我正在调查一个 E_INVALIDARG 异常,当我尝试创建第二个常量缓冲区来存储我的灯的信息时抛出该异常:
// create matrix stack early
CD3D11_BUFFER_DESC constantMatrixBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantMatrixBufferDesc,
nullptr,
&m_constantMatrixBuffer
)
);
DX::ThrowIfFailed(
m_matrixStack.Initialize(m_d3dContext, m_constantMatrixBuffer, &m_constantMatrixBufferData)
);
// also create the light buffer early, we must create it now but we will later
// update it with the light information that we parsed from the model
CD3D11_BUFFER_DESC constantLightBufferDesc(sizeof(LightConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
/* !!!!---- AN E_INVALIDARG IS THROWN BY THE FOLLOWING LINE ----!!!! */
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantLightBufferDesc,
nullptr,
&m_constantLightBuffer
)
);
此时,传递给 Light 的 CreateBuffer 调用的参数似乎与 Matrix 的状态相同!问题似乎与缓冲区描述中存储的字节数有关。
缓冲区在模块中定义如下:
// a constant buffer that contains the 3 matrices needed to
// transform points so that they're rendered correctly
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
// a constant buffer that contains up to 4 directional or point lights
struct LightConstantBuffer
{
DirectX::XMFLOAT3 ambient[4];
DirectX::XMFLOAT3 diffuse[4];
DirectX::XMFLOAT3 specular[4];
// the first spot in the array is the constant attenuation term,
// the second is the linear term, and the third is quadradic
DirectX::XMFLOAT3 attenuation[4];
// the position and direction of the light
DirectX::XMFLOAT3 position[4];
DirectX::XMFLOAT3 direction[4];
// the type of light that we're working with, defined in lights.h
UINT type[4];
// a number from 0 to 4 that tells us how many lights there are
UINT num;
};
因此在顶点着色器(.hlsl)中:
cbuffer ModelViewProjectionConstantBuffer : register (b0)
{
matrix model;
matrix view;
matrix projection;
};
cbuffer LightConstantBuffer : register (b1)
{
float3 ambient[4];
float3 diffuse[4];
float3 specular[4];
// the first spot in the array is the constant attenuation term,
// the second is the linear term, and the third is quadradic
float3 attenuation[4];
// the position and direction of the light
float3 position[4];
float3 direction[4];
// the type of light that we're working with, defined in lights.h
uint type[4];
// a number from 0 to 4 that tells us how many lights there are
uint num;
}
为了找出造成这种情况的原因,我在 MSDN HLSL 着色器文档 ( http://msdn.microsoft.com/en-us/library/windows/desktop/ff476898(v=vs. 85).aspx ):
每个元素存储一个 1 到 4 的分量常数,由所存储数据的格式决定。
这是什么意思,是这个例外的原因吗?我注意到在 Visual Studio 3D Starter Kit ( http://code.msdn.microsoft.com/wpapps/Visual-Studio-3D-Starter-455a15f1 ) 中,缓冲区有额外的浮动填充它们:
///////////////////////////////////////////////////////////////////////////////////////////
//
// Constant buffer structures
//
// These structs use padding and different data types in places to adhere
// to the shader constant's alignment.
//
struct MaterialConstants
{
MaterialConstants()
{
Ambient = DirectX::XMFLOAT4(0.0f,0.0f,0.0f,1.0f);
Diffuse = DirectX::XMFLOAT4(1.0f,1.0f,1.0f,1.0f);
Specular = DirectX::XMFLOAT4(0.0f, 0.0f, 0.0f, 0.0f);
Emissive = DirectX::XMFLOAT4(0.0f, 0.0f, 0.0f, 0.0f);
SpecularPower = 1.0f;
Padding0 = 0.0f;
Padding1 = 0.0f;
Padding2 = 0.0f;
}
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Specular;
DirectX::XMFLOAT4 Emissive;
float SpecularPower;
float Padding0;
float Padding1;
float Padding2;
};
struct LightConstants
{
LightConstants()
{
ZeroMemory(this, sizeof(LightConstants));
Ambient = DirectX::XMFLOAT4(1.0f,1.0f,1.0f,1.0f);
}
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 LightColor[4];
DirectX::XMFLOAT4 LightAttenuation[4];
DirectX::XMFLOAT4 LightDirection[4];
DirectX::XMFLOAT4 LightSpecularIntensity[4];
UINT IsPointLight[4*4];
UINT ActiveLights;
float Padding0;
float Padding1;
float Padding2;
};
... // and there's even more where that came from
那么我只是没有正确填充这些东西吗?如果是这样,我应该如何填充它们?还是我错过了完全不同的东西?
我非常感谢您阅读本文并尝试提供帮助。