顶点着色器 - 尽管输入/输出匹配,但像素着色器链接错误

如何解决顶点着色器 - 尽管输入/输出匹配,但像素着色器链接错误

我正在尝试制作一些基于变形的顶点动画,但我收到了 #342 错误,告诉我:

D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (NR_POSITION,0) as input,but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (NORMAL,but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOUR,but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. Semantic 'UV' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX]
D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (BLEND,but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (LS_POSITION,but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]

当查看我的着色器时,这让我非常困惑,顶点着色器的输出与像素着色器的输入完全匹配,我通过将输入从像素着色器复制粘贴到顶点着色器来确认这一点,但没有解决问题.我目前对此感到困惑,因为我不知道出了什么问题。我在某处读到过,如果您不设置输出值,它“不算数”,就会被丢弃,这会导致链接错误,但我正在设置所有值,但仍然出现错误。

这是我的着色器代码:

顶点着色器

struct MorphShaderInput
{
    float4 position : POSITION;
    uint index : INDEX; // Not at all a position but the input layout screams if I don't call it as such
};

struct MorphShaderOutput
{
    float4 position : SV_POSITION;
    float4 NR_Position : NR_POSITION;
    float4 normal : NORMAL;
    float3 colour : COLOUR;
    float2 uv : UV;
    float blend : BLEND;
    float4 positionLightSpace : LS_POSITION;
};

struct morphPoint
{
    float4 position;
    float4 normal;
};

// A structured buffer of the previous frame's values
StructuredBuffer<morphPoint> firstPoint : register(t0);
// A structured buffer of the next frame's values
StructuredBuffer<morphPoint> secondPoint : register(t1);

cbuffer interpolationValue : register(b1) // (This buffer is in slot 1 and not 0)
{
    matrix morphWvp;
    matrix morphSpace;
    float iValue;
}

MorphShaderOutput main(MorphShaderInput input)
{
    MorphShaderOutput output;

    float4 morphedPosition = (iValue * firstPoint[input.index].position) + ((1.0f - iValue) * secondPoint[input.index].position);
    float4 morphedNormal = (iValue * firstPoint[input.index].normal) + ((1.0f - iValue) * secondPoint[input.index].normal);

    output.position = mul(morphedPosition,morphWvp);
    output.NR_Position = mul(morphedPosition,morphSpace);
    output.normal = mul(morphedNormal,morphSpace);
    output.colour = float3(0.7f,0.7f,0.7f);
    output.uv = float2(0,0);
    output.blend = 1.0f;
    output.positionLightSpace = float4(0.0f,0.0f,-1.0f);

    return output;
}

像素着色器

Texture2D rockTexture : register(t0);
Texture2D dirtTexture : register(t1);
Texture2D grassTexture : register(t2);
Texture2D shadowMap : register(t3);
SamplerState Sampler : register(s0);
SamplerState ShadowSampler : register(s1);

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float4 NR_Position : NR_POSITION;
    float4 normal : NORMAL;
    float3 colour : COLOUR;
    float2 uv : UV;
    float blend : BLEND;
    float4 positionLightSpace : LS_POSITION;
};

cbuffer phongLighting : register(b0)
{
    float4 l_pos;
    float4 l_cam;
    float l_amb;
    float l_dif;
    float l_spc;
}

cbuffer shadowMapping : register(b1)
{
    matrix wvpLight;
    matrix inverseWorld;
    float2 mapSize;
}

float4 main(PixelShaderInput input) : SV_TARGET
{
    // Does containt code that works when linked with other vertex shaders. I don't think the contents here matters to the linkage error
}

解决方法

好吧,我不觉得自己愚蠢,原来问题甚至不在着色器文件中,而是我创建了“VSGetShader()”而不是“VSSetShader()”的类型。

友情提醒所有其他新手:记得检查你是否真的写了“Set”...

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