• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
BlurEffect

How to set texture as shader resource?

4 posts in this topic

Hey guys,

 

In my application I want to set a texture as shader resource, so the pixel shader can sample it using the passed in uv coordinates. Generally, I know how to do it and I have it working in another place of my application. However, for one special case it just doesn't seem to work and I can't get rid of a compilation error.

I have a class Font with this function:

ID3D11ShaderResourceView* GetTexture();

And another class trying to access that function in order to get the texture and set it as a resource for the pixel shader:

pDeviceContext -> PSSetShaderResources(0, 1, m_font.GetTexture() );

(m_font is an object of the class Font, that has that GetTexture() function)

 

The compiler gives me this error:

argument of type "ID3D11ShaderResourceView *" is incompatible with parameter of type "ID3D11ShaderResourceView *const *"

 

I think I tried all combinations of constness for the return type of the GetTexture() function and nothing changed. Also, I'm building this pretty much based on a tutorial that has pretty much the same code, so I think it should be working. Especially as it is working somewhere else in my application (although I'm not getting the texture over a get-function there but pass in the address of a member texture).

 

So, please help me to solve this. Thank you very much in advance.
 

0

Share this post


Link to post
Share on other sites

To elaborate a bit more, the reason it expects a pointer to a pointer is so that it can take an array of shader resource views. So that you can do something like this:

 

ID3D11ShaderResourceView* srvs[3] = { texture0, texture1, texture2 };
immContext->PSSetShaderResources(0, 3, srvs);
2

Share this post


Link to post
Share on other sites

Thanks guys for replying, but I tried that before, I mean using

pDeviceContext -> PSSetShaderResources(0, 1, &m_font.GetTexture() );

In that case the compiler will simply tell me: '&' requires l-value

Doing the following doesn't change anything about it:

pDeviceContext -> PSSetShaderResources(0, 1, &(m_font.GetTexture()) );

When I do something like this, however, it works:

ID3D11ShaderResourceView* pTex = m_font.GetTexture();
pDeviceContext -> PSSetShaderResources(0, 1, &pTex );

What's going on? What's the problem with the getter? Any ideas?

Edited by BlurEffect
0

Share this post


Link to post
Share on other sites

That is exactly to be expected.

What do you think “&m_font.GetTexture()” is telling the compiler?

 

Maybe you hope it returns an address to the temporary where the result of m_font.GetTexture() might be stored, but who said it would ever be stored as a temporary?

Functions return results in the EAX register on x86 machines (as a specific example), so does &m_font.GetTexture() mean “address of a register”?

Does it mean “address of the GetTexture() method itself”?

 

In your 3rd case you are explicitly creating a temporary and then passing the address of that temporary.  This is what you thought the first 2 cases would do, but the compiler is not required to make a temporary at all and it won’t allow you to rely on such behavior.

 

 

L. Spiro

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0