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Big Muscle

Member Since 13 Feb 2013
Offline Last Active Oct 25 2013 12:34 PM
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Topics I've Started

Optimize overlapping rectangles

16 October 2013 - 03:34 PM

Hello,

 

I have an array of 0 - 4 rectangles (each one is specified with [left, top, right, bottom] coordinates) and these rectangles can overlap in some areas. Is there any algorithm which could help to reduce these overlapped areas (not to remove the intersection completely but to remove it only from one of the rectangles).

 

I can be sure that the number of rectangles is always from zero to four. The cases 0 and 1 can be ignored because there are no overlapping rectangles but the rest is always in the following form:

 

Attached File  rectangles.png   1.44KB   0 downloads

 

The order of rectangles is always maintained but any of them can be missing (which is the main problem here). So array can look e.g. ABCD or BC or AD etc. The goal is to get:

 

Attached File  rectangles.png   1.93KB   0 downloads

 

I tried several thing but without success. Could someone help? Thanks!


Drawing surface plot in C++ using GDI

05 June 2013 - 06:13 AM

Hello,

I need a little help. I have to render 3D surface plot in C++ using GDI. I have approx. 1000 points [x,y,z] and I want to render a plot from them (it could be called height map or something like that.. exactly what Matlab "surf" function does). The speed is not big problem here, because the plot will be rendered once and then stored to image file so using GDI is enough.

 

I am able to render 2D plot (from bird view) without any problem by just omitting Z coordinate and simply drawing polygons from 4 neighbouring points. I even fill each rectangle by different color by differentiate their heights. I get this result (which is same as rotating Matlab plot to bird view): 

Attached File  plot2d.png   12.21KB   12 downloads

 

But now I want to rotate it so the Z coordinate is visible - just to get something like this:

 surface.png

I tried to create projection matrix and multiply each point by it but I didn't get anything usable. Could anyone help me with this?

Thank you!

 


Resizing primitives in vertex buffer

14 March 2013 - 08:30 AM

Hello,

 

maybe I have a little non-standard request as I am developing a little bit non-standard application.

 

My library receives ID3D10Device1 before the content is rendered. I can get vertex buffer from this device via device->IAGetVertexBuffers which contains individual vertices. I know that the topology is triangle strip.

 

Now I need to enlarge the edges of the rendered primitive. The primitives are mostly the rectangles (4), rectangles with rectangle hole (10 or 22) or rectangles with rounded corners (34). The brackets contain known vertex count for each primitive. I know I can simply do if(vertexCount==4)  ... else.. and modify the original vertices but I would like to find more general solution.

 

The attached images show 2 possibilities of what I would like to do - black rectangles are the original one, red rectangles are what I want to achieve. Just any primitive will be resized that it covers some more pixels at each edge.

 

I hope it is understandable :-)


Why there is more D3D10/11Device::Draw (and some other functions) implementations?

26 February 2013 - 10:04 AM

Hello,

 

I have a problem which I am trying to solve for a longer time and have not found a correct solution yet. I need to hook certain functions in Direct3D and replace them with my own implementation. Hooking itself is not the problem. The problem is that Direct3D library uses more implementations for some functions and "randomly" switches between them. So if I hook e.g. Draw function, it works only for a while and then the function is replaced with another implementation so my hook is not called until I rehook this another implementation too.

 

After debugging Direct3D library, I noticed it really happens. I have found functions such as: D3D10Device1::Draw_<0>, D3D10Device1::Draw_<1>, D3D10Device1::Draw_<2> etc. It is much worse for D3D11Device as there is 8 different implementation of Draw function.

 

Does anybody know the technical details why (or when) each of the <0>, <1> etc.. is called? What is the difference between them?

My current solution for hooks is to periodically check Draw pointer and if it changes then rehook it again. It works but I don't see it as good solution (just because it requires additional code which can slow the things down).


Help with shader disassembling

13 February 2013 - 04:26 AM

Hello,

I have a few short shaders in assembler code and I would like to understand what it really does. Or better, I know what it does but I am not able to get it work. So please, could someone help?

 

I need to get the alpha value of the pixels written by pixel shader. This is the pixel shader:



Microsoft ® Direct3D Shader Compiler 9.30.9200.16384
Copyright © Microsoft Corporation 2002-2011. All rights reserved.

