Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

150 Neutral

About blackfe2010

  • Rank
  1. blackfe2010

    Debug pixel shader

    I don't see the white object. And i try to use "D3D11_CULL_NONE", it's still not work. so I think the problem seem in the render target because I can see the object in Post-Vertex Shader in the PIX, It can prove the matrix work, isn't it? Here is the code about the render target: [source lang="cpp"] hr = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr); CHECK_FAILED(hr) hr = m_device->CreateRenderTargetView(backBufferPtr, NULL, &defaultRenderTargetView); CHECK_FAILED(hr) backBufferPtr->Release(); backBufferPtr = 0; deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, NULL);[/source] The code is simple. but I only use OMSetRenderTargets at the beginning of the porgram. Shall I use It pre-frame? And I still dont know what's wrong in my code.
  2. blackfe2010

    Debug pixel shader

    Hi, I want draw a model, but nothing displayed on the screen, just background color. I use the PIX to find the problem. but it's hard for me to detect what's wrong with it. I look at the mesh in PIX, the Pre-Vertex shader and Post-Vertex Shader are drew well. but nothing in viewport.(I'm not use the Geomethry shader) I guess there is someting wrong in the Pixel shader. Here is the code in HLSL: Texture2D DefaultTexture : register( t0 ); SamplerState DefaultSampler : register( s0 ); cbuffer cbChangesEveryFrame : register( b0 ) { matrix WorldMatrix; }; cbuffer cbNeverChanges : register( b1 ) { matrix ViewMatrix; }; cbuffer cbChangeOnResize : register( b2 ) { matrix PerspMatrix; }; struct VSInputTexture { float4 pos : POSITION; float2 tex0 : TEXCOORD0; }; struct PSInputTexture { float4 pos : SV_POSITION; float2 tex0 : TEXCOORD0; }; PSInputTexture VSWithCameraWithTexture(VSInputTexture vertex) { PSInputTexture vsOut = ( PSInputTexture )0; vsOut.pos = mul( vertex.pos, WorldMatrix ); vsOut.pos = mul( vsOut.pos, ViewMatrix ); vsOut.pos = mul( vsOut.pos, PerspMatrix ); vsOut.tex0 = vertex.tex0; return vsOut; } float4 PSWithTexture(PSInputTexture frag) : SV_TARGET { float4 col = DefaultTexture.Sample( DefaultSampler, frag.tex0 ); return col; } technique11 DefaultTechniqueWithCameraWithTexture { pass P0 { SetVertexShader( CompileShader( vs_5_0, VSWithCameraWithTexture())); SetGeometryShader( NULL); SetPixelShader( CompileShader( ps_5_0, PSWithTexture())); } } No compile error about this HLSL. In Rasterizer: Viewports Slot TopLeftX TopLeftY Width Height MinDepth MaxDepth 0 0.000f 0.000f 800.000f 600.000f 0.000f 1.000f (1-15) N/A N/A N/A N/A N/A N/A Rasterizer Rasterizer 0x066294A0 Fill Mode D3D11_FILL_SOLID Cull Mode D3D11_CULL_BACK Front Counter-clockwise FALSE Depth Bias 0 Depth Bias Clamp 0.000f Slope Scaled Depth Bias 0.000f Depth Clip Enable FALSE Scissor Enable FALSE Multisample Enable FALSE Antialiased Line Enable FALSE In Pixel Shader: Slot Sampler Filter AddressU AddressV AddressW MipMapLODBias MaxAnisotropy ComparisonFunc BorderColorRGBA MinLOD MaxLOD 0 0x06627010 D3D11_FILTER_MIN_MAG_MIP_LINEAR D3D11_TEXTURE_ADDRESS_WRAP D3D11_TEXTURE_ADDRESS_WRAP D3D11_TEXTURE_ADDRESS_WRAP 0.000f 0 D3D11_COMPARISON_NEVER (0.000f, 0.000f, 0.000f, 0.000f) 0.000f 340282346638528860000000000000000000000.000f I have checked every thing but still don't know why nothing displayed. Could you help me?
  3. blackfe2010

    What's wrong about my code?

