Hi,l'm learning Direct 11 by <Introduction to 3D Game Programming with Direct 11>.
An trouble error break out.
The Info is : error x3116:Flags parameter is invalid.This info break out when calling D3DX11CompileFromFile.
This happend may because the D3DX11CompileFromFile function's wrong caling.l try to change the fx file and
the code file,but the error still happend.
The file is here:
#include <windows.h>
#include <xnamath.h>
#include <cassert>
#include <d3dx11.h>
#include <dxerr.h>
#include "d3dx11Effect.h"
//---- Global Variable ------------------------------------------------------------------------------------
//Windows
HINSTANCE g_hinst = 0;
HWND g_hWnd = 0;
LONG g_ClientWidth = 800;
LONG g_ClientHeight = 600;
//D3D
ID3D11Device *g_D3dDevice = NULL;
ID3D11DeviceContext *g_D3dDeviceContext = NULL;
IDXGISwapChain *g_SwapChain = NULL;
ID3D11DepthStencilView *g_DepthStencilView = NULL;
ID3D11RenderTargetView *g_RenderTargetView = NULL;
ID3D11Texture2D *g_DepthStencilBuffer = NULL;
D3D11_VIEWPORT g_Vp;
//Space
XMMATRIX g_WorldViewProj;
//Effect
ID3DX11EffectTechnique *g_EffectTechnique = 0;
ID3DX11Effect *g_Effect = 0;
ID3D11InputLayout *g_InputLayout = 0;
ID3D11Buffer *g_VertexBuffer = 0;
ID3D11Buffer *g_IndexBuffer = 0;
struct Vertex
{
XMFLOAT3 pos;
XMFLOAT4 color;
};
//---- Macro Define ------------------------------------------------------------------------------------
//HR define
#if defined(DEBUG) | defined(_DEBUG)
#ifndef HR
#define HR(x) \
{ \
HRESULT hr = (x); \
if(FAILED(hr)) \
{ \
DXTrace(__FILE__, (DWORD)__LINE__, hr, L#x, true); \
} \
}
#endif
#else
#ifndef HR
#define HR(x) (x)
#endif
#endif
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#define ReleaseCOM(x) { if(x){ x->Release(); x = 0;} }
//----Forward Declaration------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void onResizeAndInit();
void BuildInputLayout();
void BuildBuffer();
void BuildFx();
void DrawScreen();
void ReleaseAll();
bool Init_Window();
bool Init_DX();
bool Init();
//----Forward Implementation---------------------------------------------------------------------------------
int WINAPI WinMain( _In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPSTR lpCmdLine,
_In_ int nShowCmd )
{
MSG msg = {0};
g_hinst = hInstance;
if( !Init() )
{
return FALSE;
}
while(msg.message != WM_QUIT)
{
// If there are Window messages then process them.
if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
// Otherwise, do animation/game stuff.
else
{
if( KEYDOWN(VK_ESCAPE) )
{
SendMessage(g_hWnd,WM_CLOSE,0,0);
break;
}
DrawScreen();
}
}
return (msg.wParam);
}
bool Init_Window( )
{
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = g_hinst;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0,IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = L"D3DWndClassName";
if( !RegisterClass(&wc) )
{
MessageBox( 0, L"ResiterClass Failed.", 0, 0 );
return false;
}
RECT R = { 0, 0, g_ClientWidth, g_ClientHeight };
AdjustWindowRect( &R, WS_OVERLAPPEDWINDOW, false );
int width = R.right - R.left;
int height = R.bottom - R.top;
g_hWnd = CreateWindow( L"D3DWndClassName", L"createMyWindow", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, width, height,
0, 0, g_hinst, 0);
if( !g_hWnd )
{
MessageBox( 0, L"CreateWindow Failed! beijule", 0, 0 );
return false;
}
ShowWindow( g_hWnd, SW_SHOW );
UpdateWindow( g_hWnd );
return true;
}
bool Init()
{
if( !Init_Window() )
{
return false;
}
if( !Init_DX() )
{
return false;
}
memset(&g_Vp, 0, sizeof(D3D11_VIEWPORT));
g_WorldViewProj = XMMatrixIdentity();
BuildFx();
BuildBuffer();
BuildInputLayout();
return true;
}
bool Init_DX()
{
HRESULT hr;
D3D_FEATURE_LEVEL FeatureLevelUsed;
HR( D3D11CreateDevice( 0, D3D_DRIVER_TYPE_HARDWARE, 0,
D3D11_CREATE_DEVICE_DEBUG, 0,
0, D3D11_SDK_VERSION,
&g_D3dDevice, &FeatureLevelUsed ,&g_D3dDeviceContext));
if( FeatureLevelUsed != D3D_FEATURE_LEVEL_11_0 )
{
MessageBox( NULL, L"Unsupport d3d11", NULL, NULL );
return false;
}
