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Dawoodoz

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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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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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
    • By Kris1992
      I want implement Particle system based on stream out structure to my bigger project. I saw few articles about that method and I build one particle. It works almost correctly but in geometry shader with stream out i cant get value of InitVel.z and age because it always is 0. If i change order of age(for example age is before Position) it works fine for age but 6th float of order is still 0. It looks like he push only 5 first positions. I had no idea what i do wrong because i try change almost all(create input layout for vertex, the same like entry SO Declaration, change number of strides for static 28, change it to 32 but in this case he draw chaotic so size of strides is probably good). I think it is problem with limits of NumEntry in declaration Entry but on site msdn i saw the limit for directx is D3D11_SO_STREAM_COUNT(4)*D3D11_SO_OUTPUT_COMPONENT_COUNT(128) not 5. Pls can you look in this code and give me the way or hope of implement it correctly?? Thanks a lot for help.   
      Structure of particle struct Particle{ Particle() {} Particle(float x, float y, float z,float vx, float vy, float vz,float l /*UINT typ*/) :InitPos(x, y, z), InitVel(vx, vy, vz), Age(l) /*, Type(typ)*/{} XMFLOAT3 InitPos; XMFLOAT3 InitVel; float Age; //UINT Type; }; SO Entry D3D11_SO_DECLARATION_ENTRY PartlayoutSO[] = { { 0,"POSITION", 0, 0 , 3, 0 }, // output all components of position { 0,"VELOCITY", 0, 0, 3, 0 }, { 0,"AGE", 0, 0, 1, 0 } //{ 0,"TYPE", 0, 0, 1, 0 } }; Global Variables //streamout shaders ID3D11VertexShader* Part_VSSO; ID3D11GeometryShader* Part_GSSO; ID3DBlob *Part_GSSO_Buffer; ID3DBlob *Part_VSSO_Buffer; //normal shaders ID3D11VertexShader* Part_VS; ID3D11GeometryShader* Part_GS; ID3DBlob *Part_GS_Buffer; ID3D11PixelShader* Part_PS; ID3DBlob *Part_VS_Buffer; ID3DBlob *Part_PS_Buffer; ID3D11Buffer* PartVertBufferInit; //ID3D11Buffer* Popy; ID3D11Buffer* mDrawVB; ID3D11Buffer* mStreamOutVB; ID3D11InputLayout* PartVertLayout;// I try to set input layout too void ParticleSystem::InitParticles() { mFirstRun = true; srand(time(NULL)); hr = D3DCompileFromFile(L"ParticleVertexShaderSO4.hlsl", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "vs_5_0", NULL, NULL, &Part_VSSO_Buffer, NULL); hr = D3DCompileFromFile(L"ParticleGeometryShaderSO4.hlsl", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "gs_5_0", NULL, NULL, &Part_GSSO_Buffer, NULL); UINT StrideArray[1] = { sizeof(Particle) };//I try to set static 28 bits-7*4 per float hr = device->CreateVertexShader(Part_VSSO_Buffer->GetBufferPointer(), Part_VSSO_Buffer->GetBufferSize(), NULL, &Part_VSSO); hr = device->CreateGeometryShaderWithStreamOutput(Part_GSSO_Buffer- >GetBufferPointer(), Part_GSSO_Buffer->GetBufferSize(), PartlayoutSO ,3/* sizeof(PartlayoutSO)*/ , StrideArray, 1,D3D11_SO_NO_RASTERIZED_STREAM, NULL,&Part_GSSO); //Draw Shaders hr = D3DCompileFromFile(L"ParticleVertexShaderDRAW4.hlsl", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "vs_5_0", NULL, NULL, &Part_VS_Buffer, NULL); hr = D3DCompileFromFile(L"ParticleGeometryShaderDRAW4.hlsl", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "gs_5_0", NULL, NULL, &Part_GS_Buffer, NULL); hr = D3DCompileFromFile(L"ParticlePixelShaderDRAW4.hlsl", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_5_0", NULL, NULL, &Part_PS_Buffer, NULL); hr = device->CreateVertexShader(Part_VS_Buffer->GetBufferPointer(), Part_VS_Buffer->GetBufferSize(), NULL, &Part_VS); hr = device->CreateGeometryShader(Part_GS_Buffer->GetBufferPointer(), Part_GS_Buffer->GetBufferSize(), NULL, &Part_GS); hr = device->CreatePixelShader(Part_PS_Buffer->GetBufferPointer(), Part_PS_Buffer->GetBufferSize(), NULL, &Part_PS); BuildVertBuffer(); } void ParticleSystem::BuildVertBuffer() { D3D11_BUFFER_DESC vertexBufferDesc1; ZeroMemory(&vertexBufferDesc1, sizeof(vertexBufferDesc1)); vertexBufferDesc1.