• Advertisement
Sign in to follow this  

DX11 [D3D11] Simple textured triangle won't draw

This topic is 1825 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

You might have seen my previous post about my textured quad not drawing.  This time, I wanted to just slightly modify the SlimDX SimpleTriangle example to see If I could get a simple textured triangle to draw.  This time, the application compiles and runs, but produces a black triangle instead of one with a texture on it.  Any Ideas on what's wrong?

 

Here's the C# code:

namespace SimpleTriangle
{

    [StructLayout(LayoutKind.Explicit, Size = 20)]
    public struct Vertex
    {
        [FieldOffset(0)]
        public Vector3 Position;

        [FieldOffset(12)]
        public Vector2 TexCoord;
    }

    static class Program
    {
        static void Main()
        {
            Device device;
            SwapChain swapChain;
            ShaderSignature inputSignature;
            VertexShader vertexShader;
            PixelShader pixelShader;

            var form = new RenderForm("Tutorial 3: Simple Triangle");
            var description = new SwapChainDescription()
            {
                BufferCount = 2,
                Usage = Usage.RenderTargetOutput,
                OutputHandle = form.Handle,
                IsWindowed = true,
                ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                SampleDescription = new SampleDescription(1, 0),
                Flags = SwapChainFlags.AllowModeSwitch,
                SwapEffect = SwapEffect.Discard
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);

            // create a view of our render target, which is the backbuffer of the swap chain we just created
            RenderTargetView renderTarget;
            using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
                renderTarget = new RenderTargetView(device, resource);

            // setting a viewport is required if you want to actually see anything
            var context = device.ImmediateContext;
            var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
            context.OutputMerger.SetTargets(renderTarget);
            context.Rasterizer.SetViewports(viewport);

            // load and compile the vertex shader
            using (var bytecode = ShaderBytecode.CompileFromFile("triangle.fx", "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None))
            {
                inputSignature = ShaderSignature.GetInputSignature(bytecode);
                vertexShader = new VertexShader(device, bytecode);
            }

            // load and compile the pixel shader
            using (var bytecode = ShaderBytecode.CompileFromFile("triangle.fx", "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None))
                pixelShader = new PixelShader(device, bytecode);

            //load texture and pass it's ResourceView to the pixel shader
            String file = "C:/Users/Jared/Documents/Visual Studio 2010/Projects/Dx11Test/Dx11Test/Texture.bmp";
            Texture2D texture = Texture2D.FromFile(device, file);
            ShaderResourceView textureView = new ShaderResourceView(device, texture);

            
            // create test vertex data, making sure to rewind the stream afterward
            var vertices = new DataStream(Marshal.SizeOf(typeof(Vertex)) * 3, true, true);
            vertices.Write(new Vertex() { Position = new Vector3(0.0f, 0.5f, 0.5f), TexCoord = new Vector2(0.5f, 0.0f) });
            vertices.Write(new Vertex() { Position = new Vector3(0.5f, -0.5f, 0.5f), TexCoord = new Vector2(1.0f, 1.0f) });
            vertices.Write(new Vertex() { Position = new Vector3(-0.5f, -0.5f, 0.5f), TexCoord = new Vector2(0.0f, 1.0f) });
            vertices.Position = 0;
            
            // create the vertex layout and buffer
            var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0) };
            var layout = new InputLayout(device, inputSignature, elements);
            var vertexBuffer = new SlimDX.Direct3D11.Buffer(device, vertices, Marshal.SizeOf(typeof(Vertex)) * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // configure the Input Assembler portion of the pipeline with the vertex data
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 20, 0));

            // set the shaders/shader resources
            context.VertexShader.Set(vertexShader);
            context.PixelShader.Set(pixelShader);
            context.VertexShader.SetShaderResource(textureView, 1);


            // set the sampler
            SamplerDescription sampleDescr = new SamplerDescription();
            sampleDescr.Filter = Filter.MinMagMipLinear;
            sampleDescr.AddressU = TextureAddressMode.Wrap;
            sampleDescr.AddressV = TextureAddressMode.Wrap;
            sampleDescr.AddressW = TextureAddressMode.Wrap;
            sampleDescr.MipLodBias = 0.0f;
            sampleDescr.MaximumAnisotropy = 1;
            sampleDescr.ComparisonFunction = Comparison.Always;
            sampleDescr.BorderColor = System.Drawing.Color.White;
            sampleDescr.MinimumLod = 0;
            sampleDescr.MaximumLod = float.MaxValue;

            SamplerState samplerState = SamplerState.FromDescription(device, sampleDescr);

            context.PixelShader.SetSampler(samplerState, 0);

            // prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
            using (var factory = swapChain.GetParent<Factory>())
                factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAltEnter);

            // handle alt+enter ourselves
            form.KeyDown += (o, e) =>
            {
                if (e.Alt && e.KeyCode == Keys.Enter)
                    swapChain.IsFullScreen = !swapChain.IsFullScreen;
            };

