• Advertisement
Sign in to follow this  

DX11 [DX11] HLSL 5 setting SamplerState from within the shader isn't working

This topic is 2132 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

Hi there,
I'm having some trouble with a hlsl shader I've written for a deferred shader to do texture mapping onto a road in my game.
Basically I define a SamplerState at the top of my shader which I then use to sample my textures to map onto the surface.
I've defined it based on the MSDN documentation so that I shouldn't need to create and set and Samplers from within my C++ code and it can all be done from within the shader.
However when I run it, the sampler seems to be ignored. The directx debug gives the following warning:


D3D11: WARNING: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. [ EXECUTION WARNING #352: DEVICE_DRAW_SAMPLER_NOT_SET ]


Here are the relevant code snippets from my shader:

// textures are passed in from my application
Texture2D widthMap : register ( t0 );
Texture2D lengthMap : register ( t1 );
// the sampler state defined in shader code so that my application
// doesn't have to
SamplerState MySampler
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
// pixel shader which samples the texture
POut PShader(PIn input)
{
.....
output.colour = float4(lengthMap.Sample(MySampler, float2(input.texCoord.y, 0.0f)));
......
return output;
}



Ignore the dodgy texture coordinate - the premise for my texture sampling is to "build" the actual texture out of 2 textures which define the u colour and v colour - when both the u and v are filled in then I use the colour, otherwise that pixel is set to black - I'm using it to generate the road lines so that I can define any road line layout I want based on 2 very small textures.

I've dug through a few of the DirectX samples and I can see them declaring the SamplerState at the top just like I have and seem to have no such problems.
I've also tried declaring a samplerstate for each texture I want to sample and within each state I set the "Texture" field to the target texture. I changed it to the current version as this is how the directx samples seem to do it.

This problem is also present everywhere I sample a texture in my deferred shaders as well!

I've got no idea what I've missed. I can't see any settings that I need to set to tell DirectX to use what ever the shader itself supplies, as far as I was aware - declaring it in my shader should work fine.

I can post more examples of my shader files if needed.

Has anyone got any suggests???

Thanks very much!!

Share this post


Link to post
Share on other sites
Advertisement
Are you using the effect framework? If not, as far as I know, you'll need to create the sampler (with the desired settings) in the program side and bind it to the register.

Best regards!

Share this post


Link to post
Share on other sites
No I'm not.....goddamn it! I was hoping for a quick win.....Ok. Yeah it looks like you're right, just stumbled onto this post after reading your reply. It seems my google-fu is still not as strong as I'd hoped.
Thanks very much for the help!

Share this post


Link to post
Share on other sites
For all those that are interested - just found this post which discusses a nice way to deal with this situation, which is what I'm now going to do. The developer automatically sets up a set of SamplerState objects in their engine and set them in the shaders by default. The shaders have a common include containing the register references for all of these so that all shaders have access to set of samplers etc automatically.

[Edit:] Though I'd give a quick update - this method works fantastically - all my shaders now have immediate access to any samplers they might need and its simplified my some parts of my engine code a lot! Works perfectly.

