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Pixel Shader 'stage Did Not Run'

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#1 DarkRonin   Members   

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Posted 24 July 2016 - 02:46 AM

Hi Guys,
 
I am scratching my head with this one.
 
I have a basic pixel shader that should just fill the geometry white
 
float4 main() : SV_TARGET
{
	return float4(1.0f, 1.0f, 1.0f, 1.0f);
}
And a vertex shader that leaves the geometry un transformed
float4 main(float4 pos : POSITION) : SV_POSITION
{
	return pos;
}
I can see in the debugger that the geometry is rendering ok, but the pixel shader seems to be bypassed.

z4wgdDT.png

I can see from the debugger that the shader has loaded correctly.

I am at a loss as to why this doesn't render anything on screen.

Any advice is greatly appreciated :)
Win32 Developer
One Of Them - Martial arts game that is mid development.

#2 WFP   Members   

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Posted 24 July 2016 - 09:31 AM

Is there a depth buffer bound?  And if so, is depth testing enabled?  First glance looks like it's getting rejected. If you look in the event history (usually on the side of the graphics debugger) you may see a little symbol that looks like a crossed out 'Z' (if I'm remembering correctly).



#3 iedoc   GDNet+   

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Posted 24 July 2016 - 11:42 AM

Did you set a scissor rect?
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#4 phil_t   Members   

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Posted 24 July 2016 - 12:27 PM

Also make sure to check that the vertices aren't outside the near/far plane.



#5 DarkRonin   Members   

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Posted 24 July 2016 - 03:26 PM

Arrgh! Noob mistake. I didn't set the viewport anywhere.

It pays to sleep on it sometimes.

Thanks for all of the suggestions guys. Upvoted each. :)
Win32 Developer
One Of Them - Martial arts game that is mid development.




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