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how to solve "Resource being set to OM UnorderedAccessView slot 1 is still bound on input" error?


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#1 steven166   Members   -  Reputation: 234

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Posted 02 May 2012 - 07:58 PM

I am trying to modify OIT example by yakiimo http://www.yakiimo3d...ency-with-msaa/ but there is some problems that I do not know to solve. First, I got a wrong rendering result and in Output message, I got "ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews: Resource being set to OM UnorderedAccessView slot 1 is still bound on input"

The yakiimo's result:
Posted Image

My result
Posted Image

The simplesampe11.cpp (render function)
HRESULT hr;
	// If the settings dialog is being shown, then render it instead of rendering the app's scene
	if( g_SettingsDlg.IsActive() )
	{
		g_SettingsDlg.OnRender( fElapsedTime );
		return;
	}	  
	// Get the projection & view matrix from the camera class
	D3DXMATRIX mWorld = *g_Camera.GetWorldMatrix();
	D3DXMATRIX mView = *g_Camera.GetViewMatrix();
	D3DXMATRIX mProj = *g_Camera.GetProjMatrix();
	D3DXMATRIX mWorldViewProjection = mWorld * mView * mProj;
    D3DXMATRIX mViewProjection = mView * mProj;

    #pragma region backup RS and DST
    ID3D11RasterizerState* pOldState;
    pd3dImmediateContext->RSGetState( &pOldState );
    ID3D11DepthStencilState* pDepthStencilStateStored = NULL;
	UINT stencilRef;
	pd3dImmediateContext->OMGetDepthStencilState( &pDepthStencilStateStored, &stencilRef );
    #pragma endregion

    const DXGI_SURFACE_DESC* pBackBufferDesc = DXUTGetDXGIBackBufferSurfaceDesc();
   
    #pragma region configure values like constant buffetrs, rs, dst
    D3D11_MAPPED_SUBRESOURCE MappedResource;
	V( pd3dImmediateContext->Map( g_pPS_CB, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
	PS_CB* pPS_CB = ( PS_CB* )MappedResource.pData;
	pPS_CB->nFrameWidth = pBackBufferDesc->Width;
	pPS_CB->nFrameHeight = pBackBufferDesc->Height;
	pd3dImmediateContext->Unmap( g_pPS_CB, 0 );
	pd3dImmediateContext->PSSetConstantBuffers( 0, 1, &g_pPS_CB );
    pd3dImmediateContext->RSSetState( g_pRS );
    pd3dImmediateContext->OMSetDepthStencilState( g_pDepthStencilState, 0 );
    #pragma endregion

    g_storeFragments.OnRender( pd3dImmediateContext, pd3dDevice, &mWorld, &mViewProjection,
                                                 g_pFragmentLinkUAV, g_pStartOffsetUAV, pBackBufferDesc, g_pPS_CB );

   ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
   ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
   pd3dImmediateContext->OMSetRenderTargets( 1, &pRTV, pDSV );
   float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
   pd3dImmediateContext->OMSetDepthStencilState( g_pDepthStencilState, 0 );
   pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
   
   gsortFragmentsAndRender.OnRender( pd3dImmediateContext, pd3dDevice, pBackBufferDesc,
		g_pFragmentLinkSRV, g_pStartOffsetSRV, g_pPS_CB );

   #pragma region restore and release RS with DST
   pd3dImmediateContext->RSSetState( pOldState );
   SAFE_RELEASE( pOldState );
   
   pd3dImmediateContext->OMSetDepthStencilState( pDepthStencilStateStored, stencilRef );
   SAFE_RELEASE( pDepthStencilStateStored );
   SAFE_RELEASE( pRTV );
   SAFE_RELEASE( pDSV );
   #pragma endregion

   #pragma region the others
	DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
	g_HUD.OnRender( fElapsedTime );
	g_SampleUI.OnRender( fElapsedTime );
	RenderText();
	DXUT_EndPerfEvent();
	static DWORD dwTimefirst = GetTickCount();
	if ( GetTickCount() - dwTimefirst > 5000 )
	{  
		OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
		OutputDebugString( L"\n" );
		dwTimefirst = GetTickCount();
	}
   #pragma endregion


the StoreFragments.cpp (render function)
   HRESULT hr;
   