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By turanszkij
      Hi, right now building my engine in visual studio involves a shader compiling step to build hlsl 5.0 shaders. I have a separate project which only includes shader sources and the compiler is the visual studio integrated fxc compiler. I like this method because on any PC that has visual studio installed, I can just download the solution from GitHub and everything just builds without additional dependencies and using the latest version of the compiler. I also like it because the shaders are included in the solution explorer and easy to browse, and double-click to open (opening files can be really a pain in the ass in visual studio run in admin mode). Also it's nice that VS displays the build output/errors in the output window.
      But now I have the HLSL 6 compiler and want to build hlsl 6 shaders as well (and as I understand I can also compile vulkan compatible shaders with it later). Any idea how to do this nicely? I want only a single project containing shader sources, like it is now, but build them for different targets. I guess adding different building projects would be the way to go that reference the shader source project? But how would they differentiate from shader type of the sources (eg. pixel shader, compute shader,etc.)? Now the shader building project contains for each shader the shader type, how can other building projects reference that?
      Anyone with some experience in this?
    • By osiris_dev
      Hello!
      Have a problem with reflection shader for D3D11:
      1>engine_render_d3d11_system.obj : error LNK2001: unresolved external symbol IID_ID3D11ShaderReflection
      I tried to add this:
      #include <D3D11Shader.h>
      #include <D3Dcompiler.h>
      #include <D3DCompiler.inl>
      #pragma comment(lib, "D3DCompiler.lib")
      //#pragma comment(lib, "D3DCompiler_47.lib")
      As MSDN tells me but still no fortune. I think lot of people did that already, what I missing?
      I also find this article http://mattfife.com/?p=470
      where recommend to use SDK headers and libs before Wind SDK, but I am not using DirectX SDK for this project at all, should I?
    • By trojanfoe
      Hi there, this is my first post in what looks to be a very interesting forum.
      I am using DirectXTK to put together my 2D game engine but would like to use the GPU depth buffer in order to avoid sorting back-to-front on the CPU and I think I also want to use GPU instancing, so can I do that with SpriteBatch or am I looking at implementing my own sprite rendering?
      Thanks in advance!
    • By Matt_Aufderheide
      I am trying to draw a screen-aligned quad with arbitrary sizes.
       
      currently I just send 4 vertices to the vertex shader like so:
      pDevCon->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
      pDevCon->Draw(4, 0);
       
      then in the vertex shader I am doing this:
      float4 main(uint vI : SV_VERTEXID) : SV_POSITION
      {
       float2 texcoord = float2(vI & 1, vI >> 1);
      return float4((texcoord.x - 0.5f) * 2, -(texcoord.y - 0.5f) * 2, 0, 1);
      }
      that gets me a screen-sized quad...ok .. what's the correct way to get arbitrary sizes?...I have messed around with various numbers, but I think I don't quite get something in these relationships.
      one thing I tried is: 
       
      float4 quad = float4((texcoord.x - (xpos/screensizex)) * (width/screensizex), -(texcoord.y - (ypos/screensizey)) * (height/screensizey), 0, 1);
       
      .. where xpos and ypos is number of pixels from upper right corner..width and height is the desired size of the quad in pixels
      this gets me somewhat close, but not right.. a bit too small..so I'm missing something ..any ideas?
       
      .
    • By Stewie.G
      Hi,
      I've been trying to implement a gaussian blur recently, it would seem the best way to achieve this is by running a bur on one axis, then another blur on the other axis.
      I think I have successfully implemented the blur part per axis, but now I have to blend both calls with a proper BlendState, at least I think this is where my problem is.
      Here are my passes:
      RasterizerState DisableCulling { CullMode = BACK; }; BlendState AdditiveBlend { BlendEnable[0] = TRUE; BlendEnable[1] = TRUE; SrcBlend[0] = SRC_COLOR; BlendOp[0] = ADD; BlendOp[1] = ADD; SrcBlend[1] = SRC_COLOR; }; technique11 BlockTech { pass P0 { SetVertexShader(CompileShader(vs_5_0, VS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_5_0, PS_BlurV())); SetRasterizerState(DisableCulling); SetBlendState(AdditiveBlend, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff); } pass P1 { SetVertexShader(CompileShader(vs_5_0, VS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_5_0, PS_BlurH())); SetRasterizerState(DisableCulling); } }  
      D3DX11_TECHNIQUE_DESC techDesc; mBlockEffect->mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { deviceContext->IASetVertexBuffers(0, 2, bufferPointers, stride, offset); deviceContext->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); mBlockEffect->mTech->GetPassByIndex(p)->Apply(0, deviceContext); deviceContext->DrawIndexedInstanced(36, mNumberOfActiveCubes, 0, 0, 0); } No blur

       
      PS_BlurV

      PS_BlurH

      P0 + P1

      As you can see, it does not work at all.
      I think the issue is in my BlendState, but I am not sure.
      I've seen many articles going with the render to texture approach, but I've also seen articles where both shaders were called in succession, and it worked just fine, I'd like to go with that second approach. Unfortunately, the code was in OpenGL where the syntax for running multiple passes is quite different (http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/). So I need some help doing the same in HLSL :-)
       
      Thanks!
  • Advertisement