在哪里设置着色器文件的入口点(错误X3501)

Where to set the entrypoint of Shader files (error X3501)?

本文关键字:错误 X3501 入口 设置 文件 在哪里      更新时间:2023-10-16

我是DirectX的新手,正在Visual Studio中运行[this][1]教程。在编译时,我遇到了这样的错误:"错误X3501:'main':找不到入口点。"现在,一些谷歌搜索让我找到了[this answer][2],它说要输入着色器文件的属性,请将着色器类型和入口点设置为所需的入口点。现在,作为一个很好的答案,我不知道我的入口点应该是什么。起初我认为它应该是我实际调用D3DX11CompileFromFile()的地方,它在ColorShaderClass::InitializeShader中,但我再次遇到错误X3501。做什么?


我的文件如下

ColorVS.hlsl
ColorPS.hlsl

使用名称的方法

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;
}

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
}

编辑

正如tsandy所回答的,入口点是实际执行着色的函数。对于任何遵循教程并使用与我对着色器文件相同方案的人

ColorPS.hlsl具有入口点"ColorPixelShader"

ColorVS.hlsl具有入口点"ColorVertexShader"

对于每个hlsl文件,入口点应该是hlsl文件中执行着色的函数的名称。例如,在以下像素着色器hlsl:中

struct PixelInputType
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
};
float4 ColorPixelShader(PixelInputType input) : SV_TARGET
{
    return input.color;
}

您将使用ColorPixelShader作为入口点。