    you are right. thank you
  4. Hi I want display a model. but there is something wrong. I use PIX to see what's wrong, and I find the data is malposition. This is the data what my program drew VTX IDX POSITION[0] POSITION[1] POSITION[2] POSITION[3] TEXCOORD[0] TEXCOORD[1] 0 1 0.453 0.78 0.14 1 61.198 -14.418 1 2 61.198 -14.418 0.453 1 0.653 -7.689 2 0 0.024 55.081 -2.898 1 0.453 0.78 but the correct one is: VTX IDX POSITION[0] POSITION[1] POSITION[2] POSITION[3] TEXCOORD[0] TEXCOORD[1] 0 1 0.14 61.198 -14.418 1 0.453 0.653 1 2 -7.689 61.197 -11.877 1 0.39 0.653 2 0 0.024 55.081 -2.898 1 0.453 0.78 the issue start at index 1 POSITION[0] and POSITION[1], They re-use index 0 TEXCOORD[0] and TEXCOORD[1], And I see the input layout, it is correct. SemanticName SemanticIndex Format InputSlot AlignedByteOffset InputSlotClass InstanceDataStepRate POSITION 0 DXGI_FORMAT_R32G32B32_FLOAT 0 0 D3D11_INPUT_PER_VERTEX_DATA 0 TEXCOORD 0 DXGI_FORMAT_R32G32_FLOAT 0 12 D3D11_INPUT_PER_VERTEX_DATA 0 In the .fx file struct VSInputTexture { float4 pos : POSITION; float2 tex0 : TEXCOORD0; }; I use a struct in c++ struct VertexTexStr { XMFLOAT3 pos; XMFLOAT2 tex; }; I used D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST and create vertex buffer: [source lang="cpp"]void RenderObject::CreateVertexBuffer() { try { D3D11_BUFFER_DESC bufferDesc; ZeroMemory( &bufferDesc, sizeof( bufferDesc ) ); D3D11_SUBRESOURCE_DATA initData; ZeroMemory( &initData, sizeof( initData ) ); VertexTexStr* tmpVertexTex=NULL; bufferDesc.Usage=D3D11_USAGE_DEFAULT; bufferDesc.BindFlags=D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags=0; bufferDesc.MiscFlags=0; bufferDesc.StructureByteStride=0; switch(m_mode) { case RenderWithCameraWithTexture: bufferDesc.ByteWidth=sizeof(VertexTexStr)*m_vertices->size(); tmpVertexTex=new VertexTexStr[m_vertices->size()]; for(size_t i=0;i<m_vertices->size();i++) { tmpVertexTex.pos=(*m_vertices); tmpVertexTex.tex=(*m_texs); } initData.pSysMem=tmpVertexTex; sendMessage(MSG_CREATE_BUFFER,AuxGroupArgus(&bufferDesc,&initData,&m_verticesBuffer)); delete[] tmpVertexTex; break;[/source] I use debug to see the initData.pSysMem, it is ok at index 1. What's wrong?
  5. blackfe2010

    Design a render queue

    This blog explain everything clearly. But I haven't support multi-viewport yet. And I think use two render queue at first is suitable for me. I'm start to do it now!!!
  6. HI, I want to design a game engine by myself, and now I'm start to design "render" part . I know change the render state is very expensive. so use a render queue to split the render object in different queue is a good idea(truth?). But i have no idea how to start this design. How many kinds of queue i should use? How can I determine this object is suitable for queue A or queue B? Could you give me some suggestion?
  7. blackfe2010

