http://www.braynzarsoft.net/index.php?p=D3D11BD
This tutorial but I keep getting
An Invalid parameter was passed to the returning function.
When my code try to run
hr = D3d11Device->CreateVertexShader(VSBuffer->GetBufferPointer(), VSBuffer->GetBufferSize(), NULL, &VS);
I get a error message saying that An Invalid parameter was passed to the returning function and am not sure why
Thank you if you could explain it to me I also copy pasted my code in here if it was needed
#include <Windows.h>
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <xnamath.h>
#include <DxErr.h>
#pragma comment(lib, "DXErr.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
bool InitializeWindow(HINSTANCE hInstance,int showWnd,int windowWidth, int windowHeight,bool windowed);
int messageLoop();
LRESULT CALLBACK WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);
HRESULT hr;
HWND hWnd = NULL;
const int windowWidth = 800;
const int windowHeight = 600;
//3DirectX
bool InitDirect3D11App(HINSTANCE hInstance);
void ReleaseObjects();
bool InitScene();
void UpdateScene();
void DrawScene();
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
ID3D11Buffer* TriangleVertBuffer;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* VertLayout;
struct Vertex //Overloaded Vertex Structure
{
Vertex(){}
Vertex(float x, float y, float z)
: pos(x,y,z){}
XMFLOAT3 pos;
};
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,LPSTR lpCmnLine, int nShowCmd)
{
if(!InitializeWindow(hInstance,nShowCmd,windowWidth,windowHeight,true))
{
MessageBox(0,"Window Initilize Failed","Error",MB_OK);
return 0;
}
if(!InitDirect3D11App(hInstance))
{
MessageBox(0,"DirectX Init Failed","Error",MB_OK);
return 0;
}
if(!InitScene())
{
MessageBox(0,"Scene Init Failed","Error",MB_OK);
return 0;
}
messageLoop();
ReleaseObjects();
return 0;
}
int messageLoop()
{
MSG msg;
ZeroMemory(&msg,sizeof(MSG));
while(true)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if(msg.message == WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
UpdateScene();
DrawScene();
}
}
return (int) msg.wParam;
}
bool InitializeWindow(HINSTANCE hInstance,int showWnd,int windowWidth, int windowHeight,bool windowed)
{
LPCTSTR WndClassName = "FusionEmptyWindowClass";
LPCTSTR windowTitleBar = "Fusion Empty:Placement Phase";
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = NULL;
wc.cbWndExtra = NULL;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+2);
wc.lpszMenuName = NULL;
wc.lpszClassName = WndClassName;
wc.hIconSm = LoadIcon(NULL, IDI_WINLOGO);
if(!RegisterClassEx(&wc))
{
MessageBox(NULL,"Error Registering The Window Class","Error",MB_OK | MB_ICONERROR);
return 0;
}
hWnd = CreateWindowEx
(
NULL,
WndClassName,
windowTitleBar,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
windowWidth,
windowHeight,
NULL,
NULL,
hInstance,
NULL
);
if (!hWnd)
{
MessageBox(NULL, "Error creating window",
"Error", MB_OK | MB_ICONERROR);
return 0;
}
ShowWindow(hWnd,showWnd);
UpdateWindow(hWnd);
return true;
}
bool InitDirect3D11App(HINSTANCE hInstace)
{
//Buffer describer
DXGI_MODE_DESC BufferDesc;
ZeroMemory(&BufferDesc,sizeof(DXGI_MODE_DESC));
BufferDesc.Width = windowWidth;
BufferDesc.Height = windowHeight;
BufferDesc.RefreshRate.Numerator= 60;
BufferDesc.RefreshRate.Denominator= 1;
BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC SwapChainDesc;
ZeroMemory(&SwapChainDesc,sizeof(DXGI_SWAP_CHAIN_DESC));
SwapChainDesc.BufferDesc = BufferDesc;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Creating the SwapChain
hr = D3D11CreateDeviceAndSwapChain
(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,NULL,NULL,NULL,
D3D11_SDK_VERSION,
&SwapChainDesc,
&SwapChain,
&D3d11Device,
NULL,
&D3d11DevCon
);
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),TEXT("D3D11CreateDeviceAndSwapChain"),MB_OK);
return 0;
}
//BackBuffer Creating
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer );
if(FAILED(hr))
{
MessageBox(NULL, DXGetErrorDescription(hr),TEXT("SwapChain->GetBuffer"), MB_OK);
return 0;
}
//Rendering Target
hr = D3d11Device->CreateRenderTargetView(BackBuffer,NULL,&renderTargetView);
BackBuffer->Release();
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),TEXT("D3d11Device->CreateRenderTargetView"),MB_OK);
return 0;
}
//Targeting Render target
D3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, NULL ); // <----------------- SET NOT GET!!!!!!
//Set the target
return true;
}
bool InitScene()
{
//Compile Shaders from shader file 5 or 4 = VERSION
hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VSBuffer, 0, 0);
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),"D3DX11CompileFromFile",MB_OK);
}
hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &VSBuffer, 0, 0);
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),"D3DX11CompileFromFile",MB_OK);
}
//Create the Shader Objects
//The problem
hr = D3d11Device->CreateVertexShader(VSBuffer->GetBufferPointer(), VSBuffer->GetBufferSize(), NULL, &VS);
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),"D3d11Device->CreateVertexShader",MB_OK);
}
hr = D3d11Device->CreatePixelShader(PSBuffer->GetBufferPointer(), PSBuffer->GetBufferSize(), NULL, &PS);
if(FAILED(hr))
{
MessageBox(NULL,DXGetErrorDescription(hr),"D3d11Device->CreatePixelShader",MB_OK);
}
//Set Vertex and Pixel Shaders
D3d11DevCon->VSSetShader(VS, 0, 0);
D3d11DevCon->PSSetShader(PS, 0, 0);
//Create the vertex buffer
Vertex v[] =
{
Vertex( 0.0f, 0.5f, 0.5f ),
Vertex( 0.5f, -0.5f, 0.5f ),
Vertex( -0.5f, -0.5f, 0.5f ),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) );
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 3;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) );
vertexBufferData.pSysMem = v;
hr = D3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &TriangleVertBuffer);
//Set the vertex buffer
UINT stride = sizeof( Vertex );
UINT offset = 0;
D3d11DevCon->IASetVertexBuffers( 0, 1, &TriangleVertBuffer, &stride, &offset );
//Create the Input Layout
hr = D3d11Device->CreateInputLayout( layout, numElements, VSBuffer->GetBufferPointer(),
VSBuffer->GetBufferSize(), &VertLayout );
//Set the Input Layout
D3d11DevCon->IASetInputLayout( VertLayout );
//Set Primitive Topology
D3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = windowWidth;
viewport.Height = windowHeight;
//Set the Viewport
D3d11DevCon->RSSetViewports(1, &viewport);
return true;
}
void UpdateScene()
{
}
void DrawScene()
{
float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)};
D3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);
D3d11DevCon->Draw( 3, 0 );
SwapChain->Present(0,0);
}
void ReleaseObjects()
{
//Window Release
SwapChain->Release();
D3d11Device->Release();
D3d11DevCon->Release();
//Rendering Release
TriangleVertBuffer->Release();
VS->Release();
PS->Release();
VSBuffer->Release();
PSBuffer->Release();
VertLayout->Release();
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_KEYDOWN:
{
if(wParam == VK_ESCAPE)
{
if(MessageBox(0,"Are you sure you want to Quit","Really", MB_YESNO | MB_ICONQUESTION) == IDYES)
{
DestroyWindow(hWnd);
}
}
return 0;
}
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}