   #pragma region clear Render target & depth stencil & UAV
   float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
   ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
   pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
   ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
   pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0f, 0 );
   
   static const UINT clearValueUINT[1] = { 0xFFFFFFFF };
   pd3dImmediateContext->ClearUnorderedAccessViewUint( pStartOffsetUAV, clearValueUINT );
   #pragma endregion

   #pragma region update constant buffers
   D3D11_MAPPED_SUBRESOURCE MappedResource;
   V( pd3dImmediateContext->Map( m_pVS_CB, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
   VS_CB* pVS_CB = ( VS_CB* )MappedResource.pData;
   D3DXMatrixTranspose( &pVS_CB->m_mWorldViewProjection, pmViewProj  );  
   pd3dImmediateContext->Unmap( m_pVS_CB, 0 );
   pd3dImmediateContext->VSSetConstantBuffers( 0, 1, &m_pVS_CB );
   #pragma endregion

   #pragma region set UAV & RTV
   ID3D11UnorderedAccessView* pUAVs[2];
   pUAVs[0] = pFragmentLinkUAV;
   pUAVs[1] = pStartOffsetUAV;
   UINT Indices[] = {0, 0};
   pd3dImmediateContext->OMSetRenderTargetsAndUnorderedAccessViews( 0, NULL, pDSV, 0, 2, pUAVs, Indices );
   #pragma endregion

   #pragma region set VB & render
   UINT uStrides = sizeof( SCENE_VERTEX );
   UINT uOffsets = 0;
   pd3dImmediateContext->IASetVertexBuffers( 0, 1, &m_pVB, &uStrides, &uOffsets );
   pd3dImmediateContext->IASetIndexBuffer( NULL, DXGI_FORMAT_R32_UINT, 0 );
   pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
   pd3dImmediateContext->IASetInputLayout( m_pVertexLayout );
   pd3dImmediateContext->VSSetShader( m_pVS, NULL, 0 );
   pd3dImmediateContext->PSSetShader( m_pPS, NULL, 0 );
   pd3dImmediateContext->Draw( 4, 0 );

   uOffsets = 4*sizeof( SCENE_VERTEX );
   pd3dImmediateContext->IASetVertexBuffers( 0, 1, &m_pVB, &uStrides, &uOffsets );
   pd3dImmediateContext->Draw( 4, 0 );
   
   uOffsets = 8*sizeof( SCENE_VERTEX );
   pd3dImmediateContext->IASetVertexBuffers( 0, 1, &m_pVB, &uStrides, &uOffsets );
   pd3dImmediateContext->Draw( 4, 0 );
   #pragma endregion


The SortAndRenderFragments.cpp (render function)
   #pragma region Save the old viewport
	D3D11_VIEWPORT vpOld[D3D11_VIEWPORT_AND_SCISSORRECT_MAX_INDEX];
	UINT nViewPorts = 1;
	pd3dImmediateContext->RSGetViewports( &nViewPorts, vpOld );
	#pragma endregion
   
    #pragma region Setup the viewport to match the backbuffer
	D3D11_VIEWPORT vp;
	vp.Width = static_cast< float >( pBackBufferDesc->Width );
	vp.Height = static_cast< float >( pBackBufferDesc->Height );
	vp.MinDepth = 0.0f;
	vp.MaxDepth = 1.0f;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pd3dImmediateContext->RSSetViewports( 1, &vp );
    #pragma endregion

    #pragma region setup buffer and render
	UINT strides = sizeof( SCREEN_VERTEX );
	UINT offsets = 0;
	ID3D11Buffer* pBuffers[1] = { m_pVB };
	pd3dImmediateContext->IASetInputLayout( m_pQuadLayout );
	pd3dImmediateContext->IASetVertexBuffers( 0, 1, pBuffers, &strides, &offsets );
	pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
	ID3D11ShaderResourceView* aRViews[ 2 ] = { pFragmentLinkSRV, pStartOffsetSRV };
	pd3dImmediateContext->PSSetShaderResources( 0, 2, aRViews );
	pd3dImmediateContext->VSSetShader( m_pVS, NULL, 0 );
	pd3dImmediateContext->PSSetShader( m_pPS, NULL, 0 );
	pd3dImmediateContext->Draw( 4, 0 );
    #pragma endregion

	// Restore the Old viewport
	pd3dImmediateContext->RSSetViewports( nViewPorts, vpOld );

