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DX11 D3D11 not drawing

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I am trying to draw 2 white triangles to the screen. The only thing that shows up every frame is a solid color (which is the color I clear the screen to). Using PIX I am able to clearly see that the triangles are going through the vertex shader. I can not figure out why they wont show up when I call Present(). Any help is greatly appreciated.

d3d initiate code

CString CRender::Initiate(void)
{
CString retval;
HRESULT hr;
DXGI_ADAPTER_DESC Desc;

hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&m_pFactory));
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::CreateDXGIFactory] ") + ConvertDXError(hr), ET_Error);
}
if(m_pFactory->EnumAdapters(0, &m_pAdapter) == DXGI_ERROR_NOT_FOUND)
{
Shutdown();
return CShared::m_pError->PushError("[CRender::Initiate::m_pFactory->EnumAdapters] DXGI_ERROR_NOT_FOUND", ET_Error);
}
hr = m_pAdapter->GetDesc(&Desc);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pAdapter->GetDesc] ") + ConvertDXError(hr), ET_Error);
}
// TODO: this is adding a space at the end... it has something to do with wchar_t stuff
CShared::m_pLog->Print(CString::Format(L"%s", Desc.Description));
CShared::m_pLog->Print(CString::Format("\n Dedicated video memory: %0.2f MB\n Dedicated system memory: %0.2f MB\n Shared system memory: %0.2f MB\n",
(float)Desc.DedicatedVideoMemory / (1024 * 1024), (float)Desc.DedicatedSystemMemory / (1024 * 1024), (float)Desc.SharedSystemMemory / (1024 * 1024)));
// TODO: get outputs, display modes, refresh rates, etc
// TODO: check to make sure requirements are met
// create window
m_pWindow = new CWindow();
assert(m_pWindow != 0);
if((m_cvarFullscreen.GetValue()).bVal)
retval = m_pWindow->Create(WINDOW_TITLE, -1, -1);
else
retval = m_pWindow->Create(WINDOW_TITLE, m_cvarResolutionWidth.GetValue(), m_cvarResolutionHeight.GetValue());
if(retval != "OK")
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pWindow->Create] ") + retval, ET_Error);
}
// TODO: if fullscreen window size does not match cvars, change cvars to match it here
D3D_FEATURE_LEVEL featurelevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
D3D_FEATURE_LEVEL featurelevelcreated;
UINT flags = 0;
#ifdef _DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
CShared::m_pLog->Print("D3D11_CREATE_DEVICE_DEBUG\n");
#endif
DXGI_SWAP_CHAIN_DESC scd;
memset(&scd, 0, sizeof(DXGI_SWAP_CHAIN_DESC));
scd.BufferCount = 1;
scd.BufferDesc.Width = (long)m_cvarResolutionWidth.GetValue();
scd.BufferDesc.Height = (long)m_cvarResolutionHeight.GetValue();
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = (*m_pWindow);
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = TRUE; // always true since fullscreen mode is just a window covering the entire screen
hr = D3D11CreateDeviceAndSwapChain(m_pAdapter,
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
flags,
featurelevels,
sizeof(featurelevels) / sizeof(featurelevels[0]),
D3D11_SDK_VERSION,
&scd,
&m_pSwapChain,
&m_pDevice,
&featurelevelcreated,
&m_pImmediateContext);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::D3D11CreateDevice] ") + ConvertDXError(hr), ET_Error);
}
// check which version was created
switch(featurelevelcreated)
{
case D3D_FEATURE_LEVEL_11_0:
CShared::m_pLog->Print("D3D_FEATURE_LEVEL_11_0\n");
break;
case D3D_FEATURE_LEVEL_10_1:
CShared::m_pLog->Print("D3D_FEATURE_LEVEL_10_1\n");
break;
case D3D_FEATURE_LEVEL_10_0:
CShared::m_pLog->Print("D3D_FEATURE_LEVEL_10_0\n");
break;
default: // unsupported version created
// TODO: quit normally but continue if the m_cvar is set to ignore this
break;
}
ID3D11Texture2D *pBuffer = 0;
hr = m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBuffer);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pSwapChain->GetBuffer] ") + ConvertDXError(hr), ET_Error);
}
hr = m_pDevice->CreateRenderTargetView(pBuffer, NULL, &m_pRenderTargetView);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pDevice->CreateRenderTargetView] ") + ConvertDXError(hr), ET_Error);
}
pBuffer->Release();
m_pImmediateContext->OMSetRenderTargets(1, &m_pRenderTargetView, NULL);
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)m_cvarResolutionWidth.GetValue();
vp.Height = (FLOAT)m_cvarResolutionHeight.GetValue();
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_pImmediateContext->RSSetViewports(1, &vp);
// create the console's vertex buffer
CVector3D verts[] = {
CVector3D(-1.0f, 0.0f, 0.0f), // bottom left
CVector3D(-1.0f, 1.0f, 0.0f), // top left
CVector3D(1.0f, 0.0f, 0.0f), // bottom right
CVector3D(1.0f, 1.0f, 0.0f), // top right
};
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.ByteWidth = sizeof(CVector3D) * 4;
D3D11_SUBRESOURCE_DATA sd;
memset(&sd, 0, sizeof(sd));
sd.pSysMem = verts;
hr = m_pDevice->CreateBuffer(&bd, &sd, &m_pvbConsole);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pDevice->CreateBuffer] ") + ConvertDXError(hr), ET_Error);
}
// set up the console's vertex shader
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ID3DBlob *pShader = 0;
ID3DBlob *pErrorMsgs = 0;
unsigned int uiFlags = D3DCOMPILE_ENABLE_STRICTNESS, uiLayoutSize = sizeof(layout) / sizeof(layout[0]);
#ifdef _DEBUG
uiFlags |= D3DCOMPILE_DEBUG;
#endif
hr = D3DX11CompileFromFile("console.fx", NULL, NULL, "VS", "vs_4_0", uiFlags, 0, NULL, &pShader, &pErrorMsgs, NULL);
if(pErrorMsgs)
{
CShared::m_pLog->Print(CString(static_cast<char*>(pErrorMsgs->GetBufferPointer())) + "\n");
pErrorMsgs->Release();
pErrorMsgs = 0;
}
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::D3DX11CompileFromFile] ") + ConvertDXError(hr), ET_Error);
}
hr = m_pDevice->CreateVertexShader(pShader->GetBufferPointer(), pShader->GetBufferSize(), NULL, &m_pvsConsole);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pDevice->CreateVertexShader] ") + ConvertDXError(hr), ET_Error);
}
hr = m_pDevice->CreateInputLayout(layout, uiLayoutSize, pShader->GetBufferPointer(), pShader->GetBufferSize(), &m_pilConsole);
pShader->Release();
pShader = 0;
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pDevice->CreateInputLayout] ") + ConvertDXError(hr), ET_Error);
}
// set up the pixel shader for the console
hr = D3DX11CompileFromFile("console.fx", NULL, NULL, "PS", "ps_4_0", uiFlags, 0, NULL, &pShader, &pErrorMsgs, NULL);
if(pErrorMsgs)
{
CShared::m_pLog->Print(CString(static_cast<char*>(pErrorMsgs->GetBufferPointer())) + "\n");
pErrorMsgs->Release();
pErrorMsgs = 0;
}
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::D3DX11CompileFromFile] ") + ConvertDXError(hr), ET_Error);
}
hr = m_pDevice->CreatePixelShader(pShader->GetBufferPointer(), pShader->GetBufferSize(), NULL, &m_ppsConsole);
if(FAILED(hr))
{
Shutdown();
return CShared::m_pError->PushError(CString("[CRender::Initiate::m_pDevice->CreatePixelShader] ") + ConvertDXError(hr), ET_Error);
}
pShader->Release();
pShader = 0;
return "OK";
}


