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DX11 D3DX11Effects.lib x64

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I can't build an x64 version of D3DX11Effects.lib in 2008? 2010Beta won't import the project, Win7 did something funny to the 2010Beta loader.... Why am I building this lib file anyway? Anywhere I can download this? [edit] The Visual C++ 2008 Express Edition can be used to compile .NET as well as Win32 applications immediately after installation. However, natively compiling 64-bit applications through the IDE is not supported without some involved configurations. If the freely available Windows SDK is installed, 64-bit applications can be built on the command line using the x64 cross-compiler (Cl.exe) supplied with the SDK.[9] True integration of 64bit compilers to the Visual C++ 2008 Express Edition is possible, but remains cumbersome. [/edit] Nein! I hang my head in shame.....

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Attempted to relocate to VS2010Beta......


1>Link:
1> D3DX11Effects.lib(EffectAPI.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
1>D3DX11Effects.lib(EffectAPI.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectNonRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(d3dxGlobal.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectReflection.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>D3DX11Effects.lib(EffectRuntime.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in DirectDraw.obj
1>MSVCRTD.lib(cinitexe.obj) : warning LNK4098: defaultlib 'msvcrt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2001: unresolved external symbol D3DGetInputSignatureBlob
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2001: unresolved external symbol D3DReflect
1>C:\Projects\DUALITY\X64\Debug\DUALITY.exe : fatal error LNK1120: 2 unresolved externals




Issues:
> What about the locking issues in the 2008 STL implementation? I have an application where the single greatest performance bottleneck is the thread locking in the STL.

In VC9 (aka VS 2008), the STL proper doesn't take locks in release mode. To clarify:

"In VC9" - we recently noticed that in VC10 Beta 1, the STL proper is taking locks in release mode. This was an unintended side effect of fusing _SECURE_SCL and _HAS_ITERATOR_DEBUGGING into _ITERATOR_DEBUG_LEVEL, and we've got a bug tracking this.

"the STL proper" - as in, things like vectors and algorithms, not iostreams. iostreams takes locks in order to allow cout to be used by multiple threads (since streaming through cout is a modifying operation).

"in release mode" - as in, /MT or /MD (with _SECURE_SCL, now _ITERATOR_DEBUG_LEVEL, set to either 0 or 1). In debug mode (/MTd or /MDd) with _HAS_ITERATOR_DEBUGGING enabled (now, _ITERATOR_DEBUG_LEVEL set to 2), locks are used to protect the bookkeeping data structures for the powerful correctness checks. If you're profiling debug mode, don't do that.

Also, this excludes whatever happens during memory allocation.

-msdn blog

Hey this could be good??? Does this mean the lib file worked lolz

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/MD => /MDd in D3DX11Effects project......


1> Generating Code...
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2019: unresolved external symbol D3DGetInputSignatureBlob referenced in function
"protected: long __cdecl D3DX11Effects::CEffectLoader::BuildShaderBlock(struct D3DX11Effects::SShaderBlock *)"
(?BuildShaderBlock@CEffectLoader@D3DX11Effects@@IEAAJPEAUSShaderBlock@2@@Z)
1>D3DX11Effects.lib(EffectLoad.obj) : error LNK2019: unresolved external symbol D3DReflect referenced in function
"protected: long __cdecl D3DX11Effects::CEffectLoader::BuildShaderBlock(struct D3DX11Effects::SShaderBlock *)"
(?BuildShaderBlock@CEffectLoader@D3DX11Effects@@IEAAJPEAUSShaderBlock@2@@Z)
1>C:\Projects\DUALITY\X64\Debug\DUALITY.exe : fatal error LNK1120: 2 unresolved externals
1>






-.- I are so close to a working core(well raw core!)

p.s. D2D is still not DX11 functional in the new SDK :( I don't want to key mutex, blah blah... I'm no good at sharing....

[Edited by - jpetrie on February 23, 2010 10:22:34 AM]

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Thought it was included in the effects project!

#pragma comment (lib, "d3dcompiler.lib")

Anybody know why all this was necessary?

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Quote:

Anybody know why all this was necessary?

