Changes to Pixel Shader aren't being Saved
I'm working on a DirectX program (I'm not using any wrappers). I'm trying to make a Pixel Shader. I made some changes to the Pixel Shader, it is not reflecting in the code when it is running.
This is the code I wrote for the Pixel Shader. (It is just returning the colour to white).
float4 main(PS_INPUT input) : SV_Target
{
//float4 baseTexture = txDiffuse.Sample(samLinear, input.Tex);
return float4(1.0f, 1.0f, 1.0f, 1);
}
Before I changed my code to this, my pixel shader was returning the colour from the vertex.
When I'm running my graphics debugger I see this pixel shader running. (The old code)
The graphics debugger running
I'm making my HLSL into a .csh.
Also, I'm making my PIxel Shader like this
hr = m_Device->CreatePixelShader(PS_Mesh, sizeof(PS_Mesh), nullptr, &m_PixelShader[PIXEL_SHADER_TYPE::ENUM::PS_MESH].p);
Why are the changes not reflecting? I have tried to give all the information. Please ask any other questions you need to. I have been stuck on this problem for quite some time.
Build settings for the project..
directx shader directx-11 pixel-shader
add a comment |
I'm working on a DirectX program (I'm not using any wrappers). I'm trying to make a Pixel Shader. I made some changes to the Pixel Shader, it is not reflecting in the code when it is running.
This is the code I wrote for the Pixel Shader. (It is just returning the colour to white).
float4 main(PS_INPUT input) : SV_Target
{
//float4 baseTexture = txDiffuse.Sample(samLinear, input.Tex);
return float4(1.0f, 1.0f, 1.0f, 1);
}
Before I changed my code to this, my pixel shader was returning the colour from the vertex.
When I'm running my graphics debugger I see this pixel shader running. (The old code)
The graphics debugger running
I'm making my HLSL into a .csh.
Also, I'm making my PIxel Shader like this
hr = m_Device->CreatePixelShader(PS_Mesh, sizeof(PS_Mesh), nullptr, &m_PixelShader[PIXEL_SHADER_TYPE::ENUM::PS_MESH].p);
Why are the changes not reflecting? I have tried to give all the information. Please ask any other questions you need to. I have been stuck on this problem for quite some time.
Build settings for the project..
directx shader directx-11 pixel-shader
It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the.csh
which results in rebuilding the.cpp
file that consume it.
– Chuck Walbourn
Nov 24 '18 at 5:39
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21
add a comment |
I'm working on a DirectX program (I'm not using any wrappers). I'm trying to make a Pixel Shader. I made some changes to the Pixel Shader, it is not reflecting in the code when it is running.
This is the code I wrote for the Pixel Shader. (It is just returning the colour to white).
float4 main(PS_INPUT input) : SV_Target
{
//float4 baseTexture = txDiffuse.Sample(samLinear, input.Tex);
return float4(1.0f, 1.0f, 1.0f, 1);
}
Before I changed my code to this, my pixel shader was returning the colour from the vertex.
When I'm running my graphics debugger I see this pixel shader running. (The old code)
The graphics debugger running
I'm making my HLSL into a .csh.
Also, I'm making my PIxel Shader like this
hr = m_Device->CreatePixelShader(PS_Mesh, sizeof(PS_Mesh), nullptr, &m_PixelShader[PIXEL_SHADER_TYPE::ENUM::PS_MESH].p);
Why are the changes not reflecting? I have tried to give all the information. Please ask any other questions you need to. I have been stuck on this problem for quite some time.
Build settings for the project..
directx shader directx-11 pixel-shader
I'm working on a DirectX program (I'm not using any wrappers). I'm trying to make a Pixel Shader. I made some changes to the Pixel Shader, it is not reflecting in the code when it is running.
This is the code I wrote for the Pixel Shader. (It is just returning the colour to white).
float4 main(PS_INPUT input) : SV_Target
{
//float4 baseTexture = txDiffuse.Sample(samLinear, input.Tex);
return float4(1.0f, 1.0f, 1.0f, 1);
}
Before I changed my code to this, my pixel shader was returning the colour from the vertex.
When I'm running my graphics debugger I see this pixel shader running. (The old code)
The graphics debugger running
I'm making my HLSL into a .csh.
Also, I'm making my PIxel Shader like this
hr = m_Device->CreatePixelShader(PS_Mesh, sizeof(PS_Mesh), nullptr, &m_PixelShader[PIXEL_SHADER_TYPE::ENUM::PS_MESH].p);
Why are the changes not reflecting? I have tried to give all the information. Please ask any other questions you need to. I have been stuck on this problem for quite some time.
Build settings for the project..
directx shader directx-11 pixel-shader
directx shader directx-11 pixel-shader
edited Nov 25 '18 at 11:03
Siddharth Jain
asked Nov 22 '18 at 23:10
Siddharth JainSiddharth Jain
65
65
It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the.csh
which results in rebuilding the.cpp
file that consume it.
– Chuck Walbourn
Nov 24 '18 at 5:39
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21
add a comment |
It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the.csh
which results in rebuilding the.cpp
file that consume it.
– Chuck Walbourn
Nov 24 '18 at 5:39
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21
It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the
.csh
which results in rebuilding the .cpp
file that consume it.– Chuck Walbourn
Nov 24 '18 at 5:39
It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the
.csh
which results in rebuilding the .cpp
file that consume it.– Chuck Walbourn
Nov 24 '18 at 5:39
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21
add a comment |
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It depends on how you have your build set up, but in this case you'd typically need to make a chain of dependencies so that updating our source HLSL file results in building the
.csh
which results in rebuilding the.cpp
file that consume it.– Chuck Walbourn
Nov 24 '18 at 5:39
I have edited the post to add the setup of the build. I'm sorry I still didn't understand how to solve this issue. Maybe the settings will make it clear.
– Siddharth Jain
Nov 25 '18 at 10:58
Okay, I fixed this issue. I was making my shaders in the C drive and not to a relative path and that is why it always had the old shader. I fixed the issue of where I was outputting the .csh and then included the correct file too.
– Siddharth Jain
Nov 27 '18 at 17:21