drawing code


float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, color);
unsigned int uiStride = sizeof(CVector3D);
unsigned int uiOffset = 0;
m_pImmediateContext->IASetInputLayout(m_pilConsole);
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_pImmediateContext->IASetVertexBuffers(0, 1, &m_pvbConsole, &uiStride, &uiOffset);
m_pImmediateContext->VSSetShader(m_pvsConsole, NULL, 0);
m_pImmediateContext->PSSetShader(m_ppsConsole, NULL, 0);
m_pImmediateContext->Draw(4, 0);
m_pSwapChain->Present((m_cvarVSync.GetValue()).bVal ? 1 : 0, 0);


shader code


//--------------------------------------------------------------------------------------
// 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, 0.0f, 0.0f, 1.0f);
}

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Post your vertex sequence. If your vertices are in the wrong order (i.e. CCW instead of CW), D3D11 will think that the front of the polygon is not facing the camera and will not draw it.

For example (this does not draw anything):
//Start adding data
this->pVertexBuffer->AddData(new SimpleVertex_t(0.0f, 0.5f, 0.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)));
this->pVertexBuffer->AddData(new SimpleVertex_t(-0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)));
this->pVertexBuffer->AddData(new SimpleVertex_t(0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)));


While this does draw a triangle:
//Start adding data
this->pVertexBuffer->AddData(new SimpleVertex_t(0.0f, 0.5f, 0.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)));
this->pVertexBuffer->AddData(new SimpleVertex_t(0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)));
this->pVertexBuffer->AddData(new SimpleVertex_t(-0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)));

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Or even better, post your PIX frame grab and we can help you find the issue.

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I just uploaded some screenshots of my PIX frame. I have been going at this problem all night and can not see what I am doing wrong. The vertex order was in the code in the original post but here it is again


// create the console's vertex buffer
CVector3D verts[] = {
CVector3D(-1.0f, 0.0f, 0.0f), // bottom left
CVector3D(-1.0f, 1.0f, 0.0f), // top left
CVector3D(1.0f, 0.0f, 0.0f), // bottom right
CVector3D(1.0f, 1.0f, 0.0f), // top right
};


I have also tried changing the z number to 1.0f, -1.0f, and 0.5f but still got the same results.

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Everything seems right... Check the pixel history of a pixel that should be covered by the triangles... And post a screenshot smile.png

To which value are you clearing the depth buffer?

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I thought it would be a depth buffer issue so I began clearing it every frame and got the same result. I thought I set up the depth buffer wrong so I was going over it line by line when I noticed a C style cast that I wanted to change to a C++ style cast.


vp.Width = (FLOAT)m_cvarResolutionWidth.GetValue();
vp.Height = (FLOAT)m_cvarResolutionHeight.GetValue();


I store console variable values in a union inside of the console variable class, so I changed these lines to this:


vp.Width = static_cast<FLOAT>(m_cvarResolutionWidth.GetValue().lVal);
vp.Height = static_cast<FLOAT>(m_cvarResolutionHeight.GetValue().lVal);


Now everything is working fine!

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