alpha = 1
}


//--------------------------------------------------------------------------------------
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}





Doesnt matter if I set the profile to "fx_5_0" or "fx_4_0", it still says "Effect version is unrecognized. This runtime supports fx_5_0 to fx_5_0."...
What is happening?

--EDIT---

I just figured out I have to use ID3D10Blob->GetBufferPointer() and not just the ID3D10Blob..

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Icebone1000    1958
Im getting the following dx errors:

D3D11: ERROR: ID3D11Device::CreateVertexShader: The pClassLinkage parameter must be NULL, unless GetFeatureLevel returns D3D_FEATURE_LEVEL_11_0 or greater.

D3D11: ERROR: ID3D11Device::CreatePixelShader: The pClassLinkage parameter must be NULL, unless GetFeatureLevel returns D3D_FEATURE_LEVEL_11_0 or greater.

D3D11: ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound.

D3D11: ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit.


The first 2 I dont know how to set, since Im using effects, and not creating the shaders myself...

The last 2 I have no idea( maybe they happen because of the first 2? ) Im trying to find if theres anything I should do that is different for dx 11( since Im using dx10 samples as reference..)

heres my functions( tell me if you need more code ):

HRESULT InitIA(){

//create input buffers

ID3D11Buffer *pInputBuffer = NULL;

if( SetTriangleBuffer( pInputBuffer ) != S_OK ) return E_FAIL;

//compile fx file, create effect and shader objects:

if( SetEffect() != S_OK ) return E_FAIL;


//create input layout object

D3D11_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};


D3DX11_PASS_DESC pass = {0};
g_pEPass->GetDesc( &pass );
if( g_pDevice->CreateInputLayout( layout, 2, pass.pIAInputSignature, pass.IAInputSignatureSize, &g_pInputLayout ) != S_OK ) return E_FAIL;

//bind objects to the IA stage

UINT stride = sizeof( vposcolor );
UINT offset = NULL;
g_pDIContext->IASetVertexBuffers( 0, 1, &pInputBuffer, &stride, &offset );

g_pDIContext->IASetInputLayout( g_pInputLayout );

//specify the primitive type

g_pDIContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );



return S_OK;
}
//===========
HRESULT SetEffect(){

HRESULT hr = NULL;

//compile fx file

if( D3DX11CompileFromFile( L"Tutorial02.fx", NULL, NULL, "Render",
"fx_5_0", D3D10_SHADER_ENABLE_STRICTNESS|D3D10_SHADER_DEBUG, NULL, NULL,
&g_pShader, &g_pErrorMsgs, &hr ) != S_OK ) return E_FAIL;

//create effect

if( D3DX11CreateEffectFromMemory( g_pShader->GetBufferPointer(), g_pShader->GetBufferSize(), NULL,
g_pDevice, &g_pEffect) != S_OK ) return E_FAIL;

//get technique

g_pETech = g_pEffect->GetTechniqueByName( "Render" );

//get pass

g_pEPass = g_pETech->GetPassByIndex( 0 );

return S_OK;
}
//===========
VOID Render(){

FLOAT fClearColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };

g_pDIContext->ClearRenderTargetView( g_pRTV, fClearColor );


g_pEPass->Apply( 0, g_pDIContext );
g_pDIContext->Draw( 3, 0 );

g_pSwapChain->Present( 0, 0 );

}



The first 2 errors happen at D3DX11CreateEffectFromMemory, the last too at the draw call..Anything Im missing?

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bubu LV    1436
First two are known bug with August 2009 SDK. Here is the fix: http://forums.xna.com/forums/t/38767.aspx (see last post at the bottom of page).

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Icebone1000    1958
Im sorry, I dont get it very well..

Since Im not creating any shaders separately, just creating the effect from memory, what should I do? Just create an "fake" shader object? I dont get very well what ppl are doing on those posts.

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DieterVW    724
You need the following code in order to fix the class linkage problem:

File: EffectNonRuntime.cpp

// This is a regular shader
D3D_FEATURE_LEVEL level = m_pDevice->GetFeatureLevel();
if(pShader->pReflectionData->RasterizedStream == D3D11_SO_NO_RASTERIZED_STREAM)
{
pShader->IsValid = FALSE;
}
else if(level == D3D_FEATURE_LEVEL_11_0)
{
if(FAILED((m_pDevice->*(pShader->pVT->pCreateShader))(
(UINT *) pShader->pReflectionData->pBytecode,
pShader->pReflectionData->BytecodeLength,
m_pClassLinkage, &
pShader->pD3DObject) ) )
pShader->IsValid = FALSE;
}
else
{
if(FAILED((m_pDevice->*(pShader->pVT->pCreateShader))(
(UINT *) pShader->pReflectionData->pBytecode, pShader->pReflectionData->BytecodeLength,
0,
&pShader->pD3DObject) ) )
pShader->IsValid = FALSE;
}


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