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hello folks,

I keep getting an access violation exception when I create a pixelshader.

Here's the code:

C++
    HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;

// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;

result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "VSTex", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
                   &vertexShaderBuffer, &errorMessage, NULL);

if(FAILED(result))
{
    // If the shader failed to compile it should have writen something to the error message.
    if(errorMessage)
    {
        OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
    }
    // If there was nothing in the error message then it simply could not find the shader file itself.
    else
    {
        MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
    }

    return false;
}

// Compile the pixel shader code.
result = D3DX11CompileFromFile(psFilename, NULL, NULL, "PSTex", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
                   &pixelShaderBuffer, &errorMessage, NULL);
if(FAILED(result))
{
    // If the shader failed to compile it should have writen something to the error message.
    if(errorMessage)
    {
        OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
    }
    // If there was nothing in the error message then it simply could not find the file itself.
    else
    {
        MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
    }

    return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader); // No access violation here
if(FAILED(result))
{
    return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);  // Here it comes
if(FAILED(result))
{
    return false;
}


I also checked if pixelShaderBuffer is still a nullpointer but it isn't and the buffersize is a non zero value.
I hope someone can help me. I also wish you a great valentine's day.
Posted

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