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DX11 DirectX11 Setting up the Constant Buffer help

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Hey there,

I've just setup my Constant Buffer in DirectX11, everything seems to be going fine, but the "IASetVertexBuffers" seems to be breaking while I debug, I havn't any idea why, could an experienced programmer please take a look and tell me if I have made a mistake in Syntax or something?

here is a screenshot of where it breaks: http://img194.imageshack.us/img194/6109/herrrx.jpg

Thanks

Object.cpp
[CODE]
#include "Object.h"
Object::Object()
{
}
Object::~Object()
{
}
void Object::Render(ID3D11DeviceContext * pImmediateContext)
{
OFFSET Offset;
Offset.X = 0.5f;
Offset.Y = 0.2f;
Offset.Z = 0.7f;
pImmediateContext->UpdateSubresource(pCBuffer, 0, 0, &Offset, 0, 0);
// 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},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, 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
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 16;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
/*
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
*/
hr = device->CreateBuffer( &bd, NULL, &pCBuffer );
pImmediateContext->VSSetConstantBuffers(0, 1, &pCBuffer);
if( FAILED( hr ) )
return hr;
return hr;
}
void Object::SetupVertex(ID3D11DeviceContext * pImmediateContext)
{
// 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 );
}

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]

Shader.fx
[CODE]
//Created by Tim Lawton 2012
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
//Constant Buffer
cbuffer ConstantBuffer
{
float3 Offset;
}

//Struct to return two values
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.position.x += Offset.x;
output.position.y += Offset.y;
output.position.xy *= Offset.z;
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] Edited by Xuchilbara

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Where do you create your vertex buffer? According to your code, you don't create a vertex buffer.

Cheers!

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[sub]As Kauna says... You sort of set off trying to create one and then don't[/sub]

[sub]// Create vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 16;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;[/sub]

[sub]//You comment out your vertices sub resource??[/sub]

[sub]/*
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
*/[/sub]

[sub]//You dont create the buffer![/sub]
[sub]something like...device->Createe buffer(&bd, &initdata, &vertexbuffer) or whatever the names are exactly![/sub]

[sub] hr = device->CreateBuffer( &bd, NULL, &pCBuffer );[/sub]

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ok guys, taken what you said and made some changes, yet I still get the same problems. I've commented it so it might be easier to read.

The constant buffer is created and Setup at the bottom of Object::InitObject. and then the UpdateSubresource is in Object::Render to update the constant buffer, yet I still get the same problem in the screenshot with the "pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);"

I get the feeling something is suppose to be passed from InitObject into the UpdateSubresources parameters, but I'm not sure what. If you could take a look at this updated code and point me in the right direction that'd be great, thanks!


Object.cpp[CODE]
#include "Object.h"
Object::Object()
{
}
Object::~Object()
{
}
void Object::Render(ID3D11DeviceContext * pImmediateContext)
{
OFFSET Offset;
Offset.X = 0.5f;
Offset.Y = 0.2f;
Offset.Z = 0.7f;
pImmediateContext->UpdateSubresource(g_pCBuffer, 0, 0, &Offset, 0, 0);
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// select which primtive type we are using
pImmediateContext->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Render a triangle
VertexShader(pImmediateContext);
PixelShader(pImmediateContext);
pImmediateContext->Draw( 3, 0 );
}
void Object::InitGraphics(ID3D11Device * device, ID3D11DeviceContext * pImmediateContext)
{
// create a triangle using the VERTEX struct
VERTEX OurVertices[] =
{
{0.0f, 0.5f, 0.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.45f, -0.5, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{-0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)}
};

// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 3; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
device->CreateBuffer(&bd, NULL, &g_pVertexBuffer); // create the buffer

// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
pImmediateContext->Map(g_pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
pImmediateContext->Unmap(g_pVertexBuffer, NULL); // unmap the buffer
}

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

//Error Handling
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;
}

//Allows the Vertex Shader to return 2 values, Position and Color
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, 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 );
//------------------
// PIXEL SHADER
//------------------
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( L"Shader.fx",
"PShader",
"ps_4_0",
&pPSBlob );
//Error handling
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;
//------------------
// CONSTANT BUFFER
//------------------
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 16;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
//Create Constant Buffer
device->CreateBuffer(&bd, NULL, &g_pCBuffer);
//Setup Constant Buffer
pImmediateContext->VSSetConstantBuffers(0, 1, &g_pCBuffer);
if( FAILED( hr ) )
return hr;

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]

Here is also my main loop in main.cpp if you are interested
[CODE]
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
gfx.clearBackBuffer(); //Clear Stage
obj.Render(gfx.getImmediateContext()); //Draw
obj.InitGraphics(gfx.getDevice(),
gfx.getImmediateContext());
obj.CleanupObject(); //Cleanup objects
gfx.present(); //Present
}
}
gfx.CleanupDevice();
return ( int )msg.wParam;
[/CODE]

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Has your OFFSET type got a fourth float member? Remember that your cbuffer size must be a multiple of 16, UpdateSubresource must update the entire cbuffer in D3D11, so when you're calling UpdateSubresource you're reading from a 12-byte source into a 16-byte destination, you overflow the bounds of the source data and - BOOM!

Simple solution - pad OFFSET to 4 floats (you can leave it as float3 in your shader).

Alternatively, and if you really don't want to do that, use a dynamic cbuffer and Map it with discard instead. Edited by mhagain

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Well heres my struct which takes the floats:

[CODE]
struct OFFSET{float X, Y, Z, A;};
[/CODE]

I added the A on the end to make it a multiply of 4, but I still get the same problem

edit:

and struct VERTEX taken by UINT stride has always been 4

[CODE]
struct VERTEX{FLOAT X, Y, Z; D3DXCOLOR Color;};
[/CODE] Edited by Xuchilbara

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OK, that's fine then.

Your main loop looks very suspect - you're calling Render before you call InitGraphics, meaning that your objects haven't yet been created when you call Render. It's also a baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaad idea to create and destroy objects like that every frame. Object creation is expensive so do it once only during startup.

Something like this would be better:

[CODE]
// Main message loop
MSG msg = {0};
obj.InitGraphics(gfx.getDevice(), gfx.getImmediateContext());
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
gfx.clearBackBuffer();
obj.Render(gfx.getImmediateContext());
gfx.present();
}
}
obj.CleanupObject();
gfx.CleanupDevice();
return ( int )msg.wParam;
[/CODE]

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