У меня есть проект Windows Phone 8 C # / XAML с компонентом DirectX. Я пытаюсь визуализировать некоторые частицы. Я создаю буфер вершин, который, как я видел, входит в функцию создания, но когда он попадает в буфер вершин обновления, буфер равен NULL. Я еще не выпустил буферы. Вы знаете, почему это произойдет? Помогает ли какое-нибудь из выходных сообщений? Благодарю.
Распечатки и ошибки в моем окне вывода:
'TaskHost.exe' (Win32): Loaded '\Device\HarddiskVolume4\Windows\System32\d3d11_1SDKLayers.dll'. Cannot find or open the PDB file.
D3D11 WARNING: ID3D11Texture2D::SetPrivateData: Existing private data of same name with different size found! [ STATE_SETTING WARNING #55: SETPRIVATEDATA_CHANGINGPARAMS]
Create vertex buffer
D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. [ EXECUTION WARNING #352: DEVICE_DRAW_SAMPLER_NOT_SET]
The thread 0xb64 has exited with code 0 (0x0).
m_vertexBuffer is null
D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. [ EXECUTION WARNING #352: DEVICE_DRAW_SAMPLER_NOT_SET]
m_vertexBuffer is null
В CreateDeviceResources я вызываю CreateVertexShader, CreateInputLayout, CreatePixelShader, CreateBuffer. Затем я приступаю к созданию сэмплера и буфера вершин, код ниже:
auto createCubeTask = (createPSTask && createVSTask).then([this] () {
// Create a texture sampler state description.
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
HRESULT result = m_d3dDevice->CreateSamplerState(&samplerDesc, &m_sampleState);
if(FAILED(result))
{
OutputDebugString(L"Can't CreateSamplerState");
}
//InitParticleSystem();
// Set the maximum number of vertices in the vertex array.
m_vertexCount = m_maxParticles * 6;
// Set the maximum number of indices in the index array.
m_indexCount = m_vertexCount;
// Create the vertex array for the particles that will be rendered.
m_vertices = new VertexType[m_vertexCount];
if(!m_vertices)
{
OutputDebugString(L"Can't create the vertex array for the particles that will be rendered.");
}
else
{
// Initialize vertex array to zeros at first.
int sizeOfVertexType = sizeof(VertexType);
int totalSizeVertex = sizeOfVertexType * m_vertexCount;
memset(m_vertices, 0, totalSizeVertex);
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = m_vertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
int sizeOfMVertices = sizeof(m_vertices);
CD3D11_BUFFER_DESC vertexBufferDesc(
totalSizeVertex, // byteWidth
D3D11_BIND_VERTEX_BUFFER, // bindFlags
D3D11_USAGE_DYNAMIC, // D3D11_USAGE usage = D3D11_USAGE_DEFAULT
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
0, // miscFlags
0 // structureByteStride
);
OutputDebugString(L"Create vertex buffer\n");
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
}unsigned long* indices = new unsigned long[m_indexCount];
if(!indices)
{
OutputDebugString(L"Can't create the index array.");
}
else
{
// Initialize the index array.
for(int i=0; i<m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the static index buffer.
// Create the index array.
D3D11_BUFFER_DESC indexBufferDesc;
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
D3D11_SUBRESOURCE_DATA indexData;
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexData,
&m_indexBuffer
)
);
// Release the index array since it is no longer needed.
delete [] indices;
indices = 0;
}
});
createCubeTask.then([this] () {
m_loadingComplete = true;
});
}
Моя вершина — это позиция, текс и цвет:
struct VertexType
{
DirectX::XMFLOAT3 position;
DirectX::XMFLOAT2 texture;
DirectX::XMFLOAT4 color;
};
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_sampleState;
VertexType* m_vertices;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
VertexShader.HLSL:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR;
};
PixelInputType main(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, model);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Store the particle color for the pixel shader.
output.color = input.color;
return output;
}
После вызова: m_d3dDevice-> CreateBuffer (&vertexBufferDesc, &vertexBufferData, &m_vertexBuffer) m_vertexBuffer не является нулевым.
Но когда я добираюсь до своей функции Update (), m_vertexBuffer имеет значение NULL!
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (m_vertexBuffer == nullptr)
{
OutputDebugString(L"m_vertexBuffer is null\n");
}
else
{
// Lock the vertex buffer.
DX::ThrowIfFailed(m_d3dContext->Map(m_vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource));
// Get a pointer to the data in the vertex buffer.
VertexType * verticesPtr = (VertexType*)mappedResource.pData;
//// Copy the data into the vertex buffer.
int sizeOfVertices = sizeof(VertexType) * m_vertexCount;
memcpy(verticesPtr, (void*)m_vertices, sizeOfVertices);
//// Unlock the vertex buffer.
m_d3dContext->Unmap(m_vertexBuffer.Get(), 0);
}
Что касается сэмплера, вам нужно назначить его на пиксельный шейдер.
m_d3dContext.Get () -> PSSetSamplers (0,1,&m_sampleState);
Я делал неправильный вызов m_vertexBuffer, когда я иду Render его.
Это исправляет ошибку с m_vertexBuffer, равным нулю.
Предыдущая:
m_d3dContext.Get()->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
Fix:
m_d3dContext.Get()->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride, &offset);
Это не исправляет ошибку с состояниями сэмплера, хотя:
DrawIndexed: модуль Pixel Shader ожидает, что Sampler будет установлен в слот
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