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DX11 Moving graphics engine to DLL project

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I tried to make my graphics engine into a DLL by moving all code from the DirectX example project to a new DLL project in Visual C++ 2005.
I have made a working connection between the DLL and a testing project in the same visual studio solution so that simple calls can be made.
Now I have both DXUT.h and stdafx.h included in the whole engine but only stdafx.h is forced to be included.
I have checked that the DirectX libs and stuff are included in Visual Studio.

Here are the link errors after solving many regular errors:

1>------ Build started: Project: GameEngine, Configuration: Release Win32 ------
1>Compiling...
1>stdafx.cpp
1>Compiling...
1>SDKmisc.cpp
1>Model.cpp
1>IntegerArray.cpp
1>DXUTmisc.cpp
1>DXUTDevice11.cpp
1>DXUTcamera.cpp
1>DXUT.cpp
1>StringMethods.cpp
1>GameEngine.cpp
1>Linking...
1> Creating library C:\Users\David\Documents\Visual Studio 2005\Projects\GameEngine\Release\GameEngine.lib and object C:\Users\David\Documents\Visual Studio 2005\Projects\GameEngine\Release\GameEngine.exp
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXMatrixMultiply@12
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DX11CompileFromFileW@44
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXMatrixOrthoOffCenterLH@28
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXVec3Normalize@8
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXVec3Transform@12
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXVec3TransformCoord@12
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXMatrixTranspose@8
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXMatrixScaling@16
1>GameEngine.obj : error LNK2001: unresolved external symbol _D3DXMatrixTranslation@16
1>DXUT.obj : error LNK2001: unresolved external symbol __imp__InitCommonControls@0
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXQuaternionMultiply@12
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXMatrixRotationQuaternion@8
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXMatrixLookAtLH@16
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXMatrixInverse@12
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXMatrixPerspectiveFovLH@20
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXMatrixRotationYawPitchRoll@16
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXQuaternionRotationMatrix@8
1>DXUTcamera.obj : error LNK2001: unresolved external symbol _D3DXVec3TransformNormal@12
1>DXUTmisc.obj : error LNK2001: unresolved external symbol _DXTraceW@20
1>DXUTmisc.obj : error LNK2001: unresolved external symbol _D3DX11SaveTextureToFileW@16
1>SDKmisc.obj : error LNK2001: unresolved external symbol _D3DX11GetImageInfoFromFileW@16
1>SDKmisc.obj : error LNK2001: unresolved external symbol _D3DX11CreateTextureFromFileW@24
1>C:\Users\David\Documents\Visual Studio 2005\Projects\GameEngine\Release\GameEngine.dll : fatal error LNK1120: 22 unresolved externals
1>Build log was saved at "file://c:\Users\David\Documents\Visual Studio 2005\Projects\GameEngine\GameEngine\Release\BuildLog.htm"
1>GameEngine - 23 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========



Have anyone seen that before?

Is there any good general method for solving link errors?

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It looks like you don't have the lib files for the D3DX functions linked into your DLL; check which files the DLL project is linking against and compare that to your exe/original project/another D3D project which uses D3DX functions.

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Thanks, it solved it.

Solution for anyone with the same issue:
Project's property page - Configuration Properties - Linker - Input
Additional Dependencies:
d3dcompiler.lib dxerr.lib dxguid.lib d3dx9.lib d3d9.lib winmm.lib comctl32.lib dxgi.lib d3dx11.lib d3d10.lib

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I have one problem remaining. I have an HLSL supershader and a header for named constant definitions used by both the HLSL shader and the engine DLL.
I don't want the user to see the HLSL file because the user would start to modify it and be unable to upgrade to another version of my engine.
If I include the shader as a static string then it can't reach the header file because that won't be released with the engine.

How can I place both files in the engine without duplicating code or making an included mess for the user?

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Have the file names declared in the header file, but defined in cpp files, not header files. So when you compile your dll, they will be in the dll, not the header.

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Quote:
Original post by smasherprog
Have the file names declared in the header file, but defined in cpp files, not header files. So when you compile your dll, they will be in the dll, not the header.


What would the file names refer to?

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You said you had some constants that you want hidden from users, as well as a shader. Declare them in the header, and define them in your cpp file.

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Quote:
Original post by smasherprog
You said you had some constants that you want hidden from users, as well as a shader. Declare them in the header, and define them in your cpp file.


The problem is that the shader is depending on the header.
One header with macros is used by both HLSL and Cpp.


