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下面是我做的一個簡單的外殼着色器代碼,試圖瞭解鑲嵌細分。 我只是找不到這個代碼有什麼問題,但編譯函數總是返回false。這裏是我的代碼:無法編譯HLSL Hull着色器代碼
我的輸入和輸出結構:
[domain("tri")] // indicates a triangle patch (3 verts)
[partitioning("fractional_odd")] // fractional avoids popping
// vertex ordering for the output triangles
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
// name of the patch constant hull shader
[patchconstantfunc("ConstantsHS")]
//[maxtessfactor(7.0)]
cbuffer TessellationBuffer
{
float tessellationAmount;
float3 padding;
};
struct VS_CONTROL_POINT_OUTPUT
{
float3 vWorldPos : POSITION;
float2 vTexCoord : TEXCOORD0;
float3 vNormal : NORMAL0;
};
struct HS_CONTROL_POINT_OUTPUT
{
float3 vWorldPos : POSITION;
float2 vTexCoord : TEXCOORD0;
float3 vNormal : NORMAL0;
};
struct HS_CONSTANT_DATA_OUTPUT
{
float Edges[3] : SV_TessFactor;
float Inside : SV_InsideTessFactor;
};
我的功能:
HS_CONTROL_POINT_OUTPUT HS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> inputPatch, uint uCPID : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
HS_CONTROL_POINT_OUTPUT Output;
Output.vWorldPos = inputPatch[uCPID].vWorldPos;
Output.vTexCoord = inputPatch[uCPID].vTexCoord;
Output.vNormal = inputPatch[uCPID].vNormal;
return Output;
};
HS_CONSTANT_DATA_OUTPUT ConstantsHS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> inputPatch, uint PatchID : SV_PrimitiveID )
{
HS_CONSTANT_DATA_OUTPUT Output;
Output.Edges[0] = tessellationAmount;
Output.Edges[1] = tessellationAmount;
Output.Edges[2] = tessellationAmount;
Output.Inside = tessellationAmount;
return Output;
};
感謝您的幫助。
它的工作原理,謝謝!我不知道這個命令。我的函數只是對D3DCompile的調用,並不打印錯誤緩衝區。 – mondlicht