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about geometry shader

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Hello everybody!
welcome to my first post.I'm a beginner to HLSL,this days I have tryed to write a simple geometry demo in d3d11,
but without using the effect framework, the code just like following,in the geometry shader I want to create one triangle strip as a point sprite,
but it didn't work,nothing display on the screen,why it happens?can anyone give me some suggestion? thanks very much.



HRESULT hr = S_OK;
ID3DBlob* pd3dBlob = NULL;
hr = CompileShaderFromFile(_T("gstest.fx"), "VS_Proc", "vs_4_0", &pd3dBlob);
if (!SUCCEEDED(hr))
return hr;
hr = pd3d11Device->CreateVertexShader(pd3dBlob->GetBufferPointer(), pd3dBlob->GetBufferSize(), NULL, &g_pVertexShader);
if (!SUCCEEDED(hr))
{
SAFE_RELEASE(pd3dBlob);
return hr;
}
const D3D11_INPUT_ELEMENT_DESC layoutParticle[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
hr = pd3d11Device->CreateInputLayout(layoutParticle, 1, pd3dBlob->GetBufferPointer(), pd3dBlob->GetBufferSize(), &g_playoutInput);
SAFE_RELEASE(pd3dBlob);
if (!SUCCEEDED(hr)) return hr;
if (!SUCCEEDED(hr)) return hr;
hr = CompileShaderFromFile(_T("gstest.fx"), "GS_Proc", "gs_4_0", &pd3dBlob);
if (!SUCCEEDED(hr)) return hr;
hr = pd3d11Device->CreateGeometryShader(pd3dBlob->GetBufferPointer(), pd3dBlob->GetBufferSize(), NULL, &g_pGeometryShader);
SAFE_RELEASE(pd3dBlob);
if (!SUCCEEDED(hr)) return hr;
hr = CompileShaderFromFile(_T("gstest.fx"), "PS_Proc", "ps_4_0", &pd3dBlob);
if (!SUCCEEDED(hr)) return hr;
hr = pd3d11Device->CreatePixelShader(pd3dBlob->GetBufferPointer(), pd3dBlob->GetBufferSize(), NULL, &g_pPixelShader);
SAFE_RELEASE(pd3dBlob);

// next render scene
float fClearColor[4] = {0.0f, 0.0f, 1.0f, 0.0f};
ID3D11DeviceContext* pd3d11DevContext = g_dxManager11.GetD3D11DeviceContext();
IDXGISwapChain* pdxgiSwapChain = g_dxManager11.GetDXGISwapChain();
ID3D11RenderTargetView* pd3d11RTView = g_dxManager11.GetD3D11RenderTargetView();
ID3D11DepthStencilView* pd3d11DSView = g_dxManager11.GetD3D11DepthStencilView();
pd3d11DevContext->ClearRenderTargetView(pd3d11RTView, fClearColor);
pd3d11DevContext->ClearDepthStencilView(pd3d11DSView, D3D11_CLEAR_DEPTH, 1.0f, 0);

pd3d11DevContext->VSSetShader(g_pVertexShader, NULL, 0);
pd3d11DevContext->GSSetShader(g_pGeometryShader, NULL, 0);
pd3d11DevContext->PSSetShader(g_pPixelShader, NULL, 0);

D3D11_MAPPED_SUBRESOURCE d3d11MappedRes;
HRESULT hr = pd3d11DevContext->Map(g_bufMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &d3d11MappedRes);
MatrixBuffer* pbufMatrix = (MatrixBuffer*)d3d11MappedRes.pData;
memcpy(pbufMatrix, &g_mb, sizeof(MatrixBuffer));
pd3d11DevContext->Unmap(g_bufMatrix, 0);

pd3d11DevContext->VSSetConstantBuffers(0, 1, &g_bufMatrix);

pd3d11DevContext->IASetInputLayout(g_playoutInput);

UINT nStride = sizeof(GSTestVertex);
UINT nOffset = 0;
pd3d11DevContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &nStride, &nOffset);
pd3d11DevContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
pd3d11DevContext->Draw(4, 0);
pd3d11DevContext->GSSetShader(NULL, NULL, 0);
pdxgiSwapChain->Present(1, 0);


// the fx file:

struct GS_Input
{
float3 fv3Pos : POSITION;
};


struct PS_Input
{
float4 fv4Pos : SV_POSITION;
float4 fv4Color : COLOR;
};

cbuffer MatrixBuffer : register(b0)
{
matrix g_matWorld;
matrix g_matView;
matrix g_matProj;
matrix g_matWVP;
matrix g_matInvView;
matrix g_matInvProj;
}

cbuffer ImmutableBuffer
{
float3 g_fv3Corner[4] =
{
float3(-1.0f, 1.0f, 0.0f),
float3(1.0f, 1.0f, 0.0f),
float3(-1.0f, -1.0f, 0.0f),
float3(1.0f, -1.0f, 0.0f)
};
float4 g_fv4Color[4] =
{
float4(0.0f, 0.0f, 0.0f, 1.0f),
float4(1.0f, 0.0f, 0.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 1.0f),
float4(0.0f, 0.0f, 1.0f, 1.0f)
};
}

GS_Input VS_Proc(float3 fv3Pos : POSITION)
{
GS_Input outData;
outData.fv3Pos = fv3Pos;
/*PS_Input outData;
outData.fv4Pos = mul(float4(fv3Pos, 1.0f), g_matWVP);
outData.fv4Color = float4(1.0f, 0.0f, 0.0f, 1.0f);*/
return outData;
}

[maxvertexcount(4)]
void GS_Proc(point GS_Input inData[1], inout TriangleStream<PS_Input> SpriteStream)
{
PS_Input outData[4];
for (int i = 0; i < 4; i++)
{
float3 fv3Corner = g_fv3Corner * 10.0f;
fv3Corner = mul(fv3Corner, (float3x3)g_matInvView) + inData[0].fv3Pos;
float4 fv4Corner = float4(fv3Corner, 1.0f);
outData.fv4Pos = mul(fv4Corner, g_matWVP);
outData.fv4Color = g_fv4Color;
SpriteStream.Append(outData);
}
SpriteStream.RestartStrip();
}

float4 PS_Proc(PS_Input inData) : SV_TARGET
{
return inData.fv4Color;
}



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Many things can go wrong, your best option is to debug your application with PIX.



thanks.

I tried,but not output to PIX on the application with d3d11.

while i use only vertex shader and pixel shader,the execution toward an anticipated end.

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