我和我的导师/实验室助理都被难住了。
出于某种原因,以下 HLSL 代码在输出窗口中返回:
error X8000 : D3D11 Internal Compiler error : Invalid Bytecode: Invalid operand type for operand #1 of opcode #86 (counts are 1-based).
这是导致问题的 HLSL 中的函数:
// Projects a sphere diameter large in screen space to calculate desired tesselation factor
float SphereToScreenSpaceTessellation(float3 p0, float3 p1, float diameter)
{
float3 centerPoint = (p0 + p1) * 0.5f;
float4 point0 = mul( float4(centerPoint,1.0f) , gTileWorldView);
float4 point1 = point0;
point1.x += diameter;
float4 point0ClipSpace = mul(point0, gTileProj);
float4 point1ClipSpace = mul(point1, gTileProj);
point0ClipSpace /= point0ClipSpace.w;
point1ClipSpace /= point1ClipSpace.w;
point0ClipSpace.xy *= gScreenSize;
point1ClipSpace.xy *= gScreenSize;
float projSizeOfEdge = distance(point0ClipSpace, point1ClipSpace);
float result = projSizeOfEdge / gTessellatedTriWidth;
return clamp(result, 0, 64);
}
我已经把它缩小到它可能是“mul”内在的程度。我们已经从代码中取出所有内容并尝试返回一个像这样的临时变量,它工作正常:
float SphereToScreenSpaceTessellation(float3 p0, float3 p1, float diameter)
{
float temp = 0;
float3 centerPoint = (p0 + p1) * 0.5f;
float4 point0 = mul( float4(centerPoint,1.0f) , gTileWorldView);
float4 point1 = point0;
point1.x += diameter;
float4 point0ClipSpace = mul(point0, gTileProj);
float4 point1ClipSpace = mul(point1, gTileProj);
point0ClipSpace /= point0ClipSpace.w;
point1ClipSpace /= point1ClipSpace.w;
point0ClipSpace.xy *= gScreenSize;
point1ClipSpace.xy *= gScreenSize;
float projSizeOfEdge = distance(point0ClipSpace, point1ClipSpace);
float result = projSizeOfEdge / gTessellatedTriWidth;
return temp;
//return clamp(result, 0, 64);
}
如果有人想知道:
gTileWorldView, gTileProj are float4x4's in a .hlsli file
gScreenSize is a float2 in a .hlsli file.
gTessellatedTriWidth is a float in a .hlsli file.
以下功能与 2011 NVidia 着色器中的状态相同:http: //dx11-xpr.googlecode.com/svn/trunk/XPR/Media/Effects/TerrainTessellation.fx
我试图复制并粘贴他们的解决方案,用上面的变量替换他们的变量,并且发生了列出的相同错误。
我完全被难住了,我需要帮助才能完成这项任务,请帮忙。