It wasn't for us when we built it for SlimDX, so you must have something odd going on.

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Original post by jpetrie
Quote:

Anybody know why all this was necessary?

It wasn't for us when we built it for SlimDX, so you must have something odd going on.


Aside from D2D, I hope not.

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future. I wonder when /MDd debugger effects is going to kick me in the ass?

"...you must have something odd going on..." <==== what are you saying?(I am currently listening to a song that is repeating "OMG Ice cream") o-o

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Aside from D2D, I hope not.

Irrelevant to the process of building Effects11. I mean things like broken paths, etc.

Quote:

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future.

No, Effects11 is not distributed in binary form in the SDK. You have to build it yourself. I'm saying we had no real trouble making it build for both 32-bit and 64-bit platforms when we needed to do so, so something about the process you're using or the state of your toolchain is incorrect.

Quote:

I wonder when /MDd debugger effects is going to kick me in the ass?

This smacks of illogical and poorly-conceived 'shotgun debugging' -- changing a bunch of things quickly, out of frustration, without really understanding what you are changing or why. This is never a good solution to a problem.

In particular, the "problems" that are likely to arise from using /MDd are not problems with /MDd itself. /MDd links to debug runtimes, by design. You'll have trouble shipping products like that -- the problem is that you shouldn't be linking to debug runtimes, not that /MDd is broken in any fashion.

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Quote:
Original post by jpetrie
Quote:

Aside from D2D, I hope not.

Irrelevant to the process of building Effects11. I mean things like broken paths, etc.


this is why I had to switch to /MDd????

Quote:
Original post by jpetrie
Quote:

You had D3DX11Effects.lib already compiled in your Lib folder? There it is, I'm using x64! The x64 lib file is non existent and probably for good reason. I do have reasons for using x64..... I hope the fact that mine is 20Megs as opposed to 14 is not problematic in the future.

No, Effects11 is not distributed in binary form in the SDK. You have to build it yourself. I'm saying we had no real trouble making it build for both 32-bit and 64-bit platforms when we needed to do so, so something about the process you're using or the state of your toolchain is incorrect.


Oh yeah I put that there :)... As stated earlier I'm using VS2008 Express and/or VS2010Beta. Express is not released through MS with x64 compiling. VS2010Beta was not importing the 2008 project, it repeatedly crashed. I will be purchasing a full version of 2010 Professional when it is released. This last bit is kind of pointless because the chances of me successfully releasing commercial software is pretty slim. I'm also not a certified SE so putting in bids on contracts is pretty silly...... and well see Interview@Google in the lounge....

Quote:

Quote:

I wonder when /MDd debugger effects is going to kick me in the ass?

This smacks of illogical and poorly-conceived 'shotgun debugging' -- changing a bunch of things quickly, out of frustration, without really understanding what you are changing or why. This is never a good solution to a problem.

In particular, the "problems" that are likely to arise from using /MDd are not problems with /MDd itself. /MDd links to debug runtimes, by design. You'll have trouble shipping products like that -- the problem is that you shouldn't be linking to debug runtimes, not that /MDd is broken in any fashion.


I know...... D2D is causing problems I'm working around that for the moment!

"You'll have trouble shipping products like that" <=== is this a vote of confidence?

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this is why I had to switch to /MDd????

That makes no sense. Do you even know what the /MDd flag does? You should not have to compile Effects11 with the /MDd flag in order to be able to link it with other code that is also using D2D. You're doing something wrong.

Quote:

As stated earlier I'm using VS2008 Express and/or VS2010Beta. Express is not released through MS with x64 compiling.

I know. You can, however, use the cross-compiler as you noted. That should not necessitate having to link against the debug runtimes (/MDd).

Quote:

I know...... D2D is causing problems I'm working around that for the moment!

The problems with D2D are different than the problems you have building Effects11. I would resolve those first before worrying about D2D.

Quote:

"You'll have trouble shipping products like that" <=== is this a vote of confidence?

No, it's a fact. /MDd links to the debug runtimes. This means that in order to run your code, the end-user must also have those debug runtimes. Most users don't -- only developers generally do. Furthermore, you cannot distribute those runtimes, so you must tell your users to download Visual Studio (essentially) in order to run your application.

