Sign in to follow this  

DX11 Problem Loading pixel Shader

This topic is 1868 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey there,

recently wrote a function to read in my shader files and write them to the buffers. For some reason my pixel shader isn't been created and causing the entire class to return false during initialization. I've narrowed it down to a single line of code where it goes wrong as you can see from this screenshot here:

http://img833.imageshack.us/img833/1641/pixelshaderbroken.png

it then of course returns the value of 'r' as false and will not initialize the shader class.

Here is the function:

[CODE]
/* Initialize the Shader function to load in our HLSL files */
bool SkyboxShader::InitShader(ID3D11Device* device, HWND hwnd, CHAR* vsName, CHAR* psName)
{
HRESULT r;
unsigned int numEle;
ID3D10Blob* errorMsg;
ID3D10Blob* vertexSB;
ID3D10Blob* pixelSB;
D3D11_BUFFER_DESC matrixBD;
D3D11_BUFFER_DESC gradientBD;
D3D11_INPUT_ELEMENT_DESC pLayout[1];
errorMsg = 0;
vertexSB = 0;
pixelSB = 0;
//Load the vertex shader
r = D3DX11CompileFromFile(vsName, NULL, NULL, "SkyboxVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &vertexSB, &errorMsg, NULL);
if(FAILED(r))
{
if(errorMsg)
{OutputShaderErrorMessage(errorMsg, hwnd, vsName);}
else
{MessageBox(hwnd, vsName, "Skybox.vs missing", MB_OK);}
return false;
}
//Load the pixel shader
r = D3DX11CompileFromFile(psName, NULL, NULL, "SkyboxPixelShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &pixelSB, &errorMsg, NULL);
if(FAILED(r))
{
if(errorMsg)
{OutputShaderErrorMessage(errorMsg, hwnd, psName);}
else
{MessageBox(hwnd, psName, "Skybox.ps missing", MB_OK);}
return false;
}
//Create vertex shader
r = device->CreateVertexShader(vertexSB->GetBufferPointer(), vertexSB->GetBufferSize(), NULL, &g_vertexShader);
if(FAILED(r))
{return false;}
//Create pixel shader
r = device->CreatePixelShader(pixelSB->GetBufferPointer(), pixelSB->GetBufferSize(), NULL, &g_pixelShader);
if(FAILED(r))
{return false;}
//Create shader description
pLayout[0].SemanticName = "POSITION";
pLayout[0].SemanticIndex = 0;
pLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
pLayout[0].InputSlot = 0;
pLayout[0].AlignedByteOffset = 0;
pLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
pLayout[0].InstanceDataStepRate = 0;
numEle = sizeof(pLayout) / sizeof(pLayout[0]);
//Create vertex input
r = device->CreateInputLayout(pLayout, numEle, vertexSB->GetBufferPointer(), vertexSB->GetBufferSize(), &g_layout);
if(FAILED(r))
{return false;}
//Release vertex and pixel buffers
vertexSB->Release();
vertexSB = 0;
pixelSB->Release();
pixelSB = 0;
//Setup matrix constant buffers
matrixBD.Usage = D3D11_USAGE_DYNAMIC;
matrixBD.ByteWidth = sizeof(MatrixBufferType);
matrixBD.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBD.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBD.MiscFlags = 0;
matrixBD.StructureByteStride = 0;
//Create matrix constant buffer
r = device->CreateBuffer(&matrixBD, NULL, &g_matrixBuffer);
if(FAILED(r))
{return false;}
//Setup gradient constant buffer
gradientBD.Usage = D3D11_USAGE_DYNAMIC;
gradientBD.ByteWidth = sizeof(GradientBufferType);
gradientBD.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
gradientBD.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
gradientBD.MiscFlags = 0;
gradientBD.StructureByteStride = 0;
//Create gradient constant buffer
r = device->CreateBuffer(&gradientBD, NULL, &g_gradientBuffer);
if(FAILED(r))
{return false;}
return true;
}
[/CODE]

