I am working on a game engine using DirectX 11 and am having trouble getting shaders to encode properly. I am precompiling shaders to .csh files and creating shaders with the byte codes.
I get this error when I try to create any shader, but for this example I will use my PassThrough vertex shader.
D3D11 ERROR: ID3D11Device::CreateVertexShader: Encoded Vertex Shader size doesn't match specified size. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE]
The Shader:
#include "../VertexLayouts.hlsli"
// structs in included file
struct PASS_THROUGH_VS
{
float3 pos : POSITION;
float2 texCoord : TEXCOORD;
};
struct PASS_THROUGH_PS
{
float4 pos : SV_POSITION;
float2 texCoord : TEXCOORD;
};
PASS_THROUGH_PS main( PASS_THROUGH_VS input )
{
PASS_THROUGH_PS output = (PASS_THROUGH_PS)(0);
output.pos = float4(input.pos, 1);
output.texCoord = input.texCoord;
return output;
}
with these settings: PassThrough_PS properties
In Renderer.h
#include "Vertex Shaders\PassThrough_VS.csh"
In Renderer.cpp
HRESULT hrReturn;
hrReturn = CreateVertexShader(&PassThrough_VS, sizeof(PassThrough_VS), Pass_Through_VS);
if (FAILED(hrReturn)) {}
//return hrReturn;
HRESULT CRenderer::CreateVertexShader(const void* ptrByteCode, SIZE_T szByteCodeLength, eVertexShaderType type)
{
HRESULT hrReturn;
tVertShader newShader = {};
hrReturn = D3Device->CreateVertexShader(&ptrByteCode, szByteCodeLength, nullptr, &(newShader.m_id3dShader)); // WHERE ERROR OCCURS
if (FAILED(hrReturn))
return hrReturn;
newShader.m_ptrByteCode = ptrByteCode;
newShader.m_szByteCodeLength = szByteCodeLength;
D3VertexShaders[type] = newShader;
return hrReturn;
}
The problem is you are passing a pointer-to-a-pointer, so you aren't actually passing the shader blob data to Direct3D.
The correct code is:
You didn't include any details about the
tVertShader
type, but you could well have reference counting problems. Consider usingMicrosoft::WRL::ComPtr
instead of raw pointers for managing the lifetimes of Direct3D COM objects. See this article.