            // handle form size changes
            form.UserResized += (o, e) =>
            {
                renderTarget.Dispose();

                swapChain.ResizeBuffers(2, 0, 0, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch);
                using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
                    renderTarget = new RenderTargetView(device, resource);

                context.OutputMerger.SetTargets(renderTarget);
            };

            MessagePump.Run(form, () =>
            {
                // clear the render target to a soothing blue
                context.ClearRenderTargetView(renderTarget, new Color4(0.5f, 0.5f, 1.0f));

                // draw the triangle
                context.Draw(3, 0);
                swapChain.Present(0, PresentFlags.None);
            });

            // clean up all resources
            // anything we missed will show up in the debug output
            vertices.Close();
            vertexBuffer.Dispose();
            layout.Dispose();
            inputSignature.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();
            renderTarget.Dispose();
            swapChain.Dispose();
            device.Dispose();
        }
    }
}

 

 

Here's my shader code:

SamplerState SamplerType;
Texture2D Texture;

struct VShaderInput
{
	float4 position : POSITION;
	float2 TexCoord : TEXCOORD0;
};

struct PShaderInput
{
	float4 position : SV_POSITION;
	float2 TexCoord : TEXCOORD0;
};

PShaderInput VShader(VShaderInput input)
{
	PShaderInput output = (PShaderInput)0;
	
	output.position = input.position;
	output.TexCoord = input.TexCoord;

	return output;
}

float4 PShader(PShaderInput input) : SV_Target
{
	float4 textureSample = Texture.Sample(SamplerType, input.TexCoord);

	return textureSample;
}

 

 

 

Share this post


Link to post
Share on other sites
Advertisement

Usually a black texture result means either that the texture coordinates are out of range, or that the texture resource isn't properly bound to the pipeline.  Have you tried to use PIX and/or the VS2012 Graphics Debugger to inspect your rendered frames?  If not, it is worth the time to get acquainted with these tools, because they will help you understand what is going on with your application (both in times when things aren't working, and also when things are working but you want to collect data about your usage of the API)!

Share this post


Link to post
Share on other sites

Okay, got it fixed.  Turned out that I had bound the TextureResourceView to the wrong slot inside the shader.

 

I use PIX but I'm not exactly sure how I would read memory to figure this out.  From what I see, PIX only shows which resources I've created, not where/how they are bound to the pipeline.

Share this post


Link to post
Share on other sites

Okay, got it fixed.  Turned out that I had bound the TextureResourceView to the wrong slot inside the shader.

 

I use PIX but I'm not exactly sure how I would read memory to figure this out.  From what I see, PIX only shows which resources I've created, not where/how they are bound to the pipeline.

If you capture a frame by hitting F12, then go to a draw call in the lower half of the screen, then you will be able to right click on the textures being bound in your Set* calls.  This is a quick and easy way to see if you are really doing what you think you are.