//Now,prepare for create swapchain
DXGI_SWAP_CHAIN_DESC sd;
sd.BufferCount = 1;
sd.BufferDesc.Height = g_ClientHeight;
sd.BufferDesc.Width = g_ClientWidth;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.Windowed = true;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Flags = 0;
IDXGIDevice *dxgiDevice = 0;
hr = g_D3dDevice->QueryInterface( __uuidof( IDXGIDevice ), (void **)&dxgiDevice );
if( FAILED(hr) )
{
MessageBox( NULL, L"Retrive DXGIDEVICE failed ", NULL, NULL );
return false;
}
IDXGIAdapter *dxgiAdapter = 0;
hr = dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void **)&dxgiAdapter );
if( FAILED(hr) )
{
MessageBox( NULL, L"Retrive DXGIADAPTER failed ", NULL, NULL );
return false;
}
IDXGIFactory *dxgiFactory = 0;
hr = dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void **)&dxgiFactory );
if( FAILED(hr) )
{
MessageBox( NULL, L"Retrive DXGIFACTORY failed ", NULL, NULL );
return false;
}
//Now it's the time to create swapchain
hr = dxgiFactory->CreateSwapChain( g_D3dDevice, &sd, &g_SwapChain );
dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_PRINT_SCREEN);
if( FAILED(hr) )
{
MessageBox( NULL, L"Create SwapChain failed ", NULL, NULL );
return false;
}
//After Create SwapChain,we should release our acquired COM interfaces
ReleaseCOM( dxgiDevice );
ReleaseCOM( dxgiAdapter );
ReleaseCOM( dxgiFactory );
onResizeAndInit();
}
void onResizeAndInit()
{
assert( g_D3dDeviceContext );
assert( g_D3dDevice );
assert( g_SwapChain );
ReleaseCOM(g_RenderTargetView);
ReleaseCOM(g_DepthStencilView);
ReleaseCOM(g_DepthStencilBuffer);
HR( g_SwapChain->ResizeBuffers( 1, g_ClientWidth, g_ClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0) );
ID3D11Texture2D *backBuffer = 0;
HR( g_SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void **>(&backBuffer) )) ;
HR( g_D3dDevice->CreateRenderTargetView( backBuffer, 0, &g_RenderTargetView ) );
ReleaseCOM(backBuffer);
D3D11_TEXTURE2D_DESC DepthStencilDesc;
DepthStencilDesc.Width = g_ClientWidth;
DepthStencilDesc.Height = g_ClientHeight;
DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStencilDesc.MipLevels = 1;
DepthStencilDesc.ArraySize = 1;
DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStencilDesc.CPUAccessFlags = 0;
DepthStencilDesc.MiscFlags = 0;
DepthStencilDesc.SampleDesc.Count = 1;
DepthStencilDesc.SampleDesc.Quality = 0;
HR( g_D3dDevice->CreateTexture2D( &DepthStencilDesc, 0, &g_DepthStencilBuffer) );
HR( g_D3dDevice->CreateDepthStencilView( g_DepthStencilBuffer, 0, &g_DepthStencilView ) );
g_D3dDeviceContext->OMSetRenderTargets( 1, &g_RenderTargetView, g_DepthStencilView );
g_Vp.TopLeftX = 0;
g_Vp.TopLeftY = 0;
g_Vp.Width = static_cast<float>(g_ClientWidth);
g_Vp.Height = static_cast<float>(g_ClientHeight);
g_Vp.MinDepth = 0;
g_Vp.MaxDepth = 1.0f;
g_D3dDeviceContext->RSSetViewports( 1, &g_Vp );
}
void ReleaseAll()
{
ReleaseCOM(g_RenderTargetView);
ReleaseCOM(g_DepthStencilView);
ReleaseCOM(g_InputLayout);
ReleaseCOM(g_SwapChain);
if( g_D3dDeviceContext )
{
g_D3dDeviceContext->ClearState();
}
ReleaseCOM( g_VertexBuffer );
ReleaseCOM( g_IndexBuffer );
ReleaseCOM( g_InputLayout );
ReleaseCOM( g_Effect );
ReleaseCOM(g_D3dDevice);
ReleaseCOM(g_D3dDeviceContext);
}
void DrawScreen()
{
assert( g_D3dDeviceContext );
assert( g_SwapChain );
ID3DX11EffectMatrixVariable *fxWorldViewProj;
fxWorldViewProj = g_Effect->GetVariableByName("gWorldViewProj")->AsMatrix();
fxWorldViewProj->SetMatrix( (float *)&g_WorldViewProj );
D3DX11_TECHNIQUE_DESC techDesc;
g_EffectTechnique->GetDesc( &techDesc );
g_EffectTechnique->GetPassByIndex(0)->Apply( 0, g_D3dDeviceContext );
UINT stride = sizeof(Vertex);
g_D3dDeviceContext->IASetInputLayout( g_InputLayout );
g_D3dDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
g_D3dDeviceContext->IASetVertexBuffers( 0, 1, &g_VertexBuffer, &stride, 0 );
g_D3dDeviceContext->IASetIndexBuffer( g_IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
XMVECTORF32 color = { 0.0f, 0.0f, 1.0f, 1.0f };
