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DX11 DirectX11 Shader file problem

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Hey there, just started using DirectX11, having a problem with my shader file and I have no idea what is happening.

I had my really simple float4 VShader and PShader, but then I made a struct so my Vertex shader could return 2 values.

I made a struct called VOut, and did what I believe is correct, but I think I need a more experienced programmer to look at it and tell me what is wrong.

Here is my .fx file
[CODE]
//Created by Tim Lawton 2012
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
// create a VOut struct
VOut output;
// set the output values
output.position = position;
output.color = color;
// return the output values
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
[/CODE]

here is my object.cpp that loads the shader files
[CODE]
#include "Object.h"
Object::Object()
{
}
Object::~Object()
{
}
void Object::Render(ID3D11DeviceContext * pImmediateContext)
{
// Render a triangle
VertexShader(pImmediateContext);
PixelShader(pImmediateContext);
pImmediateContext->Draw( 3, 0 );
}

void Object::VertexShader(ID3D11DeviceContext * pImmediateContext)
{
pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
}

void Object::PixelShader(ID3D11DeviceContext * pImmediateContext)
{
pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
}

HRESULT Object::CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile( szFileName,
NULL,
NULL,
szEntryPoint,
szShaderModel,
dwShaderFlags,
0,
NULL,
ppBlobOut,
&pErrorBlob,
NULL );
if( FAILED(hr) )
{
if( pErrorBlob != NULL )
OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
if( pErrorBlob ) pErrorBlob->Release();
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();
return S_OK;
}

HRESULT Object::InitObject(ID3D11Device * device, ID3D11DeviceContext * pImmediateContext)
{
HRESULT hr = S_OK;

// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
hr = CompileShaderFromFile( L"Shader.fx",
"VShader",
"vs_4_0",
&pVSBlob );

if( FAILED( hr ) )
{
MessageBox( NULL,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}

// Create the vertex shader
hr = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
return hr;
}

// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout );
pVSBlob->Release();
if( FAILED( hr ) )
return hr;
// Set the input layout
pImmediateContext->IASetInputLayout( g_pVertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( L"Shader.fx",
"PShader",
"ps_4_0",
&pPSBlob );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return hr;
}
// Create the pixel shader
hr = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
pPSBlob->Release();
if( FAILED( hr ) )
return hr;
// Create vertex buffer
SimpleVertex vertices[] =
{
XMFLOAT3( 0.0f, 0.5f, 0.5f ),
XMFLOAT3( 0.5f, -0.5f, 0.5f ),
XMFLOAT3( -0.5f, -0.5f, 0.5f ),
};
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 3;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
hr = device->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED( hr ) )
return hr;
// Set vertex buffer
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
// Set primitive topology
pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

return hr;

}
void Object::CleanupObject()
{
if( g_pVertexBuffer ) g_pVertexBuffer->Release();
if( g_pVertexLayout ) g_pVertexLayout->Release();
if( g_pVertexShader ) g_pVertexShader->Release();
if( g_pPixelShader ) g_pPixelShader->Release();
}
[/CODE]



It crashing on the "pImmediateContext->Draw( 3, 0 );" in my Render Function. If anyone could take a look and tell me whats wrong with it I'd be greatful!

Thanks!

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Typically a shader can't crash your program unless you some how manage to crash your display driver (time out for example).

If you shader compiles correctly, then the problem is probably elsewhere. You could show the code around your drawing command.

Calling these function:

pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

in the loading part of the program may be considered a bit unsafe. Typically you call those function (just) before the draw command. Since your data may be in different vertex buffers and have different topologies, you can't assume that they will stay the same during the whole program run.

One question : have you set your vertex declaration?

Cheers!

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Hey,

thanks for the reply. To your question, yeah I have declared the Vertex in my header file. But everything was working fine before with the previous .fx file. Here is what my .fx file looked like BEFORE and it worked, with no warnings or errors.

[CODE]
float4 VShader(float4 position : POSITION) : SV_POSITION
{
return position;
}
float4 PShader() : SV_TARGET
{
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}
[/CODE]

Since I've created the "VOut" struct it doesn't like it, and breaks on the draw function.

So I'm pretty sure it's something to do with my .fx file. Edited by Xuchilbara

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Saying your program is "crashing" isn't particularly helpful. If it crashes in the debugger, you will have access to plenty of useful information about the crash. For instance the current stack trace, or the exception code, or the address of memory that it was attempting to access. For debugging D3D, you should also ensure that you create the device with the D3D11_CREATE_DEVICE_DEBUG flag specified for debug builds. This will cause the runtime to output messages when you screw something up.

Anyway your problem is that you're also specifying an additional [i]input[/i] (color) for your vertex shader and not just an output. Your input layout only has a position element, and when you attempt to draw with a vertex shader that expects position + color it will fail. I was able to figure this out just by looking at your code, but in general it always helps to give more information. And enabling the debug device is just good practice, you will catch a lot of errors with that in the future.

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