Having programmed for OpenGL ES and XNA for some time, I am now updating some of my content to DirectXTK for the XBOX One. Sadly, I just ran into another issue - namely the integration of custom shader files.
In particular, I have the following Vertex Shader:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
};
PixelShaderInput main(VertexShaderInput input)
{
PixelShaderInput output;
float4 pos = float4(input.pos, 1.0f);
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
return output;
}
Loading it into the IEffectFactory implementation works fine to far. In the first step, I use LoadAsync to load the compiled hlsl file:
void SUS3DApp1Main::SUSCreateDeviceResources()
{
auto loadVSTask = DX::ReadDataAsync(L"SampleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync(L"SamplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
&fileData[0],
fileData.size(),
nullptr,
&myVertexShader
)
);
myVShaderCode = fileData.data();
myVShaderCodeSize = fileData.size();
myFlagVSUp = true;
}); //VS hoch
...
The two variables myVShaderCode and mVShaderCodeSize then get passed on into the actual implementation of iEffect, which uses them like this:
void SUS3DApp1::SUSEffect::GetVertexShaderBytecode(void const ** pShaderByteCode, size_t * pByteCodeLength)
{
(*pByteCodeLength) = myVShaderCodeSize;
(*pShaderByteCode) = myVShaderCode;
}
Sadly, this does not work at runtime. Instead, an error of the type Unhandled exception at 0x603520B5 (ucrtbased.dll) in SUS3DApp1.exe: An invalid parameter was passed to a function that considers invalid parameters fatal. is thrown. The call stack looks like this:
> SUS3DApp1.exe!DirectX::ThrowIfFailed(HRESULT hr) Line 48 C++
SUS3DApp1.exe!CreateInputLayout(ID3D11Device * device, DirectX::IEffect * effect, ID3D11InputLayout * * pInputLayout, bool skinning) Line 202 C++
SUS3DApp1.exe!DirectX::Model::CreateFromCMO(ID3D11Device * d3dDevice, const unsigned char * meshData, unsigned int dataSize, DirectX::IEffectFactory & fxFactory, bool ccw, bool pmalpha) Line 796 C++
SUS3DApp1.exe!DirectX::Model::CreateFromCMO(ID3D11Device * d3dDevice, const wchar_t * szFileName, DirectX::IEffectFactory & fxFactory, bool ccw, bool pmalpha) Line 848 C++
SUS3DApp1.exe!SUSModel::SUSModel(ID3D11Device * _dev, std::basic_string<char,std::char_traits<char>,std::allocator<char> > & resource, const unsigned char * _myVShaderCode, int _myVShaderCodeSize) Line 15 C++
SUS3DApp1.exe!SUS3DApp1::SUS3DApp1Main::SetUpShaderDependentResources() Line 62 C++
SUS3DApp1.exe!SUS3DApp1::SUS3DApp1Main::Render() Line 148 C++
Ideas, anyone? I already checked the validity of the member variables in GetVertexShaderBytecode...
Update: I now changed the shader, and also the loading of the code. Strangely, this part of the code now passes the CreateInputLayout stage inside of SUSCreateDeviceResources: void SUS3DApp1Main::SUSCreateDeviceResources() { auto loadVSTask = DX::ReadDataAsync(L"SampleVertexShader.cso"); auto loadPSTask = DX::ReadDataAsync(L"SamplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
&fileData[0],
fileData.size(),
nullptr,
&myVertexShader
)
);
myVShaderCode = &fileData[0];
myVShaderCodeSize = fileData.size();
Microsoft::WRL::ComPtr<ID3D11InputLayout> il;
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateInputLayout(VertexPositionNormal::InputElements,
VertexPositionNormal::InputElementCount,
myVShaderCode, myVShaderCodeSize,
&il)
);
myFlagVSUp = true;
}); //VS hoch
The problem then occurs during the creation of the model, where it is once again a invalid parameter. This is very strange, as the creation worked well before. Could it be that the value of myVShaderCode is lost?