    How to debug in DirectX11

    Hi, all I found the problem. Because of i use the ID3D11DepthStencilView. If I use the code: [source lang="cpp"]deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, NULL);[/source] everything is ok. What's wrong with ID3D11DepthStencilView in my code? [source lang="cpp"] // Initialize the description of the depth buffer. ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); // Set up the description of the depth buffer. depthBufferDesc.Width = m_screenWidth; depthBufferDesc.Height = m_screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; // Create the texture for the depth buffer using the filled out description. hr = m_device->CreateTexture2D(&depthBufferDesc, NULL, &defaultDepthStencilBuffer); CHECK_FAILED(hr) // Initialize the description of the stencil state. ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // Set up the description of the stencil state. depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; // Stencil operations if pixel is front-facing. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations if pixel is back-facing. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create the depth stencil state. hr = m_device->CreateDepthStencilState(&depthStencilDesc, &defaultDepthStencilState); CHECK_FAILED(hr) deviceContext->OMSetDepthStencilState(defaultDepthStencilState, 1); // Initialize the depth stencil view. ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); // Set up the depth stencil view description. depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; // Create the depth stencil view. hr = m_device->CreateDepthStencilView(defaultDepthStencilBuffer, &depthStencilViewDesc, &defaultDepthStencilView); CHECK_FAILED(hr) deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, defaultDepthStencilView);[/source]
  8. Hi I have wrt an game using DX11. I want display a trangle, but only background color displayed. And I use the InfoQueue to catch the error message [source lang="cpp"] HRESULT hr=S_OK; if(m_device==NULL) EXCEPTION("Device not created") hr=m_device->QueryInterface(__uuidof(ID3D11Debug),(LPVOID*)&m_debug); if(FAILED(hr)) EXCEPTION("Create ID3D11Debug failed") hr=m_debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); if(FAILED(hr)) EXCEPTION("Set ReportLiveDeviceObjects failed") hr=m_device->QueryInterface(__uuidof(ID3D11InfoQueue),(LPVOID*)&m_infoQueue); if(FAILED(hr)) EXCEPTION("Create ID3D11InfoQueue failed") m_infoQueue->ClearStoredMessages(); m_infoQueue->ClearRetrievalFilter(); m_infoQueue->ClearStorageFilter(); D3D11_INFO_QUEUE_FILTER filter; ZeroMemory(&filter, sizeof(D3D11_INFO_QUEUE_FILTER)); D3D11_MESSAGE_SEVERITY severity; severity=D3D11_MESSAGE_SEVERITY_ERROR; filter.DenyList.NumSeverities=1; filter.DenyList.pSeverityList=&severity; m_infoQueue->AddStorageFilterEntries(&filter); m_infoQueue->AddRetrievalFilterEntries(&filter);[/source] In the log file: Create RenderTargetView: Name="unnamed", Addr=0x00FDB034, ExtRef=1, IntRef=0 Create Texture2D: Name="unnamed", Addr=0x00FDB15C, ExtRef=1, IntRef=0 Create DepthStencilState: Name="unnamed", Addr=0x00FDB334, ExtRef=1, IntRef=0 Create DepthStencilView: Name="unnamed", Addr=0x00FDB42C, ExtRef=1, IntRef=0 [/quote] But I don't know what's the meaning of it. Because when I create the RenderTargetView,Texture2D,DepthStencilState and DepthStencilView, ther are all return S_OK. How can I detect the bug? And here is an other question. Every function in ID3D11Device interface will return the HRESULT. so I can know the function run success or failed. But the function in ID3D11DeviceContext interface have no return value. How can I know the result?
  9. blackfe2010

    How to use boost::unordered_map with for_each?

    I'm find the problem. I haven't wrt the default constructor...
  10. blackfe2010

    How to use boost::unordered_map with for_each?

    Hi, I'm come back. Sorry, I found i use vs2008 in one of my computer. So I can't use c++11 like: and And I want use boost::bind to solute this problem. At first, I want to bind member variables std::pair<int,boost::shared_ptr<TEST>>::second [source lang="cpp"] for_each( g_map.begin(), g_map.end(), boost::bind(&std::pair<int,boost::shared_ptr< TEST > >::second,_1)); [/source] But it's failed, why?
  11. blackfe2010

    How to use boost::unordered_map with for_each?

    ok, i think i need to learn some lambda expression. but Is this the only solution to use "lumbda"? And what the performance about the lumbda? Can i use huge amount of lumbda expressions in my code?
  12. blackfe2010

    How to use boost::unordered_map with for_each?

    thanks, it's works well. but what's means of [=] ?
  13. Hi class TEST { public: TEST() {}; void doSomething(int a,int b); }; boost::unordered_map<int,boost::shared_ptr<TEST>> g_map; int main() { int p1=0; int p2=1; g_map[0]=boost::make_shared<TEST>(); g_map[1]=boost::make_shared<TEST>(); for_each(g_map.begin(),g_map.end(),how to write?); returns 0; } Who can tell me how to write the for_each? p1 and p2 are the parameters should send to TEST::doSomething.
  14. blackfe2010

    Question on boost::shared_ptr

    Thank you for your help!!! I think it's clear for me.
  15. blackfe2010

    Question on boost::shared_ptr

    Because i want Component can communicate to other Components class Component { public: void sendMessage(string str) { m_objectManager->sendGlobalMessage(str); } }; class ObjectManager { pubic: void sendGlobalMessage(string str) { for_each(m_allComponents.begin(),m_allComponents.end(),...); } }; And about the weak_ptr<>, you means i should do something like: class Component { boost::weak_ptr<ObjectManager> m_ojbectManager; }; right? but weak_ptr haven't operator -> how can i use it?
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!