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About Jimbobicus

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  1. Thanks for the input! I haven't figured out how to get the D3D debug info to show in the output window (I've had it there before, so I'm not sure what happened...) At any rate I used PIX to get the debug output and got the problem figured out. It was [font="Consolas,"]GeometryShader.NoRasterizedStream[/font] ..... Apparently that only works with D3D11 feature level. I've got a 10.1 card so there has to be a rasterized stream set. I changed it to 0 and it works fine.
  2. I'm trying to recreate the NVidia Cascades demo (sort of) using SlimDX and D3D11 but I keep running into a problem on creating the geometry shaders with stream output. I'm running the debug runtime, but I'm not seeing any output from that. The only thing I get in the VS output window is: A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll The unhandled exception window shows up and tells me that the error was an E_INVALIDARG. Which usually indicates an error on the stream output declaration, but I can't for the life of me see what that would be. Any help would be greatly appreciated! My stream output declaration: [source] var sElement = new StreamOutputElement[] { new StreamOutputElement(0, "POSITION", 0, 0, 1, 0), }; [/source] Bytecode and geometry shader creation code: [source] bytecode = ShaderBytecode.CompileFromFile(StringTable.ShaderPath + "list_nonempty.gs", "GS", "gs_4_1", ShaderFlags.Debug, EffectFlags.None, null, includeHandler, out error); gShader = new GeometryShader(device, bytecode, sElement, new int[] { 4 }, GeometryShader.NoRasterizedStream); [/source] And my geometry shader code: [source] struct vs_to_gs { uint z8_y8_x8_case8 : OUTPUT; }; struct gs_to_app { uint z8_y8_x8_case8 : POSITION; }; [maxvertexcount(1)] void GS(point vs_to_gs input[1], inout PointStream<gs_to_app> Stream) { // pull the case out of the input uint cube_case = input[0].z8_y8_x8_case8 & 0xFF; // check that the case is not 0 if(cube_case * (255 - cube_case) > 0) { // if the case is not zero add this voxel to the output stream gs_to_app output; output.z8_y8_x8_case8 = input[0].z8_y8_x8_case8; Stream.Append(output); } } [/source]