DirectX输入汇编阶段问题

DirectX Input Assembler Stage problems

本文关键字:问题 段问题 输入 汇编 DirectX      更新时间:2023-10-16

我最近开始DirectX。我的主要学习来源是Frank D. Luna的《3D游戏编程与DirectX 11》。在输入汇编器阶段,在呈现管道中,它有这些代码行:

ID3DX11Effect* mFX;
ID3DX11EffectTechnique* mTech;
/* ...create the effect... */
mTech = mFX->GetTechniqueByName("Tech");
D3DX11_PASS_DESC passDesc;
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc,
4,
passDesc. pIAInputSignature,
passDesc.IAInputSignatureSize,
&mInputLayout)); 

我的代码是:

// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
#include <effects.h>


#define SCREEN_WIDTH  800
#define SCREEN_HEIGHT 600
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// global declarations
IDXGISwapChain *swapchain;             // the pointer to the swap chain interface
ID3D11Device *dev;                     // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon;           // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer;    // the pointer to our back buffer                                     
ID3D11VertexShader *pVS;    // the vertex shader
ID3D11PixelShader *pPS;     // the pixel shader
// function prototypes
void InitD3D(HWND hWnd);    // sets up and initializes Direct3D
void RenderFrame(void);     // renders a single frame
void CleanD3D(void);        // closes Direct3D and releases memory
void IA(void);
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
RECT wr = { 0, 0, 800, 600 };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
SCREEN_WIDTH,
SCREEN_HEIGHT,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}

// clean up DirectX and COM
CleanD3D();

return msg.wParam;
}

// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1;                                    // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;     // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;      // how swap chain is to be used
scd.OutputWindow = hWnd;                                // the window to be used
scd.SampleDesc.Count = 1;                               // how many multisamples
scd.SampleDesc.Quality = 0;                             // multisample quality level
scd.Windowed = TRUE;
scd.BufferDesc.Width = SCREEN_WIDTH;
scd.BufferDesc.Height = SCREEN_HEIGHT;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);

// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, NULL);

// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
devcon->RSSetViewports(1, &viewport);
}

// this is the function used to render a single frame
void RenderFrame(void)
{
// clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
// do 3D rendering on the back buffer here
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}

// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL);    // switch to windowed mode
// close and release all existing COM objects
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
pVS->Release();
pPS->Release();
}
//RENDERING PIPELINE//


//input layout//
void IA()
{
struct Vertex
{
XMFLOAT3 Pos; //0 bit
XMFLOAT3 Normal; // 12 bit
XMFLOAT3 tex0; // 24 bit
XMFLOAT3 tex1; // 32 bit
};

D3D11_INPUT_ELEMENT_DESC VertexDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};

ID3D10Effect * mFX;
ID3D10EffectTechnique * mTech;
ID3D11InputLayout* mInputLayout;
D3D10_PASS_DESC passDesc;

mTech = mFX->GetTechniqueByName("Tech");
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
dev->CreateInputLayout(
VertexDesc,
4,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&mInputLayout);
//Set I.L to the device
devcon->IAGetInputLayout(&mInputLayout);

}

编译后得到错误:

C4700未初始化的局部变量'mFX'使用

还有这些错误我认为

严重性代码描述项目文件行警告C4005 'D3D10_ERROR_FILE_NOT_FOUND':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)included3d10.h 609警告C4005 'D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)included3d10.h 608警告C4005 'D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD':DX11proj:usersspyrosdocumentsmicrosoftDirectx SDK(2010年6月)included3d11.h 920警告C4005 'D3D11_ERROR_FILE_NOT_FOUND':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)included3d11.h 918警告C4005 'D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)included3d11.h 917警告C4005 'D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)included3d11.h 919警告C4005 'DXGI_ERROR_DEVICE_HUNG':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_DEVICE_REMOVED':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_DEVICE_RESET':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_DRIVER_INTERNAL_ERROR':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_FRAME_STATISTICS_DISJOINT':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_GRAPHICS_VIDPN_SOURCE_IN_USE':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_INVALID_CALL':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_MORE_DATA':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h 23警告C4005 'DXGI_ERROR_NONEXCLUSIVE':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_NOT_CURRENTLY_AVAILABLE':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_NOT_FOUND':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_REMOTE_CLIENT_DISCONNECTED':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_REMOTE_OUTOFMEMORY':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_UNSUPPORTED':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_ERROR_WAS_STILL_DRAWING':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h 28 Warning C4005 'DXGI_STATUS_CLIPPED':DX11proj:usersspyrosdocumentsmicrosoftDirectx SDK(2010年6月)包含dxgitype.h警告C4005 'DXGI_STATUS_GRAPHICS_VIDPN_SOURCE_IN_USE':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_STATUS_MODE_CHANGED':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_STATUS_MODE_CHANGE_IN_PROGRESS':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h 18警告C4005 'DXGI_STATUS_NO_DESKTOP_ACCESS':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 'DXGI_STATUS_NO_REDIRECTION':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h警告C4005 ' dxgi_status_occled ':宏重定义DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includedxgitype.h 12警告从C4838转换'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2662警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2663警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2664警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2665警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2666警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2667警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2668警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2689警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2690警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2691警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2694警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2695警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2698警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2702警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2712警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2713警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2715警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2716警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2717警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2727警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2728警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2729警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2730警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2731警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2732警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2742警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2743警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月)includexnamath.h 2754警告从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 2254警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4523警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4577警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4639警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4707警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4770警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathconvert包括。inl 4832警告C4838转换从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathmisc包括。inl 518警告C4838从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathmisc包括。inl 519警告C4838从'unsigned int'到' int'需要缩窄转换DX11proj c:usersspyrosdocumentsmicrosoft directx sdk(2010年6月) xnamathvector包括。inl 1269

我正在使用Visual Studio 2015

提前感谢你读了这么多代码。我可能不应该把它们都放在一个文件里。

你必须首先通过调用function来创建效果。

D3D10CreateEffectFromMemory(<paste_here_your_effect_data_buffer>, <paste_here_your_effect_data_buffer_length>,
0, <device_interface>, <effect_pool>, &mFX);

可以从效果文件中读取效果数据。

读取数据过程

std::fstream file;
file.open("effect.fx", std::ios::binary | std::ios::in);
char* pcbBuffer = NULL;
file.seekg(0, std::ios::end);
size_t nLength = file.tellg();
file.seekg(0, std::ios::beg);
pcbBuffer = new char[nLength];
file.read(pcbBuffer, nLength);
file.close();

其中pcbBuffer为效应数据,nLength为缓冲长度。