Sign in to follow this  

DX11 [SlimDX] Problems Creating InputLayout in DirectX 11

This topic is 2868 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm using the MiniTri D3D11 sample that's in the repository (DX11 branch), I've updated all of the code to match the changes made since that was written and the latest SDK (Feb 2010). I'm having difficulty creating an InputLayout from the MiniTri.fx vertex shader however. Relevant code is below:
string errors;

using (D3D11.ShaderBytecode vsShaderByte = D3D11.ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", SlimDX.Direct3D11.ShaderFlags.None, SlimDX.Direct3D11.EffectFlags.None, null, null, out errors))
{
    VertexShader = new SlimDX.Direct3D11.VertexShader(Device, vsShaderByte);
    D3D11.ShaderSignature s = D3D11.ShaderSignature.GetInputSignature(vsShaderByte);
    Layout = new D3D11.InputLayout(Device, s, inputElements);
}

The code breaks on the "Layout = ..." line, with the following error in my output window:
D3D11: ERROR: ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size. [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE ]
Unfortunately, I don't have a clue what that means, and Google hasn't been too helpful so far either. For reference, the MiniTri.fx file is as follows:
struct VS_IN
{
	float4 pos : POSITION;
	float4 col : COLOR;
};

struct PS_IN
{
	float4 pos : SV_POSITION;
	float4 col : COLOR;
};


PS_IN VS( VS_IN input )
{
	PS_IN output = (PS_IN)0;
	
	output.pos = input.pos;
	output.col = input.col;
	
	return output;
}

float4 PS( PS_IN input ) : SV_Target
{
	return input.col;
}

technique10 Render
{
	pass P0
	{
		SetGeometryShader( 0 );
		SetVertexShader( CompileShader( vs_4_0, VS() ) );
		SetPixelShader( CompileShader( ps_4_0, PS() ) );
	}
}

[Edited by - adt7 on March 7, 2010 2:11:46 PM]

Share this post


Link to post
Share on other sites
Still no joy on this. I realise I left out the contents of the inputElements variable in my above post:

            D3D11.InputElement[] inputElements = new SlimDX.Direct3D11.InputElement[]
{
new D3D11.InputElement("POSITION",0,DXGI.Format.R32G32B32A32_Float,0,0),
new D3D11.InputElement("COLOR",0,DXGI.Format.R8G8B8A8_UNorm,16,0)
};[/lang]

Share this post


Link to post
Share on other sites
Newbie here so please beware of the advice :p.

But isn't DXGI.Format.R8G8B8A8_UNorm an integer format?
and your color is actually a float4?

Shouldn't it be DXGI.Format.R32G32B32A32_Float in your InputElements?

edit:
ie:
new D3D11.InputElement("COLOR",0,DXGI.Format.R32G32B32A32_Float,16,0)

Share this post


Link to post
Share on other sites
Quote:
Original post by Mike.Popoloski
Does your effect file perhaps have a Unicode encoding? That always causes all sorts of strange errors to occur.


Nope. It's copied straight from the repository.

I've tried saving one out from Notepad with ANSI encoding and still the same problem.

Don't Unicode .fx files normally throw errors at compile time? Rather than when using the result of the compile?

Quote:
Original post by LostIchi
Newbie here so please beware of the advice :p.

But isn't DXGI.Format.R8G8B8A8_UNorm an integer format?
and your color is actually a float4?

Shouldn't it be DXGI.Format.R32G32B32A32_Float in your InputElements?

edit:
ie:
new D3D11.InputElement("COLOR",0,DXGI.Format.R32G32B32A32_Float,16,0)


I thought that might be a problem (not that it should be) and have tried this already, same deal.

Share this post


Link to post
Share on other sites
This is frustrating the hell out of me now.

Someone must be using DirectX 11 with SlimDX, or it must have at least been tested by the SlimDX guys.

Is there not an updated MiniTri sample for DirectX 11 out there?

How else am I meant to create a valid ShaderSignature to be used to generate an InputLayout without using the Effects framework from SlimDX.Direct3D10?

EDIT: The files I'm working with can be found here.

[Edited by - adt7 on March 8, 2010 5:16:06 AM]

Share this post


Link to post
Share on other sites
Quote:
Original post by adt7
Is there not an updated MiniTri sample for DirectX 11 out there?


Yes, it is indeed a shame that there isn't a MiniTri11 example included in the SlimDX SDK. I think its pretty essential.
I've updated MiniTri10 to work with DX11. You can find it here:

http://pastebin.com/xW21pnG4

Just use the FX file from the MiniTri10 example.

Share this post


Link to post
Share on other sites
Thanks a lot for that. Rating++.

I didn't realise that using "dummy" in the Effect constructor would allow you to compile a SlimDX.Direct11.Effect, I simply saw the parameter and figured it was the same as when compiling a Vertex Shader/Pixel Shader separately and that didn't work when I tried it.

Now to get on with some actual work!

Although this still doesn't solve the fact that the InputLayout ctor is throwing up an error with what should be valid input.

[Edited by - adt7 on March 8, 2010 9:34:20 AM]

Share this post


Link to post
Share on other sites
Apologies for bumping this again, but I'm hoping it'll catch one of the SlimDX guy's eye again.

As said already, I've started making some progress by using Effects rather than trying to produce seperate VertexShader and PixelShader objects, however, ideally, this is what I want to be able to do.