Even if you do not intend to ship this product to anybody, this is absolutely horrid practice. You should try to figure out what the root cause of your problem is, and what options other than linking to the debug runtimes are available to you.

What happens when you attempt to compile the (virgin, unmodified) Effects11 library using the 64-bit cross compiler? What errors do you get? Et cetera? Make sure this is an unmodified version of the source, too, not something you have tampered with, no matter how trivial you believe your changes to be.

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I never had errors in the effects project, I had errors in my project which was using the effects project. The only errors I had where related to D2D, in my project(using the same compiler line as the 'virgin project' as you put it.) I haven't used the cross compiler. If you think it might fix the LNK2038 D2D was generating then I'll give it a try, it would be nice to avoid using debug runtime workaround. I had no intention on keeping the workaround a part of my project as I was somewhat aware of what I was doing, just not entirely, as would someone who has more under-stranding.

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if (FAILED(hr)) { return -1; } //Set States D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc{}; depthStencilStateDesc.DepthEnable = true; depthStencilStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilStateDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilStateDesc.StencilEnable = false; hr = g_d3dDevice->CreateDepthStencilState(&depthStencilStateDesc, &g_d3dDepthStencilState); if (FAILED(hr)) { return -1; } D3D11_RASTERIZER_DESC rasterizerStateDesc{}; rasterizerStateDesc.FillMode = D3D11_FILL_SOLID; rasterizerStateDesc.CullMode = D3D11_CULL_BACK; rasterizerStateDesc.FrontCounterClockwise = FALSE; rasterizerStateDesc.DepthClipEnable = TRUE; rasterizerStateDesc.ScissorEnable = FALSE;; rasterizerStateDesc.MultisampleEnable = FALSE; hr = g_d3dDevice->CreateRasterizerState(&rasterizerStateDesc, &g_d3dRasterizerState); if (FAILED(hr)) { return -1; } //Set Viewport g_Viewport.Width = static_cast<float>(clientWidth); g_Viewport.Height = static_cast<float>(clientHeight); g_Viewport.TopLeftX = 0.0f; g_Viewport.TopLeftY = 0.0f; g_Viewport.MinDepth = 0.0f; g_Viewport.MaxDepth = 1.0f; return 0; } bool LoadContent() { //Load Shaders HRESULT hr; assert(g_d3dDevice); //VS ID3DBlob* vsBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimpleVertexShader.cso", &vsBlob); assert(vsBlob); hr = g_d3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } //Create VS Input Layout D3D11_INPUT_ELEMENT_DESC vertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Position), D3D11_INPUT_PER_VERTEX_DATA ,0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Color), D3D11_INPUT_PER_VERTEX_DATA ,0 } }; hr = g_d3dDevice->CreateInputLayout(vertexLayoutDesc, _countof(vertexLayoutDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &g_d3dInputLayout); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } SafeRelease(vsBlob); //PS ID3DBlob* psBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimplePixelShader.cso", &psBlob); assert(psBlob); hr = g_d3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &g_d3dPixelShader); SafeRelease(psBlob); if (FAILED(hr)) { return false; } //Load Vertex Buffer D3D11_BUFFER_DESC vertexBufferDesc{}; vertexBufferDesc.ByteWidth = sizeof(VertexPosColor) * _countof(g_Vertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA resourceData{}; resourceData.pSysMem = g_Vertices; hr = g_d3dDevice->CreateBuffer(&vertexBufferDesc, &resourceData, &g_d3dVertexBuffer); if (FAILED(hr)) { return false; } //Load Index Buffer D3D11_BUFFER_DESC indexBufferDesc{}; indexBufferDesc.ByteWidth = sizeof(WORD) * _countof(g_Indicies); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; resourceData.pSysMem = g_Indicies; hr = g_d3dDevice->CreateBuffer(&indexBufferDesc, &resourceData, &g_d3dIndexBuffer); if (FAILED(hr)) { return false; } //Load Constant Buffers D3D11_BUFFER_DESC cBufferDesc{}; cBufferDesc.ByteWidth = sizeof(XMMATRIX); cBufferDesc.Usage = D3D11_USAGE_DEFAULT; cBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { hr = g_d3dDevice->CreateBuffer(&cBufferDesc, nullptr, &g_d3dConstantBuffers[bufferID]); if (FAILED(hr)) { return false; } } //Setup Projection Matrix RECT client{}; GetClientRect(g_WinHnd, &client); float clientWidth = static_cast<float>(client.right - client.left); float clientHeight = static_cast<float>(client.bottom - client.top); g_ProjectionMatrix = DirectX::XMMatrixPerspectiveFovLH(XMConvertToRadians(45.0f), clientWidth / clientHeight, 0.1f, 100.0f); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Application], 0, nullptr, &g_ProjectionMatrix, 0, 0); return true; } void Update(float deltaTime) { XMVECTOR eyePosition = XMVectorSet(0, 0, -10, 1); XMVECTOR focusPoint = XMVectorSet(0, 0, 0, 1); XMVECTOR upDirection = XMVectorSet(0, 1, 0, 0); g_ViewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); static float angle = 0.0f; angle += 90.0f * deltaTime; XMVECTOR rotationAxis = XMVectorSet(0, 1, 1, 0); g_WorldMatrix = DirectX::XMMatrixRotationAxis(rotationAxis, XMConvertToRadians(angle)); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Object], 0, nullptr, &g_WorldMatrix, 0, 0); } void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil) { g_d3dDeviceContext->ClearRenderTargetView(g_d3dRenderTargerView, clearColor); g_d3dDeviceContext->ClearDepthStencilView(g_d3dDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, clearDepth, clearStencil); } void Present(bool vSync) { if (vSync) { g_d3dSwapChain->Present(1, 0); } else { g_d3dSwapChain->Present(0, 0); } } void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::CornflowerBlue, 1.0f, 0); //IA const UINT vertexStride = sizeof(VertexPosColor); const UINT offset = 0; g_d3dDeviceContext->IASetVertexBuffers(0, 1, &g_d3dVertexBuffer, &vertexStride, &offset); g_d3dDeviceContext->IASetInputLayout(g_d3dInputLayout); g_d3dDeviceContext->IASetIndexBuffer(g_d3dIndexBuffer, DXGI_FORMAT_R16_UINT, 0); g_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //VS g_d3dDeviceContext->VSSetShader(g_d3dVertexShader, nullptr, 0); g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); //RS g_d3dDeviceContext->RSSetState(g_d3dRasterizerState); g_d3dDeviceContext->RSSetViewports(1, &g_Viewport); //PS g_d3dDeviceContext->PSSetShader(g_d3dPixelShader, nullptr, 0); //OM g_d3dDeviceContext->OMSetRenderTargets(1, &g_d3dRenderTargerView, g_d3dDepthStencilView); g_d3dDeviceContext->OMSetDepthStencilState(g_d3dDepthStencilState, 1); //draw g_d3dDeviceContext->DrawIndexed(_countof(g_Indicies), 0, 0); Present(g_EnableVSync); } void CleanUp() { SafeRelease(g_d3dVertexShader); SafeRelease(g_d3dPixelShader); SafeRelease(g_d3dVertexBuffer); SafeRelease(g_d3dIndexBuffer); SafeRelease(g_d3dInputLayout); SafeRelease(g_d3dDepthStencilBuffer); for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { SafeRelease(g_d3dConstantBuffers[bufferID]); } SafeRelease(g_d3dDepthStencilState); SafeRelease(g_d3dRasterizerState); SafeRelease(g_d3dRenderTargerView); SafeRelease(g_d3dDepthStencilView); SafeRelease(g_d3dSwapChain); SafeRelease(g_d3dDeviceContext); SafeRelease(g_d3dDevice); }  
    • By MarcusAseth
      Hi guys, I'm trying to learn this stuff but running into some problems 😕
      I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data:
      //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this:
      hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1.
      Can someone point out what I'm doing wrong? 😕 
    • By Toastmastern
      Hello everyone,
      After a few years of break from coding and my planet render game I'm giving it a go again from a different angle. What I'm struggling with now is that I have created a Frustum that works fine for now atleast, it does what it's supose to do alltho not perfect. But with the frustum came very low FPS, since what I'm doing right now just to see if the Frustum worked is to recreate the vertex buffer every frame that the camera detected movement. This is of course very costly and not the way to do it. Thats why I'm now trying to learn how to create a dynamic vertexbuffer instead and to map and unmap the vertexes, in the end my goal is to update only part of the vertexbuffer that is needed, but one step at a time ^^

