   bluescreen by shader
  Obviousely my shader caused a bluescreen. After trying it out like about 10 times, therefore seeing about 10 bluescreens, I think I got the cause, but can't explain it.First of all, the error in the bluescreen was "0x0000008E (0xC0000005, ..."Now here is what I did:Quote:float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0{    return input.Color;}This screwed up baaaadly. I already have another effect succesfully running, and it has it's pixel shader output like this:Quote:struct PixelShaderOutput{float4 Color: COLOR0;};...PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) : COLOR0{PixelShaderOutput Output = (PixelShaderOutput)0;Output.Color = input.Color;    return Output;}The last code part works fine.So can anyone explain to me why the old code caused bluescreens?//EDITIt seems to not have anything to do with the semantic. I have the problem again, after adding another variable.I guess the source lies not within the graphics card. I'm taking the compiled effect-file into the ressources of a library and load it from there. I guess that's got something to do with the bod. I implemented the exact shader in a small testapp showing only 1 triangle, and it works fine, even with some more parameters.Anyways, this bluescreen sucks :<[Edited by - YoYoFreakCJ on June 26, 2009 7:12:33 AM]
  When you got a bluescreen it is probably driver error. To obey that at first try to decrease number of drawn primitives to for example 10. This can help.When using Direct3D 10 this is a... common behaviour. When you shader produce many invalid data (for example by error in GS) and you push to Draw() to much primitives you see old fasion bluescreen. Happens on latest nVIDIA drivers.   ;  I'm using DirectX 9 and an ATI graphics card. Also XNA. As I said, I believe it has something to do with how I load the file.   