#define Common_MaxNumberOfDynamicPointLights 64

#define Common_ObjectType_Skybox 0 // This is used by the engine to draw the sky
#define Common_ObjectType_Material 1 // This is used for your objects
#define Common_ObjectType_Shadow 2 // This is used to render shadows
#define Common_ObjectType_Effect 3 // This is used for post effects
#define Common_NumberOfObjectTypes 4 // Last object type + 1

#define Common_CascadeCount 4

// The types of shaders with reused numbers in different object types to compile fewer shaders.
#define Common_FirstShadowPixelShaderType 0
#define Common_PixelShaderType_Shadow_Simple 0 //
#define Common_PixelShaderType_Shadow_Alpha 1 // D
#define Common_LastShadowPixelShaderType 1
#define Common_FirstSkyPixelShaderType 2
#define Common_PixelShaderType_Sky_Simple 2 //
#define Common_LastSkyPixelShaderType 2
#define Common_FirstMaterialPixelShaderType 3
#define Common_PixelShaderType_Material_NoTextures 3 //
#define Common_PixelShaderType_Material_DiffuseOnly 4 // D
#define Common_PixelShaderType_Material_Bump 5 // D N
#define Common_PixelShaderType_Material_SpecularBump 6 // D N S
#define Common_PixelShaderType_Material_Specular 7 // D S
#define Common_PixelShaderType_Material_Illuminated 8 // D
#define Common_PixelShaderType_Material_IlluminatedBump 9 // D N
#define Common_PixelShaderType_Material_IlluminatedSpecularBump 10 // D N S
#define Common_PixelShaderType_Material_IlluminatedSpecular 11 // D S
#define Common_LastMaterialPixelShaderType 11
#define Common_FirstEffectPixelShaderType 12
#define Common_PixelShaderType_Effect_None 12
#define Common_PixelShaderType_Effect_ADD_AB 13
#define Common_PixelShaderType_Effect_ADD_ABC 14
#define Common_PixelShaderType_Effect_ADD_ABCD 15
#define Common_PixelShaderType_Effect_Blur_Linear 16
#define Common_PixelShaderType_Effect_AddArg 17
#define Common_PixelShaderType_Effect_MultiplyWithArg 18
#define Common_PixelShaderType_Effect_RaiseToArg 19
#define Common_PixelShaderType_Effect_GrayScale 20
#define Common_LastEffectPixelShaderType 20
#define Common_NumberOfPixelShaderTypes 21 // Max pixel shader type + 1

#define Common_FirstShadowVertexShaderType 0
#define Common_VertexShaderType_Shadow 0
#define Common_VertexShaderType_AlphaShadow 1
#define Common_LastShadowVertexShaderType 1
#define Common_FirstSkyVertexShaderType 2
#define Common_VertexShaderType_Sky 2
#define Common_LastSkyVertexShaderType 2
#define Common_FirstMaterialVertexShaderType 3
#define Common_VertexShaderType_Material_Flat 3
#define Common_VertexShaderType_Material_Bump 4
#define Common_LastMaterialVertexShaderType 4
#define Common_FirstEffectVertexShaderType 5
#define Common_VertexShaderType_Effect_Standard 5
#define Common_LastEffectVertexShaderType 5
#define Common_NumberOfVertexShaderTypes 6 // Max vertex shader type + 1

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Well, try changing them to extern const ? You are kind of stuck if you use defines and want to hide them from users in a dll.

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Quote:
Original post by smasherprog
Well, try changing them to extern const ? You are kind of stuck if you use defines and want to hide them from users in a dll.


OK, I haven't used extern constants before.
How do I reach them in both compiletime and runtime?

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Well, I havent compiled a dll and linked it to a library, so, hopefully it will work :P


In your header, do this


extern const int NumberOfLights;


In your cpp, define it

const int NumberOfLights = 10;


Then compile your dll, link it to your project, and see if it works.

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That seems more complicated than having to copy the header to a constant shader string because I add values more than I change them.

Can I reach the same header as both a Visual Studio resource and a regular header?

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If you are inclined to put everything into a dll, then you must compile it each time something within it changes. So, if you want to "hide" information from people who use your dll, then you will have to recompile it each time to add/change/remove something.

If your code is in a header, everyone can see it or modify it. If its in a cpp file, then you can compile it into your dll. That is really the end of it. Decide what you want to do. If its not convenient to recompile the dll for each change you make, then don't put it into a dll.

It is unnecessary to think you need to rebuild the dll for every little change you make . . . Just build everything using the full source code, and build your dll only when you want to release a build.

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I have configured the solution so that modified modules in the engine DLL is compiled automatically when when starting the testing project.