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By isu diss
      I'm trying to duplicate vertices using std::map to be used in a vertex buffer. I don't get the correct index buffer(myInds) or vertex buffer(myVerts). I can get the index array from FBX but it differs from what I get in the following std::map code. Any help is much appreciated.
      struct FBXVTX { XMFLOAT3 Position; XMFLOAT2 TextureCoord; XMFLOAT3 Normal; }; std::map< FBXVTX, int > myVertsMap; std::vector<FBXVTX> myVerts; std::vector<int> myInds; HRESULT FBXLoader::Open(HWND hWnd, char* Filename, bool UsePositionOnly) { HRESULT hr = S_OK; if (FBXM) { FBXIOS = FbxIOSettings::Create(FBXM, IOSROOT); FBXM->SetIOSettings(FBXIOS); FBXI = FbxImporter::Create(FBXM, ""); if (!(FBXI->Initialize(Filename, -1, FBXIOS))) { hr = E_FAIL; MessageBox(hWnd, (wchar_t*)FBXI->GetStatus().GetErrorString(), TEXT("ALM"), MB_OK); } FBXS = FbxScene::Create(FBXM, "REALMS"); if (!FBXS) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the scene"), TEXT("ALM"), MB_OK); } if (!(FBXI->Import(FBXS))) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to import fbx file content into the scene"), TEXT("ALM"), MB_OK); } FbxAxisSystem OurAxisSystem = FbxAxisSystem::DirectX; FbxAxisSystem SceneAxisSystem = FBXS->GetGlobalSettings().GetAxisSystem(); if(SceneAxisSystem != OurAxisSystem) { FbxAxisSystem::DirectX.ConvertScene(FBXS); } FbxSystemUnit SceneSystemUnit = FBXS->GetGlobalSettings().GetSystemUnit(); if( SceneSystemUnit.GetScaleFactor() != 1.0 ) { FbxSystemUnit::cm.ConvertScene( FBXS ); } if (FBXI) FBXI->Destroy(); FbxNode* MainNode = FBXS->GetRootNode(); int NumKids = MainNode->GetChildCount(); FbxNode* ChildNode = NULL; for (int i=0; i<NumKids; i++) { ChildNode = MainNode->GetChild(i); FbxNodeAttribute* NodeAttribute = ChildNode->GetNodeAttribute(); if (NodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* Mesh = ChildNode->GetMesh(); if (UsePositionOnly) { NumVertices = Mesh->GetControlPointsCount();//number of vertices MyV = new XMFLOAT3[NumVertices]; for (DWORD j = 0; j < NumVertices; j++) { FbxVector4 Vertex = Mesh->GetControlPointAt(j);//Gets the control point at the specified index. MyV[j] = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); } NumIndices = Mesh->GetPolygonVertexCount();//number of indices MyI = (DWORD*)Mesh->GetPolygonVertices();//index array } else { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL; Mesh->GetTextureUV(&uvVertices); int idx = 0; for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly triangle) count { for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon { FBXVTX myVert; int p_index = 3*i+j; int t_index = Mesh->GetTextureUVIndex(i, j); FbxVector4 Vertex = Mesh->GetControlPointAt(p_index);//Gets the control point at the specified index. myVert.Position = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); FbxVector4 Normal; Mesh->GetPolygonVertexNormal(i, j, Normal); myVert.Normal = XMFLOAT3((float)Normal.mData[0], (float)Normal.mData[1], (float)Normal.mData[2]); FbxVector2 uv = uvVertices->GetAt(t_index); myVert.TextureCoord = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]); if ( myVertsMap.find( myVert ) != myVertsMap.end() ) myInds.push_back( myVertsMap[ myVert ]); else { myVertsMap.insert( std::pair<FBXVTX, int> (myVert, idx ) ); myVerts.push_back(myVert); myInds.push_back(idx); idx++; } } } } } } } else { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the FBX Manager"), TEXT("ALM"), MB_OK); } return hr; } bool operator < ( const FBXVTX &lValue, const FBXVTX &rValue) { if (lValue.Position.x != rValue.Position.x) return(lValue.Position.x < rValue.Position.x); if (lValue.Position.y != rValue.Position.y) return(lValue.Position.y < rValue.Position.y); if (lValue.Position.z != rValue.Position.z) return(lValue.Position.z < rValue.Position.z); if (lValue.TextureCoord.x != rValue.TextureCoord.x) return(lValue.TextureCoord.x < rValue.TextureCoord.x); if (lValue.TextureCoord.y != rValue.TextureCoord.y) return(lValue.TextureCoord.y < rValue.TextureCoord.y); if (lValue.Normal.x != rValue.Normal.x) return(lValue.Normal.x < rValue.Normal.x); if (lValue.Normal.y != rValue.Normal.y) return(lValue.Normal.y < rValue.Normal.y); return(lValue.Normal.z < rValue.Normal.z); }  
    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
    • By turanszkij
      Hi, right now building my engine in visual studio involves a shader compiling step to build hlsl 5.0 shaders. I have a separate project which only includes shader sources and the compiler is the visual studio integrated fxc compiler. I like this method because on any PC that has visual studio installed, I can just download the solution from GitHub and everything just builds without additional dependencies and using the latest version of the compiler. I also like it because the shaders are included in the solution explorer and easy to browse, and double-click to open (opening files can be really a pain in the ass in visual studio run in admin mode). Also it's nice that VS displays the build output/errors in the output window.
      But now I have the HLSL 6 compiler and want to build hlsl 6 shaders as well (and as I understand I can also compile vulkan compatible shaders with it later). Any idea how to do this nicely? I want only a single project containing shader sources, like it is now, but build them for different targets. I guess adding different building projects would be the way to go that reference the shader source project? But how would they differentiate from shader type of the sources (eg. pixel shader, compute shader,etc.)? Now the shader building project contains for each shader the shader type, how can other building projects reference that?
      Anyone with some experience in this?
    • By osiris_dev
      Hello!
      Have a problem with reflection shader for D3D11:
      1>engine_render_d3d11_system.obj : error LNK2001: unresolved external symbol IID_ID3D11ShaderReflection
      I tried to add this:
      #include <D3D11Shader.h>
      #include <D3Dcompiler.h>
      #include <D3DCompiler.inl>
      #pragma comment(lib, "D3DCompiler.lib")
      //#pragma comment(lib, "D3DCompiler_47.lib")
      As MSDN tells me but still no fortune. I think lot of people did that already, what I missing?
      I also find this article http://mattfife.com/?p=470
      where recommend to use SDK headers and libs before Wind SDK, but I am not using DirectX SDK for this project at all, should I?
    • By trojanfoe
      Hi there, this is my first post in what looks to be a very interesting forum.
      I am using DirectXTK to put together my 2D game engine but would like to use the GPU depth buffer in order to avoid sorting back-to-front on the CPU and I think I also want to use GPU instancing, so can I do that with SpriteBatch or am I looking at implementing my own sprite rendering?
      Thanks in advance!
  • Advertisement