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AussieSpoon

Shader (LPD3DXEFFECT) crashes when setting my Matrix

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Hello,

 

I am trying to get a shader to give an effect over sprites I draw. Currently I don't have the shader altering the sprites, I'm just trying to test that it works/compiles. 

 

Here is my TestShader.fx:

 


// World * View * Projection matrix
float4x4 g_mWorldViewProjection : WORLDVIEWPROJECTION;
float4x4 g_mWorld : WORLD;

texture g_SpriteTexture; //What Sprite('s Texture) to use

sampler SpriteSampler = 
sampler_state
{
    Texture = <g_SpriteTexture>;
    MipFilter = WRAP;
    MinFilter = WRAP;
    MagFilter = WRAP;
};

float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR
{  
    //return float4(1, 0, 0, 1);  Turn every pixel red
	float4 color = tex2D(SpriteSampler, texCoord);  
	//color.gb = color.r; //make texture GreyScale
	return color;  
}  
  
technique DefaultTechnique //Renders The current Sprite as is
{  
    pass Pass1  
    {  
        PixelShader = compile ps_2_0 PixelShaderFunction();  
    }  
}  

 

 Then I create it like so:

 


	//==== Load in our shader:
	LPD3DXBUFFER pErrors = NULL;
	wchar_t *str1 = L"TestShader.fx";
	DWORD dwShaderFlags = 0;
	//Create The First Shader
	if (FAILED(D3DXCreateEffectFromFile( g_pd3dDevice, str1, NULL, NULL, dwShaderFlags, NULL, &g_pTestShader, &pErrors ) ))
	{
		if (pErrors != NULL)
		{
			char *errorString = (char*)pErrors->GetBufferPointer();
			printf(errorString);
			MessageBox( NULL, L"Could not Create Test Shader", L"Textures1.exe", MB_OK );
            //return E_FAIL;
		}
	 
		//return E_FAIL;
	}	

 

 

 

Then I try to set it's Matrix, but it crashes my program. I get an error:

Unhandled exception at 0x76fc15de in Sprites.exe: 0xC0000005: Access violation reading location 0x00000000.

 

g_pTestShader->SetMatrix( "g_mWorldViewProjection", &Cam.GetWorldViewProj());

 

The above line is the only code that tries to use my shader object and it crashes it.

 

Any ideas why?

 

Thanks 

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g_pTestShader is a NULL pointer, or Cam is a NULL reference.

Yeah, g_pTestShader is a NULL pointer. 

I think the problem is my file directory (
"TestShader.fx"), but I have the shader file in my root directory and in the cpp files location (just in case). But it still doesn't seem to load the file correctly 

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Call D3DXCreateEffectFromFile() with the debug flag and see what error message is being produced.

 

DWORD dwShaderFlags = D3DXSHADER_DEBUG;
if (FAILED(D3DXCreateEffectFromFile( g_pd3dDevice, str1, NULL, NULL, dwShaderFlags, NULL, &g_pTestShader, &pErrors ) ))
{
	if (pErrors != NULL)
	{
		char *errorString = (char*)pErrors->GetBufferPointer();
	}
}

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Call D3DXCreateEffectFromFile() with the debug flag and see what error message is being produced.

 

DWORD dwShaderFlags = D3DXSHADER_DEBUG;
if (FAILED(D3DXCreateEffectFromFile( g_pd3dDevice, str1, NULL, NULL, dwShaderFlags, NULL, &g_pTestShader, &pErrors ) ))
{
	if (pErrors != NULL)
	{
		char *errorString = (char*)pErrors->GetBufferPointer();
	}
}

It says:

 

 

 "C:\Users\Trav\Desktop\2 Person Platformer\DirectX - Sprites\TestShader.fx(12,17): Unrecognized RHS value in assignment: 'WRAP'
C:\Users\Trav\Desktop\2 Person Platformer\DirectX - Sprites\TestShader.fx(12,5): ID3DXEffectCompiler: Unexpected error
ID3DXEffectCompiler: There was an error initializing the compiler
 
So I changed "WRAP" in the shader to "LINEAR" to test it, it gives me the same error as above (including "WRAP" even though that doesn't exist in the shader when I ran it/anymore) 

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You were right to change it to LINEAR (WRAP is wrong for the filters). You said in a previous post you copied the effect to different locations to try getting it to work. Are you sure you changed the right copy?

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You were right to change it to LINEAR (WRAP is wrong for the filters). You said in a previous post you copied the effect to different locations to try getting it to work. Are you sure you changed the right copy?

Oh god, yeah I forgot about that.

 

Thanks heaps, it's compiling now 

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