And the pixel shader it is trying to load

[CODE]
//Skybox.ps
//Skybox Pixel Shader File
//Globals
cbuffer GradientBuffer
{
float4 apexColour;
float4 centreColour;
};
//Typedefs
struct PixelInputType
{
float4 position : SV_POSITION;
float4 skyboxTexture : TEXCOORD0;
};
//Pixel Shader
float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
{
float height;
float4 outputColor;
height = input.skyboxTexture.y;
if(height < 0.0)
{height = 0.0f;}
outputColor = lerp(centreColour, apexColour, height);
return outputColor;
}
[/CODE]

I've had some problem with SV_TARGET coming back as an error aswell, I've tried changing it to SV_POSITION with no luck. Can anyone see whats wrong?

Thanks

Share this post


Link to post
Share on other sites
I cannot see any problem right now, but you can check exact value of 'r' after executing this function. It contains value that can point you to an error. Take a look [url="http://msdn.microsoft.com/ru-ru/library/windows/desktop/aa378137(v=vs.85).aspx"]here[/url]. Edited by DgekGD

Share this post


Link to post
Share on other sites
You're compiling Pixel Shader as Vertex Shader:
[CODE]

D3DX11CompileFromFile(psName, NULL, NULL, "SkyboxPixelShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &pixelSB, &errorMsg, NULL);

[/CODE] Edited by Zaoshi Kaba

Share this post


Link to post
Share on other sites
[quote name='Zaoshi Kaba' timestamp='1354813354' post='5007810']
You're compiling Pixel Shader as Vertex Shader:
[CODE]

D3DX11CompileFromFile(psName, NULL, NULL, "SkyboxPixelShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &pixelSB, &errorMsg, NULL);

[/CODE]
[/quote]

haha omg, what a screw up. Thanks for spotting it man

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Similar Content

    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
    • By xhcao
      Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.
      How to handle incoherent memory access in Direct3D 11? Thank you.
    • By _Engine_
      Atum engine is a newcomer in a row of game engines. Most game engines focus on render
      techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
      as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
      has fully workable editor that has an ability to play test edited scene. All system code has
      simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
      as much as possible.
      Currently the engine consists from:
      - Scene Editor with ability to play test edited scene;
      - Powerful system for binding properties into the editor;
      - Render system based on DX11 but created as multi API; so, adding support of another GAPI
        is planned;
      - Controls system based on aliases;
      - Font system based on stb_truetype.h;
      - Support of PhysX 3.0, there are samples in repo that use physics;
      - Network code which allows to create server/clinet; there is some code in repo which allows
        to create a simple network game
      I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
      I plan to add support for mobile devices. And of course, the main focus is to create a toolset
      that will ease games creation.
      Link to repo on source code is - https://github.com/ENgineE777/Atum
      Video of work process in track based editor can be at follow link: 
       
       

    • By mister345
      I made a spotlight that
      1. Projects 3d models onto a render target from each light POV to simulate shadows
      2. Cuts a circle out of the square of light that has been projected onto the render target
      as a result of the light frustum, then only lights up the pixels inside that circle 
      (except the shadowed parts of course), so you dont see the square edges of the projected frustum.
       
      After doing an if check to see if the dot product of light direction and light to vertex vector is greater than .95
      to get my initial cutoff, I then multiply the light intensity value inside the resulting circle by the same dot product value,
      which should range between .95 and 1.0.
       
