为什么ID3D11Device::CreateInputLayout失败并E_INVALIDARG



我正在使用DirectX11编写C++程序。现在我想从着色器开始,为此我还需要 ID3D11InputLayout。因为我想给出选择供以后使用。我有两个顶点结构要传递给顶点着色器:

typedef struct _Vertex1
{
    XMFLOAT3 Pos;
    XMFLOAT4 Color;
} VertexPosColor;
typedef struct _Vertex2
{
    XMFLOAT3 Pos;
    XMFLOAT3 Normal;
    XMFLOAT2 Tex0;
    XMFLOAT2 Tex1;
};

不,我正在创建ID3D11InputLayouts,如下所示:

// Create INPUTLAYOUT 1
D3D11_INPUT_ELEMENT_DESC vertex1Desc[] =
{
    {"POSITION", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
    {"COLOR", 0U, DXGI_FORMAT_R32G32B32A32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
};
hr = GInterface::m_d3dDevice->CreateInputLayout(vertex1Desc, 2U, pVertexBlob->GetBufferPointer(), pVertexBlob->GetBufferSize(), &GInterface::m_d3dInputLayouts[0]);
if (FAILED(hr)) {
    EErrors::printError(L"Failed to create input layout 1!", L"Pipeline Error", L"CreateInputLayout", EEE_D3D11, hr);
    return false;
}
// Create INPUTLAYOUT 2
D3D11_INPUT_ELEMENT_DESC vertex2Desc[] =
{
    {"POSITION", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
    {"NORMAL", 0U, DXGI_FORMAT_R32G32B32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
    {"TEXCOORD", 0U, DXGI_FORMAT_R32G32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
    {"TEXCOORD", 1U, DXGI_FORMAT_R32G32_FLOAT, 0U, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0U},
};
hr = GInterface::m_d3dDevice->CreateInputLayout(vertex2Desc, 4U, pVertexBlob->GetBufferPointer(), pVertexBlob->GetBufferSize(), &GInterface::m_d3dInputLayouts[1]);
if (FAILED(hr)) {
    EErrors::printError(L"Failed to create input layout 2!", L"Pipeline Error", L"CreateInputLayout", EEE_D3D11, hr);
    return false;
}

CreateInputLayout 函数的第一次调用成功,但第二次调用返回E_INVALIDARG HRESULT。我不知道为什么。。。

输入布局的变量是静态的,初始化如下:

ID3D11InputLayout** GInterface::m_d3dInputLayouts = (ID3D11InputLayout**)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3D11InputLayout*) * GInterface::m_d3dInputLayoutsAmount);

我很感激任何答案,谢谢

相同的着色器字节码似乎作为输入传递给CreateInputLayout 。因此,预期的输入布局与声明的D3D11_INPUT_ELEMENT_DESC描述符不匹配。如果希望使用不同的输入布局,则必须使用匹配的着色器创建每个布局。

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