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Farci

DirectX10 + HLSL Constantbuffer problem

7 posts in this topic

Hi,

I don't know why but dx10 always give me back a false result when I try to create buffer, in this case a constantbuffer.

[source lang="cpp"]struct SPSSSAOPerFrameBuffer
{
float m_sample_rad;
float m_scale;
float m_intensity;
float m_bias;
float m_screen_size_x;
float m_screen_size_y;
float m_random_size;
};

ID3D10Buffer* g_pPSSSAOPerFrameBuffer = 0;

D3D10_BUFFER_DESC PSSSAOPerFrameBufferDesciptor;

PSPerFrameBufferDesciptor.ByteWidth = sizeof(SPSSSAOPerFrameBuffer);
PSPerFrameBufferDesciptor.Usage = D3D10_USAGE_DYNAMIC;
PSPerFrameBufferDesciptor.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
PSPerFrameBufferDesciptor.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; PSPerFrameBufferDesciptor.MiscFlags = 0;

Result = g_pDevice->CreateBuffer(&PSSSAOPerFrameBufferDesciptor, 0, &g_pPSSSAOPerFrameBuffer);

if (Result != S_OK)
{
return false;
}[/source]

I'm getting back, in Result, the value E_INVALIDARG.
And thats the constantbuffer in hlsl.
[source lang="cpp"]cbuffer CBPSSSAOPerFrameBuffer
{
float1 m_sample_rad;
float1 m_scale;
float1 m_intensity;
float1 m_bias;
float1 m_screen_size_x;
float1 m_screen_size_y;
float1 m_random_size;
};
[/source]

Before you think I'm just too lazy to find a solution, I've already read the part for constantbuffers in the msdn (http://msdn.microsoft.com/en-us/library/windows/desktop/bb205130(v=vs.85).aspx#Create_a_Constant_Buffer) :).
And they are doing exactly the same. I really don't know what I'm doing wrong :(

I hope somebody can help me, thx so far.
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Radikalizm, could you maybe tell me how?^^

ahh I knew that was the problem... but I wasnt sure, I'll try that, thx guys :)
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The functions[url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb205086(v=vs.85).aspx"] D3D10CreateDevice[/url] and [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb205087(v=vs.85).aspx"]D3D10CreateDeviceAndSwapChain[/url] take a parameter called flags which takes a [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb204909(v=vs.85).aspx"]D3D10_CREATE_DEVICE_FLAG[/url] enum value which can enable certain API layers for your device.
Passing in the value D3D10_CREATE_DEVICE_DEBUG (as MJP said) will enable the debug layer for your device which will give you loads of information in your debug output when you encounter an issue.
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You could also force the debug layer on from the SDK's DirectX control panel if you do not want to change your device creation code.
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I'd suggest adding an 8th float to your HLSL cbuffer declaration too, just as padding to make it match the size of your C++ struct, otherwise your GPU and/or driver may get unhappy with you. Also consider adding packoffset and register declarations (see last example at [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb509581%28v=vs.85%29.aspx"]http://msdn.microsoft.com/en-us/library/windows/desktop/bb509581%28v=vs.85%29.aspx[/url]). All of these will make things much more robust for you.
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