I'm writing a program which displays a MS3D model using DirectX, and unfortunately, the result shows nothing on the screen. When I use the Graphics Debugger from Visual Studio 13, I notice that the pixel shader is missing from the pipeline, as it is shown in the below picture
This is my pixel shader source code:
cbuffer SkinningTransforms
{
matrix WorldMatrix;
matrix ViewProjMatrix;
};
//--------------------------------------------------------------------------------
// Inter-stage structures
//--------------------------------------------------------------------------------
struct VS_INPUT
{
float3 position : POSITION;
int4 bone : BONEID;
float4 weights : BONEWEIGHT;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float2 tex : TEXCOORD;
};
//--------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 position : SV_Position;
float3 normal : NORMAL;
float3 light : LIGHT;
float2 tex : TEXCOORDS;
};
Texture2D ColorTexture : register( t0 );
SamplerState LinearSampler : register( s0 );
//--------------------------------------------------------------------------------
VS_OUTPUT VSMAIN( in VS_INPUT input )
{
VS_OUTPUT output;
//Transform vertex and pass them to the pixel shader
return output;
}
//--------------------------------------------------------------------------------
float4 PSMAIN( in VS_OUTPUT input ) : SV_Target
{
// Calculate the lighting
float3 n = normalize( input.normal );
float3 l = normalize( input.light );
float4 texColor = ColorTexture.Sample( LinearSampler, input.tex );
float4 color = texColor * (max(dot(n,l),0) + 0.05f );
return( color );
}
As I was known from Graphics Debugger, all of the graphics event are right. I listed in below important events, which might be relating to Pixel Shader:
106:(obj:4) ID3D11Device::CreateDepthStencilView(obj:24,NULL,obj:25)*
108:(obj:5) ID3D11DeviceContext::OMSetRenderTargets(8,{obj:1,NULL,NULL,NULL,NULL,NULL,NULL,NULL},obj:25)*
109:(obj:5) ID3D11DeviceContext::ClearRenderTargetView(obj:1,addr:21)*
111:(obj:5) ID3D11DeviceContext::ClearDepthStencilView(obj:25,1,1.000f,0)*
119:(obj:4) ID3D11Device::CreateSamplerState(addr:24,obj:27)*
134:(obj:4) ID3D11Device::CreatePixelShader(addr:27,21056,NULL,obj:30)*
135:CreateObject(D3D11 Pixel Shader,obj:30)
136:(obj:5) ID3D11DeviceContext::PSSetShader(obj:30,NULL,0)*
137:(obj:5) ID3D11DeviceContext::PSSetSamplers(0,1,{obj:27})*
139:(obj:4) ID3D11Device::CreateTexture2D(addr:28,addr:5,obj:31)*
140:CreateObject(D3D11 Texture2D,obj:31)
142:(obj:4) ID3D11Device::CreateShaderResourceView(obj:31,NULL,obj:32)*
143:CreateObject(D3D11 Shader Resource View,obj:32)
144:(obj:5) ID3D11DeviceContext::PSSetShaderResources(0,1,{obj:32})*
146:(obj:4) ID3D11Device::CreateRasterizerState(addr:29,obj:33)*
147:CreateObject(D3D11 Rasterizer State,obj:33)
152:(obj:5) ID3D11DeviceContext::RSSetState(obj:33)*
154:(obj:5) ID3D11DeviceContext::RSSetViewports(1,addr:30)*
156:(obj:4) ID3D11Device::CreateBlendState(addr:11,obj:34)*
157:CreateObject(D3D11 Blend State,obj:34)
159:(obj:5) ID3D11DeviceContext::OMSetBlendState(obj:34,addr:31,-1)*
162:(obj:4) ID3D11Device::CreateDepthStencilState(addr:32,obj:35)*
163:CreateObject(D3D11 Depth-Stencil State,obj:35)
165:(obj:5) ID3D11DeviceContext::OMSetDepthStencilState(obj:35,0)*
I debugged all of the function in the above list, and all of them return OK. Nothing wrong. My question is what is the reason the pixex shader is missing from pipleline, which in turn may result in the empty screen.
Not Set
. I'm still investigating this. – Tamir Daniely