      So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need.
      vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the 
      result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes.
      I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here?
       
      Best Regards and Thanks in advance
      Toastmastern
    • By yonisi
      Hi,
      I have a terrain engine where the terrain and water are on different grids. So I'm trying to render planar reflections of the terrain into the water grid. After reading some web pages and docs and also trying to learn from the RasterTek reflections demo and the small water bodies demo as well. What I do is as follows:
      1. Create a Reflection view matrix  - Technically I ONLY flip the camera position in the Y direction (Positive Y is up) and add to it 2 * waterLevel. Then I update the View matrix and I save that matrix for later. The code:
      void Camera::UpdateReflectionViewMatrix( float waterLevel ) { mBackupPosition = mPosition; mBackupLook = mLook; mPosition.y = -mPosition.y + 2.0f * waterLevel; //mLook.y = -mLook.y + 2.0f * waterLevel; UpdateViewMatrix(); mReflectionView = View(); } 2. I render the Terrain geometry to a 512x512 sized Render target by using the Reflection view matrix and an opposite culling (My Terrain is using front culling by nature so I'm using back culling for the Reflction render pass). Let me say that I checked with the Graphics debugger and the Reflection Render target looks "OK" at this stage (Picture attached). I don't know if the fact that the terrain is shown only at the top are of the texture is expected or not, but it seems OK.

      3. Render the Reflection texture into the water using projective texturing - I hope this step is OK code wise. Basically I'm sending to the shader the WorldReflectionViewProj matrix that was created at step 1 in order to use it for the projective texture coordinates, I then convert the position in the DS (Water and terrain are drawn with Tessellation) to the projective tex coords using that WorldReflectionViewProj matrix, then I sample the reflection texture after setting up the coordinates in the PS. Here is the code:
      //Send the ReflectionWorldViewProj matrix to the shader: XMStoreFloat4x4(&mPerFrameCB.Data.ReflectionWorldViewProj, XMMatrixTranspose( ( mWorld * pCam->GetReflectedView() ) * mProj )); //Setting up the Projective tex coords in the DS: Output.projTexPosition = mul(float4(worldPos.xyz, 1), g_ReflectionWorldViewProj); //Setting up the coords in the PS and sampling the reflection texture: float2 projTexCoords; projTexCoords.x = input.projTexPosition.x / input.projTexPosition.w / 2.0 + 0.5; projTexCoords.y = -input.projTexPosition.y / input.projTexPosition.w / 2.0 + 0.5; projTexCoords += normal.xz * 0.025; float4 reflectionColor = gReflectionMap.SampleLevel(SamplerClampLinear, projTexCoords, 0); texColor += reflectionColor * 0.25; I'll add that when compiling the PS I'm getting a warning on those dividing by input.projTexPosition.w for a possible float division by 0, I tried to add some offset or some minimum to the dividing term but that still not solved my issue.
      Here is the problem itself. At relatively flat view angles I'm seeing correct reflections (Or at least so it seems), but as I pitch the camera down, I'm seeing those artifacts which I have no idea where are coming from. I'm culling the terrain in the reflection render pass when it's lower than water height (I have heightmaps for that).
       
