问题: 如何通过返回带有语义映射的结构通过HLSL呈现目标?HLSL呈现纹理的问题
你好。我是DirectX11的新手,并试图设置渲染纹理,以便我可以实现延迟着色。我花了一天的时间在网络上寻找解决问题的方法,但迄今为止还没有运气。
目前,我可以使我的场景,通过HLSL单一的纹理和我的渲染纹理全屏四没有问题的完成。但是,如果我绑定多个渲染目标,我所看到的所有目标都是我的目标的清晰颜色,像素着色器似乎从未看到任何绑定的纹理。我在运行时设置了D3D11_CREATE_DEVICE_DEBUG,没有警告/错误,我尝试过使用Visual Studio 2013图形调试工具,但我很难理解问题所在。这可能是相关的源代码:
shader代码:(编译vs_5_0,ps_5_0)
// vertex shader
cbuffer mTransformationBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
// this does not seem to work!
struct PixelOutputType
{
float4 position : SV_TARGET0;
float4 normal : SV_TARGET1;
};
PixelInputType VertexEntry(VertexInputType input)
{
input.position.w = 1.0f;
PixelInputType output;
output.position = mul(input.position, worldMatrix);
output.normal = mul(input.normal, (float3x3)worldMatrix);
output.normal = normalize(output.normal);
output.color = input.color;
return output;
}
// fragment shader
PixelOutputType FragmentEntry(PixelInputType input)
{
PixelOutputType output;
// render as white so I can see MRT working
output.position = float4(1.0f, 1.0f, 1.0f, 1.0f);
output.normal = float4(1.0f, 1.0f, 1.0f, 1.0f);
return output;
}
渲染创建目标:
void RenderTargetManager::createTarget(const std::string& name, unsigned int width, unsigned int height, DXGI_FORMAT format)
{
unsigned int hash = hashString(name);
RenderTarget target;
// create the texture to render to
target.mTexture = TextureUtils::createTexture2d(mDevice, width, height, format, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE);
// create the render target view
D3D11_RENDER_TARGET_VIEW_DESC rtViewDesc;
memset(&rtViewDesc, 0, sizeof(rtViewDesc));
rtViewDesc.Format = format;
rtViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
HRESULT ret = S_OK;
ret = mDevice.CreateRenderTargetView(target.mTexture, &rtViewDesc, &target.mRenderTargetView);
ASSERT(ret == S_OK, "Failed to create a render target view.");
// create the shader resource view
D3D11_SHADER_RESOURCE_VIEW_DESC srViewDesc;
memset(&srViewDesc, 0, sizeof(srViewDesc));
srViewDesc.Format = format;
srViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srViewDesc.Texture2D.MipLevels = 1;
ret = mDevice.CreateShaderResourceView(target.mTexture, &srViewDesc, &target.mShaderResourceView);
ASSERT(ret == S_OK, "Failed to create a shader resource view.");
mRenderTargetMap[hash] = target;
}
设置渲染目标:
void RenderTargetManager::setTargets(ID3D11DepthStencilView* depthStencilView, unsigned int numTargets, ...)
{
va_list args;
va_start(args, numTargets);
std::vector<ID3D11RenderTargetView*> renderTargetViews;
for (unsigned int i = 0; i < numTargets; ++i)
{
std::string renderTargetName = va_arg(args, char*);
unsigned int hash = hashString(renderTargetName);
auto it = mRenderTargetMap.find(hash);
if (it != mRenderTargetMap.end())
{
renderTargetViews.push_back(it->second.mRenderTargetView);
}
else
{
LOGW("Render target view '%s' not found.", renderTargetName.c_str());
}
}
va_end(args);
if (!renderTargetViews.empty())
{
ASSERT(renderTargetViews.size() == numTargets, "Failed to set render targets. Not all targets found.");
mDeviceContext.OMSetRenderTargets(renderTargetViews.size(), &renderTargetViews[0], depthStencilView);
}
}
如果它返回一个float4,我的像素着色器将写入这些目标中的任何一个,返回一个结构似乎永远不会工作,并导致渲染目标只有清晰的颜色。我也试过这个作为返回结构没有成功:
struct PixelOutputType
{
float4 position : SV_TARGET
};
谢谢您花时间阅读此。我非常感谢帮助。
-T
编辑: 我一直在使用ID3D11RenderTargetView *的静态数组,同样的问题也试过。编辑2:我也启用了DirectX控制面板输出,并没有看到任何不寻常的东西。