Sorry because of my bad English. I am trying to write a very simple DirectX 11 on Windows 10 app with SharpDX, which draws a triangle at the middle of the windows. The problem is the triangle is not displayed while I can still change the background color (using ClearRenderTargetView). I verified that the render function is called periodically and my triangle is front-face (clockwise). What I have tried:
- Disable back-face culling
- Set static width and height
- Try other primitives (line, triangle strip)
- Change vertex shader input from float3 to float4 and vice-versa
I found that this post has very similar symptoms but still not work!
I have posted my code on GitHub at: https://github.com/minhcly/UWP3DTest
Here is my initialization code (where I think the problem resides):
D3D11.Device2 device;
D3D11.DeviceContext deviceContext;
DXGI.SwapChain2 swapChain;
D3D11.Texture2D backBufferTexture;
D3D11.RenderTargetView backBufferView;
private void InitializeD3D()
{
using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug))
this.device = defaultDevice.QueryInterface<D3D11.Device2>();
this.deviceContext = this.device.ImmediateContext2;
DXGI.SwapChainDescription1 swapChainDescription = new DXGI.SwapChainDescription1()
{
AlphaMode = DXGI.AlphaMode.Ignore,
BufferCount = 2,
Format = DXGI.Format.R8G8B8A8_UNorm,
Height = (int)(this.swapChainPanel.RenderSize.Height),
Width = (int)(this.swapChainPanel.RenderSize.Width),
SampleDescription = new DXGI.SampleDescription(1, 0),
Scaling = SharpDX.DXGI.Scaling.Stretch,
Stereo = false,
SwapEffect = DXGI.SwapEffect.FlipSequential,
Usage = DXGI.Usage.RenderTargetOutput
};
using (DXGI.Device3 dxgiDevice3 = this.device.QueryInterface<DXGI.Device3>())
using (DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent<DXGI.Factory3>())
{
DXGI.SwapChain1 swapChain1 = new DXGI.SwapChain1(dxgiFactory3, this.device, ref swapChainDescription);
this.swapChain = swapChain1.QueryInterface<DXGI.SwapChain2>();
}
using (DXGI.ISwapChainPanelNative nativeObject = ComObject.As<DXGI.ISwapChainPanelNative>(this.swapChainPanel))
nativeObject.SwapChain = this.swapChain;
this.backBufferTexture = this.swapChain.GetBackBuffer<D3D11.Texture2D>(0);
this.backBufferView = new D3D11.RenderTargetView(this.device, this.backBufferTexture);
this.deviceContext.OutputMerger.SetRenderTargets(this.backBufferView);
deviceContext.Rasterizer.State = new D3D11.RasterizerState(device, new D3D11.RasterizerStateDescription()
{
CullMode = D3D11.CullMode.None,
FillMode = D3D11.FillMode.Solid,
IsMultisampleEnabled = true
});
deviceContext.Rasterizer.SetViewport(0, 0, (int)swapChainPanel.Width, (int)swapChainPanel.Height);
CompositionTarget.Rendering += CompositionTarget_Rendering;
Application.Current.Suspending += Current_Suspending;
isDXInitialized = true;
}
InitScene() function:
D3D11.Buffer triangleVertBuffer;
D3D11.VertexShader vs;
D3D11.PixelShader ps;
D3D11.InputLayout vertLayout;
RawVector3[] verts;
private void InitScene()
{
D3D11.InputElement[] inputElements = new D3D11.InputElement[]
{
new D3D11.InputElement("POSITION", 0, DXGI.Format.R32G32B32_Float, 0)
};
using (CompilationResult vsResult = ShaderBytecode.CompileFromFile("vs.hlsl", "main", "vs_4_0"))
{
vs = new D3D11.VertexShader(device, vsResult.Bytecode.Data);
vertLayout = new D3D11.InputLayout(device, vsResult.Bytecode, inputElements);
}
using (CompilationResult psResult = ShaderBytecode.CompileFromFile("ps.hlsl", "main", "ps_4_0"))
ps = new D3D11.PixelShader(device, psResult.Bytecode.Data);
deviceContext.VertexShader.Set(vs);
deviceContext.PixelShader.Set(ps);
verts = new RawVector3[] {
new RawVector3( 0.0f, 0.5f, 0.5f ),
new RawVector3( 0.5f, -0.5f, 0.5f ),
new RawVector3( -0.5f, -0.5f, 0.5f )
};
triangleVertBuffer = D3D11.Buffer.Create(device, D3D11.BindFlags.VertexBuffer, verts);
deviceContext.InputAssembler.InputLayout = vertLayout;
deviceContext.InputAssembler.PrimitiveTopology = D3D.PrimitiveTopology.TriangleList;
}
Render function:
private void RenderScene()
{
this.deviceContext.ClearRenderTargetView(this.backBufferView, new RawColor4(red, green, blue, 0));
deviceContext.InputAssembler.SetVertexBuffers(0,
new D3D11.VertexBufferBinding(triangleVertBuffer, Utilities.SizeOf<RawVector3>(), 0));
deviceContext.Draw(verts.Length, 0);
this.swapChain.Present(0, DXGI.PresentFlags.None);
}
Thank you for your help.