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。