The StoreFragments.hlsl, it is the same with original one
#include "OITShaderCommon.h"
cbuffer cbPerObject : register( b0 )
{
	matrix	g_mWorldViewProjection	: packoffset( c0 );
}
struct SceneVS_Input
{
	float4 pos   : POSITION;
	float4 color : COLOR;
};
struct SceneVS_Output
{
	float4 pos		: SV_POSITION;
	float4 color	: COLOR0;
};
// Fragment And Link Buffer
RWStructuredBuffer< FragmentLink >  FLBuffer		: register( u0 );
// Start Offset Buffer
RWByteAddressBuffer StartOffsetBuffer				: register( u1 );
//----------------------------Vertex shader---------------------------
SceneVS_Output SceneVS( SceneVS_Input input )
{
	SceneVS_Output output;
  
	output.color = input.color;
	output.pos   = mul(input.pos, g_mWorldViewProjection );
  
	return output;
}
//Store fragments into a linked-list buffer.
[earlydepthstencil]
void StoreFragmentsPS( SceneVS_Output input )
{
	uint x = input.pos.x;		// [0,g_nFrameWidth]
	uint y = input.pos.y;		// [0,g_nFrameHeight]
	// Create fragment data.
	uint4 nColor = saturate( input.color ) * 255;
	FragmentLink element;
	element.fragmentData.nColor = (nColor.x) | (nColor.y << 8) | (nColor.z << 16) | (nColor.a << 24);
	element.fragmentData.fDepth = input.pos.z;
	// Increment and get current pixel count.
	uint nPixelCount= FLBuffer.IncrementCounter();
	// Read and update Start Offset Buffer.
	uint nIndex = y * g_nFrameWidth + x;
	uint nStartOffsetAddress = 4 * nIndex;
	uint nOldStartOffset;
	StartOffsetBuffer.InterlockedExchange(
		nStartOffsetAddress, nPixelCount, nOldStartOffset );
	// Store fragment link.
	element.nNext = nOldStartOffset;
	FLBuffer[ nPixelCount ] = element;
}

The SortAndRenderFragments.hlsl
#include "OITShaderCommon.h"
StructuredBuffer<FragmentLink> FragmentLinkSRV			: register(t0);
Buffer<uint> StartOffsetSRV								: register(t1);
struct QuadVSinput
{
	float4 pos : POSITION;
};
struct QuadVS_Output
{
	float4 pos : SV_POSITION;			
};
/**
	Draw full screen quad.
*/
QuadVS_Output QuadVS( QuadVSinput Input )
{
	QuadVS_Output Output;
	Output.pos = Input.pos;
	return Output;
}
// Max hardcoded.
// We're in trouble if the fragment linked list is larger than 32...
#define TEMPORARY_BUFFER_MAX		32
/**
	Sort and render fragments.
*/
float4 SortFragmentsPS( QuadVS_Output input ) : SV_Target0
{  
	// index to current pixel.
	uint nIndex = (uint)input.pos.y * g_nFrameWidth + (uint)input.pos.x;
  
	FragmentData aData[ TEMPORARY_BUFFER_MAX ];			// temporary buffer
	int anIndex[ TEMPORARY_BUFFER_MAX ];				// index array for the tempory buffer
	uint nNumFragment = 0;								// number of fragments in current pixel's linked list.
	uint nNext = StartOffsetSRV[ nIndex ];				// get first fragment from the start offset buffer.
  
	// early exit if no fragments in the linked list.
	if( nNext == 0xFFFFFFFF ) {
		return float4( 0.0, 0.0, 0.0, 0.0 );
	}
  
	// Read and store linked list data to the temporary buffer.
	while( nNext != 0xFFFFFFFF )
	{
		FragmentLink element = FragmentLinkSRV[nNext];
		aData[ nNumFragment ] = element.fragmentData;
		anIndex[ nNumFragment ] = nNumFragment;
		++nNumFragment;
		nNext = element.nNext;
	}
	uint N2 = 1 << (int)(ceil(log2(nNumFragment)));
  
	// bitonic sort implementation needs on pow2 data.
	for(int i = nNumFragment; i < N2; i++)
	{
		anIndex[i] = i;
		aData[i].fDepth = 1.1f;
	}
	// Unoptimized sorting. (Bitonic Sort)
  
