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我正在用C++編寫一個使用DirectX11的程序。現在我想從着色器開始,爲此我還需要ID3D11InputLayout。因爲我想給以後使用的選擇。我有兩個頂點結構中傳遞給VertexShader:爲什麼ID3D11Device :: CreateInputLayout失敗並返回E_INVALIDARG?
typedef struct _Vertex1
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
} VertexPosColor;
typedef struct _Vertex2
{
XMFLOAT3 Pos;
XMFLOAT3 Normal;
XMFLOAT2 Tex0;
XMFLOAT2 Tex1;
};
而且沒有我創建ID3D11InputLayouts喜歡如下:
// Create INPUTLAYOUT 1
D3D11_INPUT_ELEMENT_DESC vertex1Desc[] =
{
{"POSITION", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
{"COLOR", 0U, DXGI_FORMAT_R32G32B32A32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
};
hr = GInterface::m_d3dDevice->CreateInputLayout(vertex1Desc, 2U, pVertexBlob->GetBufferPointer(), pVertexBlob->GetBufferSize(), &GInterface::m_d3dInputLayouts[0]);
if (FAILED(hr)) {
EErrors::printError(L"Failed to create input layout 1!", L"Pipeline Error", L"CreateInputLayout", EEE_D3D11, hr);
return false;
}
// Create INPUTLAYOUT 2
D3D11_INPUT_ELEMENT_DESC vertex2Desc[] =
{
{"POSITION", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
{"NORMAL", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
{"TEXCOORD", 0U, DXGI_FORMAT_R32G32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
{"TEXCOORD", 1U, DXGI_FORMAT_R32G32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
};
hr = GInterface::m_d3dDevice->CreateInputLayout(vertex2Desc, 4U, pVertexBlob->GetBufferPointer(), pVertexBlob->GetBufferSize(), &GInterface::m_d3dInputLayouts[1]);
if (FAILED(hr)) {
EErrors::printError(L"Failed to create input layout 2!", L"Pipeline Error", L"CreateInputLayout", EEE_D3D11, hr);
return false;
}
的CreateInputLayout函數的第一次調用成功,但第二個返回一個E_INVALIDARG HRESULT。 我不知道爲什麼......
爲InputLayouts的變量是靜態的,初始化像如下:
ID3D11InputLayout** GInterface::m_d3dInputLayouts = (ID3D11InputLayout**)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3D11InputLayout*) * GInterface::m_d3dInputLayoutsAmount);
我明白任何答案,THX
是的,這使得意識到:D thx – MisterRecursion