//
// Generated by Microsoft ® D3D Shader Disassembler
//
//
///
// Note: shader requires additional functionality:
//       Minimum-precision data types
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE min2_8f   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET min2_8f   xyzw
//
//
// Sampler/Resource to DX9 shader sampler mappings:
//
// Target Sampler Source Sampler  Source Resource
// -------------- --------------- ----------------
// s0             s0              t0               
//
//
// Level9 shader bytecode:
//
    ps_2_0
    dcl t0.xy
    dcl t1 {min2_8f}
    dcl_2d s0
    texld r0 {min2_8f}, t0, s0
    mul r0.xyz, r0 {min2_8f}, t1 {min2_8f}
    mov r0.w, t1.w {min2_8f}
    mov oC0 {min2_8f}, r0

// approximately 4 instruction slots used (1 texture, 3 arithmetic)
ps_4_0
dcl_globalFlags refactoringAllowed | enableMinimumPrecision
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw {min2_8f}
dcl_output o0.xyzw {min2_8f}
dcl_temps 1
sample r0.xyzw {min2_8f}, v1.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx {min2_8f as def32}, v2.xyzx {min2_8f as def32}
mov r0.w, v2.w {min2_8f as def32}
mov o0.xyzw {min2_8f}, r0.xyzw {def32 as min2_8f}
ret 
// Approximately 0 instruction slots used

 

As I understand correctly, The output alpha value is stored in o0.w which is just copied from the input (v2.w which the second input TEXCOORD.w). And there is a vertex shader which should compute the alpha and put it on its output:

 



Microsoft ® Direct3D Shader Compiler 9.30.9200.16384
Copyright © Microsoft Corporation 2002-2011. All rights reserved.

//
// Generated by Microsoft ® D3D Shader Disassembler
//
//
///
// Note: shader requires additional functionality:
//       Minimum-precision data types
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy  
// TEXCOORD                 0   xy          1     NONE     int   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE min2_8f   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0         cb1             0       250  ( FLT, FLT, FLT, FLT)
// c251       cb0             0         1  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c250                            Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c252, 0.5, 1, 0, 0
    dcl_texcoord v0
    dcl_texcoord1 v1
    mova a0.x, v1.x
    mul r0.xy, v0, c0[a0.x]
    add r0.x, r0.y, r0.x
    add oT0.x, r0.x, c0[a0.x].z
    mul r0.xy, v0, c1[a0.x]
    add r0.x, r0.y, r0.x
    add oT0.y, r0.x, c1[a0.x].z
    mov oT1 {min2_8f}, c2[a0.x]
    mad r0.xy, v0, c251.xzzw, c251.ywzw
    add oPos.xy, r0, c250
    mov oPos.zw, c252.xyxy

// approximately 11 instruction slots used
vs_4_0
dcl_globalFlags refactoringAllowed | enableMinimumPrecision
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[250], dynamicIndexed
dcl_input v0.xy
dcl_input v1.x
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw {min2_8f}
dcl_temps 1
mad o0.xy, v0.xyxx, cb0[0].xzxx, cb0[0].ywyy
mov o0.zw, l(0,0,0.500000,1.000000)
mov r0.x, v1.x
dp2 r0.y, v0.xyxx, cb1[r0.x + 0].xyxx
add o1.x, r0.y, cb1[r0.x + 0].z
iadd r0.xy, v1.xxxx, l(1, 2, 0, 0)
dp2 r0.z, v0.xyxx, cb1[r0.x + 0].xyxx
add o1.y, r0.z, cb1[r0.x + 0].z
mov o2.xyzw {min2_8f}, cb1[r0.y + 0].xyzw {def32 as min2_8f}
ret 
// Approximately 0 instruction slots used

 

From this code, I can understand that the requested value is stored at cb1[r0.y+0].w which should be just a value in the constant buffer #2. And index to constant buffer #2 is stored at offset pointed by r0.y. But I am not able to compute this offset (which should just be value in constant buffer #1). I probably miss something, because if I read the constant buffers by

 



ID3D11Buffer* constantBuffers[2];
This->VSGetConstantBuffers(0, 2, constantBuffers);

 

the requested value is not there. The constantBuffers[0] is 16 bytes long, constantBuffers[1] is 4000 bytes long which correspond to the data written in shader disassembly.

 

I know I have a little bit non-standard task. But I would really appreciate any help with finding where the requested value (alpha component of pixel shader output) is stored. Thanks in advance!


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