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      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
    • By trojanfoe
      I hope this is the right place to ask questions about DirectXTK which aren't really about graphics, if not please let me know a better place.
      Can anyone tell me why I cannot do this:
      DirectX::SimpleMath::Rectangle rectangle = {...}; RECT rect = rectangle; or
      RECT rect = static_cast<RECT>(rectangle); or
      const RECT rect(m_textureRect); despite Rectangle having the following operator RECT:
      operator RECT() { RECT rct; rct.left = x; rct.top = y; rct.right = (x + width); rct.bottom = (y + height); return rct; } VS2017 tells me:
      error C2440: 'initializing': cannot convert from 'const DirectX::SimpleMath::Rectangle' to 'const RECT' Thanks in advance
    • By isu diss
      I'm trying to duplicate vertices using std::map to be used in a vertex buffer. I don't get the correct index buffer(myInds) or vertex buffer(myVerts). I can get the index array from FBX but it differs from what I get in the following std::map code. Any help is much appreciated.
      struct FBXVTX { XMFLOAT3 Position; XMFLOAT2 TextureCoord; XMFLOAT3 Normal; }; std::map< FBXVTX, int > myVertsMap; std::vector<FBXVTX> myVerts; std::vector<int> myInds; HRESULT FBXLoader::Open(HWND hWnd, char* Filename, bool UsePositionOnly) { HRESULT hr = S_OK; if (FBXM) { FBXIOS = FbxIOSettings::Create(FBXM, IOSROOT); FBXM->SetIOSettings(FBXIOS); FBXI = FbxImporter::Create(FBXM, ""); if (!(FBXI->Initialize(Filename, -1, FBXIOS))) { hr = E_FAIL; MessageBox(hWnd, (wchar_t*)FBXI->GetStatus().GetErrorString(), TEXT("ALM"), MB_OK); } FBXS = FbxScene::Create(FBXM, "REALMS"); if (!FBXS) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the scene"), TEXT("ALM"), MB_OK); } if (!(FBXI->Import(FBXS))) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to import fbx file content into the scene"), TEXT("ALM"), MB_OK); } FbxAxisSystem OurAxisSystem = FbxAxisSystem::DirectX; FbxAxisSystem SceneAxisSystem = FBXS->GetGlobalSettings().GetAxisSystem(); if(SceneAxisSystem != OurAxisSystem) { FbxAxisSystem::DirectX.ConvertScene(FBXS); } FbxSystemUnit SceneSystemUnit = FBXS->GetGlobalSettings().GetSystemUnit(); if( SceneSystemUnit.GetScaleFactor() != 1.0 ) { FbxSystemUnit::cm.ConvertScene( FBXS ); } if (FBXI) FBXI->Destroy(); FbxNode* MainNode = FBXS->GetRootNode(); int NumKids = MainNode->GetChildCount(); FbxNode* ChildNode = NULL; for (int i=0; i<NumKids; i++) { ChildNode = MainNode->GetChild(i); FbxNodeAttribute* NodeAttribute = ChildNode->GetNodeAttribute(); if (NodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* Mesh = ChildNode->GetMesh(); if (UsePositionOnly) { NumVertices = Mesh->GetControlPointsCount();//number of vertices MyV = new XMFLOAT3[NumVertices]; for (DWORD j = 0; j < NumVertices; j++) { FbxVector4 Vertex = Mesh->GetControlPointAt(j);//Gets the control point at the specified index. MyV[j] = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); } NumIndices = Mesh->GetPolygonVertexCount();//number of indices MyI = (DWORD*)Mesh->GetPolygonVertices();//index array } else { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL; Mesh->GetTextureUV(&uvVertices); int idx = 0; for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly triangle) count { for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon { FBXVTX myVert; int p_index = 3*i+j; int t_index = Mesh->GetTextureUVIndex(i, j); FbxVector4 Vertex = Mesh->GetControlPointAt(p_index);//Gets the control point at the specified index. myVert.Position = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); FbxVector4 Normal; Mesh->GetPolygonVertexNormal(i, j, Normal); myVert.Normal = XMFLOAT3((float)Normal.mData[0], (float)Normal.mData[1], (float)Normal.mData[2]); FbxVector2 uv = uvVertices->GetAt(t_index); myVert.TextureCoord = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]); if ( myVertsMap.find( myVert ) != myVertsMap.end() ) myInds.push_back( myVertsMap[ myVert ]); else { myVertsMap.insert( std::pair<FBXVTX, int> (myVert, idx ) ); myVerts.push_back(myVert); myInds.push_back(idx); idx++; } } } } } } } else { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the FBX Manager"), TEXT("ALM"), MB_OK); } return hr; } bool operator < ( const FBXVTX &lValue, const FBXVTX &rValue) { if (lValue.Position.x != rValue.Position.x) return(lValue.Position.x < rValue.Position.x); if (lValue.Position.y != rValue.Position.y) return(lValue.Position.y < rValue.Position.y); if (lValue.Position.z != rValue.Position.z) return(lValue.Position.z < rValue.Position.z); if (lValue.TextureCoord.x != rValue.TextureCoord.x) return(lValue.TextureCoord.x < rValue.TextureCoord.x); if (lValue.TextureCoord.y != rValue.TextureCoord.y) return(lValue.TextureCoord.y < rValue.TextureCoord.y); if (lValue.Normal.x != rValue.Normal.x) return(lValue.Normal.x < rValue.Normal.x); if (lValue.Normal.y != rValue.Normal.y) return(lValue.Normal.y < rValue.Normal.y); return(lValue.Normal.z < rValue.Normal.z); }  
    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
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