g_D3dDeviceContext->ClearRenderTargetView( g_RenderTargetView, reinterpret_cast<const float*>(&color) );
g_D3dDeviceContext->ClearDepthStencilView( g_DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0.0f );
g_D3dDeviceContext->DrawIndexed( 36, 0, 0 );
HR(g_SwapChain->Present(0,0));
}
void BuildFx()
{
DWORD shaderFlag;
#if defined(DEBUG) || defined(_DEBUG)
shaderFlag |= D3D10_SHADER_DEBUG;
shaderFlag |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
ID3D10Blob *CompiledShader;
ID3D10Blob *CompiledError;
HR ( D3DX11CompileFromFile( L"FX/boxShader.fx", 0, 0, 0, "fx_5_0",
shaderFlag, 0, 0, &CompiledShader, &CompiledError, 0 ) );
if( CompiledError )
{
MessageBoxA( 0, (char *)CompiledError->GetBufferPointer(), 0, 0 );
ReleaseCOM( CompiledError );
}
HR( D3DX11CreateEffectFromMemory( CompiledShader->GetBufferPointer(), CompiledShader->GetBufferSize(),
0, g_D3dDevice, &g_Effect ) );
ReleaseCOM(CompiledShader);
}
void BuildBuffer()
{
Vertex BoxVertex[] = {
{ XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT4(1.0f, 0.0f, 0.0f, 0.0f) },
{ XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT4(0.0f, 1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT4(0.0f, 0.0f, 1.0f, 0.0f) },
{ XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT4(1.0f, 1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT4(1.0f, 0.0f, 1.0f, 0.0f) },
{ XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT4(0.0f, 1.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT4(1.0f, 1.0f, 1.0f, 0.0f) },
{ XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT4(0.5f, 0.5f, 0.5f, 0.0f) },
};
D3D11_BUFFER_DESC vDesc;
//memset( &vDesc, 0, sizeof(D3D11_BUFFER_DESC) );
vDesc.ByteWidth = sizeof(Vertex) * 8;
vDesc.Usage = D3D11_USAGE_IMMUTABLE;
vDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vDesc.CPUAccessFlags = 0;
vDesc.MiscFlags = 0;
vDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vInitData;
vInitData.pSysMem = BoxVertex;
HR( g_D3dDevice->CreateBuffer( &vDesc, &vInitData, &g_VertexBuffer) );
UINT indices[] =
{
//FRONT
0, 1, 2,
2, 1, 3,
//TOP
0, 4, 5,
0, 5, 1,
//RIGHT
1, 5, 3,
3, 5, 7,
//BACK
4, 6, 5,
5, 6, 7,
//BOTTOM
2, 7, 1,
2, 3, 7,
//LEFT
0, 2, 4,
2, 6, 4
};
D3D11_BUFFER_DESC bDesc;
//memset( &bDesc, 0, sizeof( bDesc ) );
bDesc.ByteWidth = sizeof( UINT ) * 36;
bDesc.Usage = D3D11_USAGE_IMMUTABLE;
bDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bDesc.CPUAccessFlags = 0;
bDesc.MiscFlags = 0;
bDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iInitDate;
iInitDate.pSysMem = indices;
HR( g_D3dDevice->CreateBuffer( &bDesc, &iInitDate, &g_IndexBuffer ) );
}
void BuildInputLayout()
{
D3D11_INPUT_ELEMENT_DESC idesc[] =
{
{ "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( idesc );
g_EffectTechnique = g_Effect->GetTechniqueByName( "ColorTech" );
D3DX11_PASS_DESC passDesc;
g_EffectTechnique->GetPassByName("p0")->GetDesc(&passDesc);
HR( g_D3dDevice->CreateInputLayout( idesc, numElements, passDesc.pIAInputSignature ,
passDesc.IAInputSignatureSize, &g_InputLayout) );
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_SIZE:
g_ClientWidth = LOWORD( lParam );
g_ClientHeight = HIWORD( lParam );
if( g_D3dDevice )
{
if( wParam != SIZE_MINIMIZED )
{
onResizeAndInit();
}
}
return 0;
case WM_DESTROY:
ReleaseAll();
PostQuitMessage(0);
return 0;
default:
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
you may need the BoxShader.fx file:
//
// Effect for boxdemo
//
cbuffer cbPerObject
{
float4x4 gWorldViewProj;
};
struct VertexIn
{
float3 PosL : POSITION;
float4 color : COLOR;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float4 color : COLOR;
};
VertexOut VS( VertexIn vin )
{
VertexOut vout;
vout.PosH = mul( float4( vin.PosL, 1.0f ), gWorldViewProj );
vout.color = vin.color;
return vout;
}
float4 PS( VertexOut pin ) : SV_Target
{
return pin.color;
}
technique11 ColorTech
{
pass p0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_5_0, PS() ) );
}
}
Thanks for your help.