      Any help will be appreciated because I don't know what is wrong or where else to look.
    • By thmfrnk
      Hi,
      I am looking for a usefull commandline based texture compression tool with the rights to be able to ship with my application. It should have following caps:
      Supports all major image format as source files (jpeg, png, tga, bmp) Export as DDS Compression Formats BC1, BC2, BC3, BC4, BC7 I am actually using the nvdxt tool from Nvidia, but it does not support BC4 (which I need for one-channel 8bit textures). Everything else which I found wasn't really useful.
      Any suggestions?
      Thx
       
    • By trojanfoe
      I have been trying to create a BlendState for my UI text sprites so that they are both alpha-blended (so you can see them) and invert the pixel they are rendered over (again, so you can see them).
      In order to get alpha blending you would need:
      SrcBlend = SRC_ALPHA DestBlend = INV_SRC_ALPHA and in order to have inverted colours you would need something like:
      SrcBlend = INV_DEST_COLOR DestBlend = INV_SRC_COLOR and you can't have both.
      So I have come to the conclusion that it's not possible; am I right?
    • By Royma
      In traditional way, it needs 6 passes for a point light and many passes for cascaded shadow mapping to generate shadow maps. Recently I learnt a method that using a geometry shader to generate all the shadow maps in one pass.I specify a render target and a depth-stencil buffer which are both Texture2dArray in DirectX11.It looks much better than the traditional way I think.But after I implemented it, I found cascaded shadow mapping runs much slower than the traditional way.The fps slow down from 60 to 35.I don't know why.I guess may be I should do some culling or maybe the geometry shader is not efficient.
      I want to know the reason that I reduced the drawcalls from 8 to 1, but it runs slow down.Should I abandon this method or is there any way to optimize this method to run more efficiently than multi-pass rendering?
      Here is the gs code:

      [maxvertexcount(24)]
      void main(
          triangle DepthGsIn input[3] : SV_POSITION,
          inout TriangleStream< DepthPsIn > output
      )
      {
          for (uint k = 0; k < 8; ++k)
          {
              DepthPsIn element;
              element.RTIndex = k;
              for (uint i = 0; i < 3; ++i)
              {
                  float2 shadowSlopeBias = calculateShadowSlopeBias(input.normal, -g_cameras[k].world[1]);
                  float shadowBias = shadowSlopeBias.y * g_cameras[k].shadowMapParameters.x + g_cameras[k].shadowMapParameters.y;
                  element.position = input.position + shadowBias * g_cameras[k].world[1];
                  element.position = mul(element.position, g_cameras[k].viewProjection);
                  element.depth = element.position.z / element.position.w;
                  
                  output.Append(element);
              }
              output.RestartStrip();
          }
      }
       
    • By savail
      Hey,
      There are a few things which confuse me regarding DirectX 11 and HLSL shaders in general. I would be very grateful for your advice!
      1. Let's take for example a scene which invokes 2 totally separate pipeline render passes interchangeably. I understand I need to bind correct shaders for each of the render pass and potentially blend/depth or rasterizer state but what about resources such as Constant Buffers, Shader Resource Views and Unordered Access Views? Assuming that the second render pass uses none of the resources used by the first pass, do I still need to unbind the resources and clean pipeline state after first pass? Or is it ok to leave pipeline with unbound garbage since anything I'd need to bind for second pass would overwrite contents in the appropriate register slots anyway?
      2. Is it a good practice to assign register slots manually to all resources in HLSL?
      3. I thought about assigning manually register slots for every distinct render pass up to the maximum slot limit if neccessary. For example in 1 render pass I invoke 3 CS's, 2 VS's and 2 PS's and for all resources used by those shaders I try to fill as many register slots as neccessary and potentially reuse many times the same slot in shaders sharing the same resource. I was wondering if there is any performance penalty or gain when I bind all of my needed resources at the start of render pass and never gonna have to do it again until next render pass? - this means potentially binding a lot of registers and having excessive number of bound resources for every shader that is run.
      4. Is it a good practice to create a separate include file for every resource that occurs in >= 2 shader files or is it better to duplicate the declarations? In first case, the code is imo easier to maintain and edit but might be harder to read if there's too many includes. I've come up with a compromise between these 2 like this: create a separate include file for every CB that occurs in >= 2 shader files and a separate include file for every sampler I ever need to use. All other resources like srvs and uavs I prefer to duplicate in multiple shaders because they take much less space than CB for example... I'm not sure however if that's a good practice
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