      This should give the light inside that circle a falloff from 100% lit to 0% lit toward the edge of the circle. However,
      there is no falloff. It's just all equally lit inside the circle. Why on earth, I have no idea. If someone could take a gander
      and let me know, please help, thank you so much.
      float CalculateSpotLightIntensity(     float3 LightPos_VertexSpace,      float3 LightDirection_WS,      float3 SurfaceNormal_WS) {     //float3 lightToVertex = normalize(SurfacePosition - LightPos_VertexSpace);     float3 lightToVertex_WS = -LightPos_VertexSpace;          float dotProduct = saturate(dot(normalize(lightToVertex_WS), normalize(LightDirection_WS)));     // METALLIC EFFECT (deactivate for now)     float metalEffect = saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));     if(dotProduct > .95 /*&& metalEffect > .55*/)     {         return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));         //return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace))) * dotProduct;         //return dotProduct;     }     else     {         return 0;     } } float4 LightPixelShader(PixelInputType input) : SV_TARGET {     float2 projectTexCoord;     float depthValue;     float lightDepthValue;     float4 textureColor;     // Set the bias value for fixing the floating point precision issues.     float bias = 0.001f;     // Set the default output color to the ambient light value for all pixels.     float4 lightColor = cb_ambientColor;     /////////////////// NORMAL MAPPING //////////////////     float4 bumpMap = shaderTextures[4].Sample(SampleType, input.tex);     // Expand the range of the normal value from (0, +1) to (-1, +1).     bumpMap = (bumpMap * 2.0f) - 1.0f;     // Change the COORDINATE BASIS of the normal into the space represented by basis vectors tangent, binormal, and normal!     float3 bumpNormal = normalize((bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal));     //////////////// LIGHT LOOP ////////////////     for(int i = 0; i < NUM_LIGHTS; ++i)     {     // Calculate the projected texture coordinates.     projectTexCoord.x =  input.vertex_ProjLightSpace[i].x / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     projectTexCoord.y = -input.vertex_ProjLightSpace[i].y / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))     {         // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.         depthValue = shaderTextures[6 + i].Sample(SampleTypeClamp, projectTexCoord).r;         // Calculate the depth of the light.         lightDepthValue = input.vertex_ProjLightSpace[i].z / input.vertex_ProjLightSpace[i].w;         // Subtract the bias from the lightDepthValue.         lightDepthValue = lightDepthValue - bias;         float lightVisibility = shaderTextures[6 + i].SampleCmp(SampleTypeComp, projectTexCoord, lightDepthValue );         // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.         // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.             if(lightDepthValue < depthValue)             {                 // Calculate the amount of light on this pixel.                 float lightIntensity = saturate(dot(bumpNormal, normalize(input.lightPos_LS[i])));                 if(lightIntensity > 0.0f)                 {                     // Determine the final diffuse color based on the diffuse color and the amount of light intensity.                     float spotLightIntensity = CalculateSpotLightIntensity(                         input.lightPos_LS[i], // NOTE - this is NOT NORMALIZED!!!                         cb_lights[i].lightDirection,                          bumpNormal/*input.normal*/);                     lightColor += cb_lights[i].diffuseColor*spotLightIntensity* .18f; // spotlight                     //lightColor += cb_lights[i].diffuseColor*lightIntensity* .2f; // square light                 }             }         }     }     // Saturate the final light color.     lightColor = saturate(lightColor);    // lightColor = saturate( CalculateNormalMapIntensity(input, lightColor, cb_lights[0].lightDirection));     // TEXTURE ANIMATION -  Sample pixel color from texture at this texture coordinate location.     input.tex.x += textureTranslation;     // BLENDING     float4 color1 = shaderTextures[0].Sample(SampleTypeWrap, input.tex);     float4 color2 = shaderTextures[1].Sample(SampleTypeWrap, input.tex);     float4 alphaValue = shaderTextures[3].Sample(SampleTypeWrap, input.tex);     textureColor = saturate((alphaValue * color1) + ((1.0f - alphaValue) * color2));     // Combine the light and texture color.     float4 finalColor = lightColor * textureColor;     /////// TRANSPARENCY /////////     //finalColor.a = 0.2f;     return finalColor; }  
      Light_vs.hlsl
      Light_ps.hlsl
  • Popular Now