Arrays SharpDX常量/纹理缓冲区不';行不通

Arrays SharpDX常量/纹理缓冲区不';行不通,arrays,shader,sharpdx,Arrays,Shader,Sharpdx,我一直试图让常量/纹理缓冲区在SharpDX中工作(就像SlimDX一样),但我在其中输入的数据似乎没有进入着色器 我查阅了如何做,并遵循了一些例子,但我就是不能让它工作 最终,我需要能够将各种数据类型的多个大型数组输入到着色器中,因此,如果有人能给我一个可以这样做的工作示例,那就太好了 但是现在我已经写了一个简单的例子,我试着去测试,但是我就是不能让它工作。通常当我画一个三角形的时候,我至少可以得到一些东西来显示,但现在它甚至不能做到这一点 这可能是我忽略的一个愚蠢的错误,但无论如何,如果有人

我一直试图让常量/纹理缓冲区在SharpDX中工作(就像SlimDX一样),但我在其中输入的数据似乎没有进入着色器

我查阅了如何做,并遵循了一些例子,但我就是不能让它工作

最终,我需要能够将各种数据类型的多个大型数组输入到着色器中,因此,如果有人能给我一个可以这样做的工作示例,那就太好了

但是现在我已经写了一个简单的例子,我试着去测试,但是我就是不能让它工作。通常当我画一个三角形的时候,我至少可以得到一些东西来显示,但现在它甚至不能做到这一点

这可能是我忽略的一个愚蠢的错误,但无论如何,如果有人能看看它并指出错误所在,或者更好的是,修复它并发布更新的代码(它是完整的,应该编译)

如果代码很长,我很抱歉,但我尽量使它简单。无论如何,这是:

using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Windows;
using SharpDX.D3DCompiler;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace test_namespace
{
    class Test
    {
        [StructLayout(LayoutKind.Explicit, Size = 80, Pack = 16)]
        public struct Data
        {
            [FieldOffset(0)]
            public Matrix mat;
            [FieldOffset(64)]
            public Vector4 testColor;
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct Point
        {
            [FieldOffset(0)]
            public Vector4 pos;
            [FieldOffset(16)]
            public Vector2 tex;
        }

        int width = 1000;
        int height = 1000;
        const int vertSize = 6 * sizeof(float);
        RenderForm form;
        PictureBox pic;
        SharpDX.Direct3D11.Device dev;
        DeviceContext dc;
        SwapChainDescription scd;
        SwapChain sc;
        RasterizerStateDescription rsd;
        RasterizerState rs;
        Viewport vp;
        Texture2DDescription depthDesc;
        DepthStencilView dsv;
        RenderTargetView rtv;
        SharpDX.Direct3D11.Buffer buffer;
        InputLayout il;
        VertexShader vs;
        ShaderBytecode vsCode;
        PixelShader ps;
        ShaderBytecode psCode;
        Matrix view;
        Matrix proj;
        Matrix mat;
        Data data;
        DataStream pointStream;
        SharpDX.Direct3D11.Buffer pointBuffer;

        public Test()
        {
            init();
            initMat();

            data.testColor = new Vector4(1.0f, 0.5f, 0.25f, 0.0f);

            string code = "struct vert { float4 pos : POSITION; float2 tex : TEXCOORD; };\n"
              + "struct pix { float4 pos : SV_POSITION; float2 tex : TEXCOORD; };\n"
              + "cbuffer buf1 : register(b0) { float4x4 mat; float4 testColor; }\n"
              + "pix VS(vert vertIn) { pix pixOut = (pix)0; pixOut.pos = mul(vertIn.pos, mat); pixOut.tex = vertIn.tex; return pixOut; }\n"
              + "float4 PS(pix pixIn) : SV_Target { return testColor; }";

            vsCode = ShaderBytecode.Compile(code, "VS", "vs_5_0");
            vs = new VertexShader(dev, vsCode);
            psCode = ShaderBytecode.Compile(code, "PS", "ps_5_0");
            ps = new PixelShader(dev, psCode);

            dc.VertexShader.Set(vs);
            dc.PixelShader.Set(ps);

            il = new InputLayout(dev, ShaderSignature.GetInputSignature(vsCode),
              new InputElement[] {new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
              new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)});

            dc.InputAssembler.InputLayout = il;
            dc.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            updateBuffer();

            RenderLoop.Run(form, () =>
            {
                dc.ClearDepthStencilView(dsv, DepthStencilClearFlags.Depth, 1.0f, 0);
                dc.ClearRenderTargetView(rtv, Color4.Black);
                float dist = 10.0f;
                draw(new Vector3(-dist, -dist, dist), Vector2.Zero, new Vector3(-dist, dist, dist), Vector2.UnitY,
                  new Vector3(dist, dist, dist), Vector2.One);
            });
        }

        void init()
        {
            form = new RenderForm();
            form.ClientSize = new System.Drawing.Size(width, height);
            form.BackColor = System.Drawing.Color.Black;
            form.FormClosed += form_FormClosed;
            pic = new PictureBox();
            pic.Location = new System.Drawing.Point(0, 0);
            pic.Size = new Size(width, height);
            pic.Show();
            form.Controls.Add(pic);

            scd = new SwapChainDescription();
            scd.BufferCount = 1;
            scd.Flags = SwapChainFlags.AllowModeSwitch;
            scd.IsWindowed = true;
            scd.ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm);
            scd.OutputHandle = pic.Handle;
            scd.SampleDescription = new SampleDescription(1, 0);
            scd.SwapEffect = SwapEffect.Discard;
            scd.Usage = Usage.RenderTargetOutput;

            rsd = new RasterizerStateDescription();
            rsd.CullMode = CullMode.None;
            rsd.DepthBias = 0;
            rsd.DepthBiasClamp = 0;
            rsd.FillMode = FillMode.Solid;
            rsd.IsAntialiasedLineEnabled = true;
            rsd.IsDepthClipEnabled = true;
            rsd.IsFrontCounterClockwise = false;
            rsd.IsMultisampleEnabled = true;
            rsd.IsScissorEnabled = false;
            rsd.SlopeScaledDepthBias = 0;

            SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, scd, out dev, out sc);
            rs = new RasterizerState(dev, rsd);
            vp = new Viewport(0, 0, width, height, 0.0f, 1.0f);
            dc = dev.ImmediateContext;
            dc.Rasterizer.State = rs;
            dc.Rasterizer.SetViewports(vp);

            depthDesc = new Texture2DDescription();
            depthDesc.ArraySize = 1;
            depthDesc.BindFlags = BindFlags.DepthStencil;
            depthDesc.CpuAccessFlags = CpuAccessFlags.None;
            depthDesc.Format = Format.D32_Float_S8X24_UInt;
            depthDesc.Height = height;
            depthDesc.MipLevels = 1;
            depthDesc.OptionFlags = ResourceOptionFlags.None;
            depthDesc.SampleDescription = new SampleDescription(1, 0);
            depthDesc.Usage = ResourceUsage.Default;
            depthDesc.Width = width;

            dsv = new DepthStencilView(dev, new Texture2D(dev, depthDesc));
            rtv = new RenderTargetView(dev, (SharpDX.Direct3D11.Resource)SharpDX.Direct3D11.Resource.FromSwapChain<Texture2D>(sc, 0));
            dc.OutputMerger.SetTargets(dsv, rtv);

            buffer = new SharpDX.Direct3D11.Buffer(dev, Marshal.SizeOf(typeof(Data)),
              ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
            dc.VertexShader.SetConstantBuffer(0, buffer);
        }

        void initMat()
        {
            view = Matrix.LookAtLH(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
            proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)width / (float)height, 0.001f, 10000.0f);
            mat = view * proj;
            mat.Transpose();
            data.mat = mat;
        }

        void updateBuffer()
        {
            dc.UpdateSubresource<Data>(ref data, buffer);
        }

        public void draw(Vector3 p1, Vector2 t1, Vector3 p2, Vector2 t2, Vector3 p3, Vector2 t3)
        {
            Vector3[] p = new Vector3[3] {p1, p2, p3};
            Vector2[] t = new Vector2[3] {t1, t2, t3};
            Point[] points = new Point[3];
            for(int i = 0; i < 3; i++)
            {
                points[i] = new Point();
                points[i].pos = new Vector4(p[i].X, p[i].Y, p[i].Z, 1.0f);
                points[i].tex = new Vector2(t[i].X, t[i].Y);
            }
            using(pointStream = new DataStream(vertSize * 3, true, true))
            {
                pointStream.WriteRange<Point>(points);
                using(pointBuffer = new SharpDX.Direct3D11.Buffer(dev, pointStream, vertSize * 3,
                  ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0))
                {
                    dc.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                    dc.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(pointBuffer, vertSize, 0));
                    dc.Draw(3, 0);
                }
            }
        }

        void form_FormClosed(object sender, FormClosedEventArgs e)
        {
            buffer.Dispose();
            il.Dispose();
            ps.Dispose();
            psCode.Dispose();
            vs.Dispose();
            vsCode.Dispose();
            rtv.Dispose();
            dsv.Dispose();
            dc.ClearState();
            dc.Flush();
            dc.Dispose();
            dev.Dispose();
            sc.Dispose();
        }
    }
}

我不确定这是否有帮助,但为什么要在
updateBuffer()中转到
UpdateSubresource
?在SharpDXTutorial/Tutorial16(立方体映射示例)中,缓冲区用“设备”对象初始化

device.UpdateData(数据常量缓冲,场景信息);
这是一件非常方便的东西。它包含在SharpDX教程的一部分SharpHelper中


。。也许它可以处理丢失的内容,更新常量缓冲区?

使用图形调试器,如VS2013+或集成在VS2013+中的调试器来调试此功能。我会看看是否可以,但我不知道这方面的任何信息,也不知道如何设置它。有人不能看看代码有什么问题吗?或者更好的是,如果有人有一个工作的源代码示例来告诉我,我可以下载或复制文本并使用它,将数组数据输入到常量/纹理缓冲区中,那就太棒了!理想情况下,我希望在周六之前完成这项工作,否则我要到下周末才能完成,我非常焦虑。谢谢。另外,如果我错了,请纠正我,但是如果我调试,那是在着色器内部,对吗?那么,当数据已经存在时,它不会告诉我它在做什么,而不会告诉我为什么它应该是其他数字时,却被初始化为0吗?看起来C#一定有问题。
结构也需要一个
大小
struct vert
{
    float4 pos : POSITION;
    float2 tex : TEXCOORD;
};

struct pix
{
    float4 pos : SV_POSITION;
    float2 tex : TEXCOORD;
};

cbuffer buf1 : register(b0)
{
    float4x4 mat;
    float4 testColor;
}

pix VS(vert vertIn)
{
    pix pixOut = (pix)0;
    pixOut.pos = mul(vertIn.pos, mat);
    pixOut.tex = vertIn.tex;
    return out;
}

float4 PS(pix pixIn) : SV_Target
{
    return testColor;
}
device.UpdateData<Data>(dataConstantBuffer, sceneInformation);