I can't figure out why the pixel shader won't run. I'm using the Blinn-Phong per-pixel shader from here. Only change I've made is that I pass an aditional color per vertex which gets multiplied by the light-color in the pixel shader.
So far the Graphics Analyzer shows me a valid IA-result and the same (okay looking) result in the VS-stage. I disabled depth-stencil for testing and though everything looks rather fine I always see "Stage did not run. No output." when I inspect the captured frame.
This is my Projection-matrix:
_projection = Matrix.PerspectiveFovLH((float) Math.PI / 4.0f, viewports[0].Width / viewports[0].Height,
0.1f, 100f);
Values are Width: 1346, Height: 800
My View is calculated like this:
_rotation = Quaternion.RotationYawPitchRoll(Yaw, Pitch, Roll);
Vector3.Transform(ref _target, ref _rotation, out _target);
Vector3 up = Vector3.UnitY;
Vector3.Transform(ref up, ref _rotation, out up);
_view = Matrix.LookAtLH(Position, _target, up);
Whereas Position: X:50, Y:50, Z:-300, Target: X:50, Y:50, Z:0 and Yaw, Pitch, Roll are all 0.
World-Matrix is currently Matrix.Identity.
The quad I try to render spans itself from X:0, Y:0 to X:100, Y:100 with 4 vertices and 6 indices.
I first thought that SV_POSITION must be a normalized value since it's obviously a SV-coordinate and someone posted in another thread that this solved his problem - but then the VS-stage does not show anything at all and PS still won't run.
It's been quite some years since I last worked with DirectX so I'm not sure anymore why this happens.