	// loop from Merge( 2 ) to Merge( nCount )
	for( int nMergeSize=2; nMergeSize<=N2; nMergeSize=nMergeSize*2 )
	{
		// Merge( nCount ) requires log2( nCount ) merges. Merge( nCount/2 ) -> Merge( 2 )
		for( int nMergeSubSize=nMergeSize>>1; nMergeSubSize>0; nMergeSubSize=nMergeSubSize>>1 )
		{
			// compare and swap elements
			for( int nElem=0; nElem<N2; ++nElem )
			{
				int nSwapElem = nElem^nMergeSubSize;
				// check to make sure to only swap once
				if( nSwapElem > nElem )
				{
					// sort in increasing order
					if ( ( nElem & nMergeSize ) == 0 && aData[ anIndex[ nElem ] ].fDepth>aData[ anIndex[ nSwapElem ] ].fDepth )
					{
						int temp = anIndex[ nElem ];
						anIndex[ nElem ] = anIndex[ nSwapElem ];
						anIndex[ nSwapElem ] = temp;
					}
					// sort in descending order
					if ( ( nElem & nMergeSize ) != 0 && aData[ anIndex[ nElem ] ].fDepth<aData[ anIndex[ nSwapElem ] ].fDepth )
					{
						int temp = anIndex[ nElem ];
						anIndex[ nElem ] = anIndex[ nSwapElem ];
						anIndex[ nSwapElem ] = temp;
					}
				}
			}
		}
	}
	// Now blend the sorted fragments.
	float4 result = 0.0f;
	for( int x = nNumFragment-1; x >= 0; --x )
	{
		uint nColor = aData[ anIndex[ x ] ].nColor;
		float4 color;	  
		color.r = ( (nColor >> 0) & 0xFF ) / 255.0f;
		color.g = ( (nColor >> 8) & 0xFF ) / 255.0f;
		color.b = ( (nColor >> 16) & 0xFF ) / 255.0f;
		color.a = ( (nColor >> 24) & 0xFF ) / 255.0f;
		result = lerp( result, color, color.a );
	}
  
	result.a = 1.0f;
	return result;
}

Anybody help me, please? Thank in advance.

Edited by steven166, 02 May 2012 - 08:02 PM.


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#2 MJP   Moderators   -  Reputation: 10143

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Posted 02 May 2012 - 08:14 PM

If you get that message then your resource is still bound as an SRV to one of the shader stages. The error message should tell you which stage, otherwise you can use PIX to find out pretty quickly. You need to unbind the resource from whatever stage it's bound to before binding it as a UAV, which you can do by binding a NULL SRV to the appropriate slot. Looking at your code, it looks like you probably still have your resource bound to the pixel shader stage.

Edited by MJP, 02 May 2012 - 08:16 PM.


#3 steven166   Members   -  Reputation: 234

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Posted 02 May 2012 - 08:39 PM

Thank MJP for reply, you are right because I bound it to the pixel shader stage, and I have no experience with DX11, so how can I bind a NULL SRV to the appropriate slot, in this case it is slot 1?

I only just modidy this statement, right?
pd3dImmediateContext->OMSetRenderTargetsAndUnorderedAccessViews( 0, NULL, pDSV, 0, 2, pUAVs, Indices );
into
UAVs[0] = NULL;
UAVs[1] = NULL
pd3dImmediateContext->OMSetRenderTargetsAndUnorderedAccessViews( 0, NULL, pDSV, 0, 2, pUAVs, Indices );

#4 steven166   Members   -  Reputation: 234

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Posted 02 May 2012 - 09:09 PM

One more thing, when I used PIX, I got an message "ID3D11DeviceContext::ClearRenderTargetView using D3D11 Render Target View 0x021F5EF0, while that object had an external refcount of 0....', so what does that mean?

#5 Hornsj3   Members   -  Reputation: 191

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Posted 03 May 2012 - 05:47 AM

It must look like this. It's verbose, but there you have it.

ID3D11ShaderResourceView* pNullSRV = NULL;
m_pContext->CSSetShaderResources(0, 1, &pNullSRV);

ID3D11UnorderedAccessView* pNullUAV = NULL;
m_pContext->CSSetUnorderedAccessViews(0, 1, &pNullUAV, NULL);





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