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Having trouble with my Vertex Element Class

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#1 Enerjak   Members   

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Posted 03 May 2014 - 12:43 AM

OK, I'm trying to make it so all you have to do to add a new vertex element is this:

void Shape::setVertexElement(string semanticName, unsigned int semanticIndex, unsigned int format, unsigned int inputSlot, unsigned int inputSlotClass, unsigned int alignedByteOffset, unsigned int instanceDataStepRate)
{
	VertexElement* vertElem = new VertexElement(semanticName, semanticIndex, format, inputSlot, inputSlotClass, alignedByteOffset, instanceDataStepRate);
	
	m_vertexElements.push_back(*vertElem);
}

than, updating them like this:

void Shape::createInputlayout()
{
	D3D11_INPUT_ELEMENT_DESC* elemDesc = new D3D11_INPUT_ELEMENT_DESC[this->m_vertexElements.size() - 1];

	VertexElements::iterator i;
	unsigned int x;
	for (x = 0, i = m_vertexElements.begin(); i != m_vertexElements.end(); ++i, ++x)
	{
		elemDesc[x].SemanticName = static_cast<LPCSTR>(i->getSemanticName().c_str());
		elemDesc[x].SemanticIndex = i->getSemanticIndex();
		elemDesc[x].Format = static_cast<DXGI_FORMAT>(i->getFormat());
		elemDesc[x].InputSlot = i->getInputslot();
		elemDesc[x].InputSlotClass = static_cast<D3D11_INPUT_CLASSIFICATION>(i->getInputSlotClass());
		elemDesc[x].InstanceDataStepRate = i->getInstanceDataStepRate();
		elemDesc[x].AlignedByteOffset = i->getAlignedByteOffset();
		
	
	}
	if (m_hardwareMaterial != NULL)
	{
		HRESULT hr = m_device->CreateInputLayout(elemDesc, (unsigned int)m_vertexElements.size(), m_hardwareMaterial->getVertexShaderBlob()->GetBufferPointer(), m_hardwareMaterial->getVertexShaderBlob()->GetBufferSize(), &m_inputlayout);

		if (FAILED(hr))
		{
			const char* err = DXGetErrorDescriptionA(hr);

			MessageBoxA(NULL, err, NULL, MB_OK);
			return;
		}
		m_devContext->IASetInputLayout(m_inputlayout);
	}

	
}

How ever, for some reason, Direct3D says this:

D3D11 ERROR: ID3D11Device::CreateInputLayout: Element[1] and Element[0] have the same Semantic ( 0).  All Semantics in the Input Layout must be unique.  This error is only printed on the first occurence detected. [ STATE_CREATION ERROR #160: CREATEINPUTLAYOUT_DUPLICATESEMANTIC]

It seems like the string from the class isn't updating right. I wonder if I'm doing it wrong or you can't do it this way. (I was trying to do it like Ogre's vertex declaration, but they do it with Direct3D9. I thought it would be the same concept, since all you'd have to do is iterator through the vector and set the elements[x] to what ever the iterator holds.)



#2 eppo   Members   

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Posted 03 May 2014 - 02:54 AM

What are the VertexElements you feed it with? Do elements that share the same semantic-name have individually unique indices? A name + index pair defines a unique semantic.

 

It would be less error sensitive if you don't have to specify a semanticIndex, but calculate it based on the number of previous occurrences of the same name.



#3 kubera   Members   

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Posted 03 May 2014 - 02:31 PM

Yes, there would be an error in the loop block. Something would be filled twice.

P. S.
Consider such versions of your function smile.png

void Shape::setVertexElement(string semanticName, unsigned int semanticIndex, unsigned int format, unsigned int inputSlot, unsigned int inputSlotClass, unsigned int alignedByteOffset, unsigned int instanceDataStepRate)
{
	m_vertexElements.emplace_back(semanticName, semanticIndex, format, inputSlot, inputSlotClass, alignedByteOffset, instanceDataStepRate);
}

void Shape::setVertexElement(string semanticName, unsigned int semanticIndex, unsigned int format, unsigned int inputSlot, unsigned int inputSlotClass, unsigned int alignedByteOffset, unsigned int instanceDataStepRate)
{
	m_vertexElements.push_back(VertexElement(semanticName, semanticIndex, format, inputSlot, inputSlotClass, alignedByteOffset, instanceDataStepRate));
}

Edited by kubera, 03 May 2014 - 04:44 PM.





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