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Geometry shader wont compile...

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I am building a marching cube geometry shader but it does not compile... Can someone verify my shader?


[maxvertexcount(15)]
void gs_main(point Cluster cluster[1], inout TriangleStream < Pixel > pixels)
{
// Determine cube index
int cubeIndex = 0;
for(int i = 0; i < 8; ++i)
if(cluster[0].densities <= 0.5f)
cubeIndex |= (1 << i);

// Get intersecting edges
uint cubeEdge = bufEdgeTable[cubeIndex];
if(cubeEdge)
{
// Iterators
uint i, j;

// Gather edges
uint edgeCount = 0;
uint edges[12][2];
for(i = 0; i < 12; ++i)
{
if(cubeEdge & (1 << i))
{
edges[edgeCount][0] = bufVertexTable[i * 2 + 0];
edges[edgeCount][1] = bufVertexTable[i * 2 + 1];
++edgeCount;
}
}

// Gather triangle indices
uint triangleCount = 0;
uint triangles[5][3];
for(i = 0; bufTriangleTable[cubeIndex * 16 + i] != -1; i += 3)
{
triangles[triangleCount][0] = bufTriangleTable[cubeIndex * 16 + i + 0];
triangles[triangleCount][1] = bufTriangleTable[cubeIndex * 16 + i + 1];
triangles[triangleCount][2] = bufTriangleTable[cubeIndex * 16 + i + 2];
++triangleCount;
}

float4 positions[12];

for(i = 0; i < edgeCount; ++i)
{
float theta = (0.5f - cluster[0].densities[edges[0]]) / (cluster[0].densities[edges[1]] - cluster[0].densities[edges[0]]);
positions = lerp(cluster[0].corners[edges[0]], cluster[0].corners[edges[1]], theta);
}

for(i = 0; i < triangleCount; ++i)
{
for(j = 0; j < 3; ++j)
{
Pixel pixel;
pixel.hposition = mul(matViewProjection, positions[triangles[j]]);
pixel.density = 1.0f;
pixels.Append(pixel);
}
pixels.RestartStrip();
}
}
}


This is the error I get:

[color=#444444]error X4580: emitting a system-interpreted value which is not written in every execution path of the shader

Clearly there is something wrong here...

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Hmm I'm not familiar with geometry shaders, but the error sounds a lot like what you get if you've not assigned a value to an out parameter in every possible execution path.
eg, your pixels parameter

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This is how I defined "Pixel":


struct Pixel
{
float4 hposition : SV_POSITION;
float density : DENSITY;
}


I was able to shuffle some code and get the shader to compile... But things that should work do not work...

this works :



uint edgeCount = 0;
for(i = 0; i < 12; ++i)
{
if(cubeEdge & (1 << i))
{
positions[edgeCount] = ...
}
++edgeCount;
}


while this does not :



for(i = 0; i < 12; ++i)
{
if(cubeEdge & (1 << i))
{
positions = ...
}
}

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