So, is there a reason why the InputLayout ctor is failing with what I assume is a valid ShaderSignature (it is produced from valid bytecode, so it should be, and no exception or errors appear on creation) from a compiled VertexShader?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Similar Content

    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
    • By xhcao
      Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.
      How to handle incoherent memory access in Direct3D 11? Thank you.
    • By _Engine_
      Atum engine is a newcomer in a row of game engines. Most game engines focus on render
      techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
      as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
      has fully workable editor that has an ability to play test edited scene. All system code has
      simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
      as much as possible.
      Currently the engine consists from:
      - Scene Editor with ability to play test edited scene;
      - Powerful system for binding properties into the editor;
      - Render system based on DX11 but created as multi API; so, adding support of another GAPI
        is planned;
      - Controls system based on aliases;
      - Font system based on stb_truetype.h;
      - Support of PhysX 3.0, there are samples in repo that use physics;
      - Network code which allows to create server/clinet; there is some code in repo which allows
        to create a simple network game
      I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
      I plan to add support for mobile devices. And of course, the main focus is to create a toolset
      that will ease games creation.
      Link to repo on source code is - https://github.com/ENgineE777/Atum
      Video of work process in track based editor can be at follow link: 
       
       

    • By mister345
      I made a spotlight that
      1. Projects 3d models onto a render target from each light POV to simulate shadows
      2. Cuts a circle out of the square of light that has been projected onto the render target
      as a result of the light frustum, then only lights up the pixels inside that circle 
      (except the shadowed parts of course), so you dont see the square edges of the projected frustum.
       
      After doing an if check to see if the dot product of light direction and light to vertex vector is greater than .95
      to get my initial cutoff, I then multiply the light intensity value inside the resulting circle by the same dot product value,
      which should range between .95 and 1.0.
       
      This should give the light inside that circle a falloff from 100% lit to 0% lit toward the edge of the circle. However,
      there is no falloff. It's just all equally lit inside the circle. Why on earth, I have no idea. If someone could take a gander
      and let me know, please help, thank you so much.
      float CalculateSpotLightIntensity(     float3 LightPos_VertexSpace,      float3 LightDirection_WS,      float3 SurfaceNormal_WS) {     //float3 lightToVertex = normalize(SurfacePosition - LightPos_VertexSpace);     float3 lightToVertex_WS = -LightPos_VertexSpace;          float dotProduct = saturate(dot(normalize(lightToVertex_WS), normalize(LightDirection_WS)));     // METALLIC EFFECT (deactivate for now)     float metalEffect = saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));     if(dotProduct > .95 /*&& metalEffect > .55*/)     {         return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));         //return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace))) * dotProduct;         //return dotProduct;     }     else     {         return 0;     } } float4 LightPixelShader(PixelInputType input) : SV_TARGET {     float2 projectTexCoord;     float depthValue;     float lightDepthValue;     float4 textureColor;     // Set the bias value for fixing the floating point precision issues.     float bias = 0.001f;     // Set the default output color to the ambient light value for all pixels.     float4 lightColor = cb_ambientColor;     /////////////////// NORMAL MAPPING //////////////////     float4 bumpMap = shaderTextures[4].Sample(SampleType, input.tex);     // Expand the range of the normal value from (0, +1) to (-1, +1).     bumpMap = (bumpMap * 2.0f) - 1.0f;     // Change the COORDINATE BASIS of the normal into the space represented by basis vectors tangent, binormal, and normal!     float3 bumpNormal = normalize((bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal));     //////////////// LIGHT LOOP ////////////////     for(int i = 0; i < NUM_LIGHTS; ++i)     {     // Calculate the projected texture coordinates.     projectTexCoord.x =  input.vertex_ProjLightSpace[i].x / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     projectTexCoord.y = -input.vertex_ProjLightSpace[i].y / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))     {         // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.         depthValue = shaderTextures[6 + i].Sample(SampleTypeClamp, projectTexCoord).r;         // Calculate the depth of the light.         lightDepthValue = input.vertex_ProjLightSpace[i].z / input.vertex_ProjLightSpace[i].w;         // Subtract the bias from the lightDepthValue.         lightDepthValue = lightDepthValue - bias;         float lightVisibility = shaderTextures[6 + i].SampleCmp(SampleTypeComp, projectTexCoord, lightDepthValue );         // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.         // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.             if(lightDepthValue < depthValue)             {                 // Calculate the amount of light on this pixel.                 float lightIntensity = saturate(dot(bumpNormal, normalize(input.lightPos_LS[i])));                 if(lightIntensity > 0.0f)                 {                     // Determine the final diffuse color based on the diffuse color and the amount of light intensity.                     float spotLightIntensity = CalculateSpotLightIntensity(                         input.lightPos_LS[i], // NOTE - this is NOT NORMALIZED!!!                         cb_lights[i].lightDirection,                          bumpNormal/*input.normal*/);                     lightColor += cb_lights[i].diffuseColor*spotLightIntensity* .18f; // spotlight                     //lightColor += cb_lights[i].diffuseColor*lightIntensity* .2f; // square light                 }             }         }     }     // Saturate the final light color.     lightColor = saturate(lightColor);    // lightColor = saturate( CalculateNormalMapIntensity(input, lightColor, cb_lights[0].lightDirection));     // TEXTURE ANIMATION -  Sample pixel color from texture at this texture coordinate location.     input.tex.x += textureTranslation;     // BLENDING     float4 color1 = shaderTextures[0].Sample(SampleTypeWrap, input.tex);     float4 color2 = shaderTextures[1].Sample(SampleTypeWrap, input.tex);     float4 alphaValue = shaderTextures[3].Sample(SampleTypeWrap, input.tex);     textureColor = saturate((alphaValue * color1) + ((1.0f - alphaValue) * color2));     // Combine the light and texture color.     float4 finalColor = lightColor * textureColor;     /////// TRANSPARENCY /////////     //finalColor.a = 0.2f;     return finalColor; }  
      Light_vs.hlsl
      Light_ps.hlsl
  • Popular Now