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RythBlade

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

3 posts in this topic

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:

[CODE]
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 ]
[/CODE]

Here are the relevant code snippets from my shader:
[CODE]
// 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;
}
[/CODE]


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!!
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No I'm not.....goddamn it! I was hoping for a quick win.....Ok. Yeah it looks like you're right, just stumbled onto [url="http://www.gamedev.net/topic/542778-samplerstate-within-shader-snt-working-in-d3d10/"]this post[/url] after reading your reply. It seems my google-fu is still not as strong as I'd hoped.
Thanks very much for the help!
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For all those that are interested - just found [url="http://www.gamedev.net/topic/610868-dx-11-shadersmaterials-design/page__hl__samplerstate"]this post[/url] 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.
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