I'm a noob with DirectX and running through [this][1] tutorial in Visual Studio. At compile time, I run into this error: "error X3501: 'main': entrypoint not found." Now some googling lead me to [this answer][2], which says to enter in the properties of my shader files, set Shader type and the entrypoint to your desired entry point. Now as great of an answer that provided, I have no idea what my entrypoint should be. At first I thought it should be where I actually call D3DX11CompileFromFile()
which is in ColorShaderClass::InitializeShader
, yet I'm again met with error X3501. What do?
My files are as follows
ColorVS.hlsl
ColorPS.hlsl
The methods which use the names
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, L"ColorVS.hlsl", L"ColorPS.hlsl");
if (!result)
{
return false;
}
return true;
}
and
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
// Compile the vertex shader code.
result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "ColorVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
&vertexShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DX11CompileFromFile(psFilename, NULL, NULL, "ColorPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
&pixelShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
//more code
}
EDIT
As tsandy answered, the entrypoints were the functions that actually performed the shading. For anyone who is following the tutorial and uses the same scheme as I did with the shader files
ColorPS.hlsl had the entry point "ColorPixelShader"
ColorVS.hlsl had the entry point "ColorVertexShader"