Changes to Pixel Shader aren't being Saved





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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..










share|improve this question

























  • 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


















0















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..










share|improve this question

























  • 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














0












0








0








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..










share|improve this question
















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






share|improve this question















share|improve this question













share|improve this question




share|improve this question








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



















  • 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












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