Experimental HLSL shaders - cbuffer Time not bound #12257

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opened 2026-01-31 03:10:34 +00:00 by claunia · 0 comments
Owner

Originally created by @softmonkey on GitHub (Jan 29, 2021).

Environment

Platform ServicePack Version VersionString
Win32NT 10.0.19042.0 Microsoft Windows NT 10.0.19042.0

Steps to reproduce

  1. Write a simple HLSL shader that uses Time such as:
  // The original retro pixel shader
  Texture2D shaderTexture;
  SamplerState samplerState;
  
  cbuffer PixelShaderSettings {
    float  Time;
    float  Scale;
    float2 Resolution;
    float4 Background;
  };
  
  float4 main(float4 pos : SV_POSITION, float2 tex : TEXCOORD) : SV_TARGET
  {
    // Read the color value at the current texture coordinate (tex)
    //  float4 is tuple of 4 floats, rgba
    float4 color = shaderTexture.Sample(samplerState, tex);
    
    // Vertical scroll
    tex.y+= Time;
    color.rg = tex * 0.5f;
    
    // Return the final color
    return color;
  }

2, Add it to your profile config

Expected behavior

I am expecting the example shader to scroll vertically. Time is useful for a number of effects.

Actual behavior

Shader is compiling fine, so suspect an error in the binding.
See TODO terminal/blob/main/src/renderer/dx/DxRenderer.cpp, DxEngine::_ComputePixelShaderSettings()

Originally created by @softmonkey on GitHub (Jan 29, 2021). <!-- 🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨 I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING: 1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement. 2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement. 3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number). 4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement. 5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement. All good? Then proceed! --> <!-- This bug tracker is monitored by Windows Terminal development team and other technical folks. **Important: When reporting BSODs or security issues, DO NOT attach memory dumps, logs, or traces to Github issues**. Instead, send dumps/traces to secure@microsoft.com, referencing this GitHub issue. If this is an application crash, please also provide a Feedback Hub submission link so we can find your diagnostic data on the backend. Use the category "Apps > Windows Terminal (Preview)" and choose "Share My Feedback" after submission to get the link. Please use this form and describe your issue, concisely but precisely, with as much detail as possible. --> # Environment Platform | ServicePack | Version | VersionString --- | --- | --- | --- Win32NT | |10.0.19042.0 | Microsoft Windows NT 10.0.19042.0 # Steps to reproduce 1. Write a simple HLSL shader that uses Time such as: ``` // The original retro pixel shader Texture2D shaderTexture; SamplerState samplerState; cbuffer PixelShaderSettings { float Time; float Scale; float2 Resolution; float4 Background; }; float4 main(float4 pos : SV_POSITION, float2 tex : TEXCOORD) : SV_TARGET { // Read the color value at the current texture coordinate (tex) // float4 is tuple of 4 floats, rgba float4 color = shaderTexture.Sample(samplerState, tex); // Vertical scroll tex.y+= Time; color.rg = tex * 0.5f; // Return the final color return color; } ``` 2, Add it to your profile config # Expected behavior I am expecting the example shader to scroll vertically. Time is useful for a number of effects. # Actual behavior Shader is compiling fine, so suspect an error in the binding. See TODO terminal/blob/main/src/renderer/dx/DxRenderer.cpp, DxEngine::_ComputePixelShaderSettings()
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Reference: starred/terminal#12257