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc1.ByteWidth = sizeof(Particle)*1; //*numParticles; vertexBufferDesc1.BindFlags = D3D11_BIND_VERTEX_BUFFER;// | D3D11_BIND_STREAM_OUTPUT; vertexBufferDesc1.CPUAccessFlags = 0; vertexBufferDesc1.MiscFlags = 0; vertexBufferDesc1.StructureByteStride = 0;// I tried to comment this too Particle p; ZeroMemory(&p, sizeof(Particle)); p.InitPos = XMFLOAT3(0.0f, 0.0f, 0.0f); p.InitVel = XMFLOAT3(0.0f, 0.0f, 0.0f); p.Age = 0.0f; //p.Type = 100.0f; D3D11_SUBRESOURCE_DATA vertexBufferData1; ZeroMemory(&vertexBufferData1, sizeof(vertexBufferData1)); vertexBufferData1.pSysMem = &p;//było &p vertexBufferData1.SysMemPitch = 0; vertexBufferData1.SysMemSlicePitch = 0; hr = device->CreateBuffer(&vertexBufferDesc1, &vertexBufferData1, &PartVertBufferInit); ZeroMemory(&vertexBufferDesc1, sizeof(vertexBufferDesc1)); vertexBufferDesc1.ByteWidth = sizeof(Particle) * numParticles; vertexBufferDesc1.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT; hr = device->CreateBuffer(&vertexBufferDesc1, 0, &mDrawVB); hr = device->CreateBuffer(&vertexBufferDesc1, 0, &mStreamOutVB); } void ParticleSystem::LoadDataParticles() { UINT stride = sizeof(Particle); UINT offset = 0; //Create the Input Layout //device->CreateInputLayout(Partlayout, numElementsPart, Part_VSSO_Buffer- //>GetBufferPointer(), // Part_VSSO_Buffer->GetBufferSize(), &PartVertLayout); //Set the Input Layout //context->IASetInputLayout(PartVertLayout); //Set Primitive Topology context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); if (mFirstRun) { // context->CopyResource(Popy, PartVertBufferInit); context->IASetVertexBuffers(0, 1, &PartVertBufferInit, &stride, &offset); } else { context->IASetVertexBuffers(0, 1, &mDrawVB, &stride, &offset); } context->SOSetTargets(1, &mStreamOutVB, &offset); context->VSSetShader(Part_VSSO, NULL, 0); context->GSSetShader(Part_GSSO, NULL, 0); context->PSSetShader(NULL, NULL, 0); //context->PSSetShader(Part_PS, NULL, 0); ID3D11DepthStencilState* depthState;//disable depth D3D11_DEPTH_STENCIL_DESC depthStateDesc; depthStateDesc.DepthEnable = false; depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; device->CreateDepthStencilState(&depthStateDesc, &depthState); context->OMSetDepthStencilState(depthState, 0); if (mFirstRun) { //mFirstRun; context->Draw(1, 0); mFirstRun = false; } else { context->DrawAuto(); } //} // done streaming-out--unbind the vertex buffer ID3D11Buffer* bufferArray[1] = { 0 }; context->SOSetTargets(1, bufferArray, &offset); // ping-pong the vertex buffers std::swap(mStreamOutVB, mDrawVB); // Draw the updated particle system we just streamed-out. //Create the Input Layout //device->CreateInputLayout(Partlayout, numElementsPart, Part_VS_Buffer- //>GetBufferPointer(), // Part_VS_Buffer->GetBufferSize(), &PartVertLayout); //Set the normal Input Layout //context->IASetInputLayout(PartVertLayout); context->IASetVertexBuffers(0, 1, &mDrawVB, &stride, &offset); ZeroMemory(&depthStateDesc, sizeof(depthStateDesc)); depthStateDesc.DepthEnable = true; depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; device->CreateDepthStencilState(&depthStateDesc, &depthState); context->OMSetDepthStencilState(depthState, 0); //I tried add normal layout here the same like Entry SO but no changes //Set Primitive Topology //context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); context->VSSetShader(Part_VS, NULL, 0); context->GSSetShader(Part_GS, NULL, 0); context->PSSetShader(Part_PS, NULL, 0); context->DrawAuto(); //mFirstRun = true; context->GSSetShader(NULL, NULL, 0); } void ParticleSystem::RenderParticles() { //mFirstRun = true; LoadDataParticles(); } And the code of shaders: VertexShader to stream out struct Particle { float3 InitPos : POSITION; float3 InitVel : VELOCITY; float Age : AGE; //uint Type : TYPE; }; Particle main(Particle vin) { return vin;// just push data into geomtrywithso } GeometrywithSo struct Particle { float3 InitPos : POSITION; float3 InitVel : VELOCITY; float Age : AGE; //uint Type : TYPE; }; float RandomPosition(float offset) { float u = Time + offset;// (Time + offset); float v = ObjTexture13.SampleLevel(ObjSamplerState, u, 0).r; return (v); } [maxvertexcount(6)] void main( point Particle gin[1], inout PointStream< Particle > Output ) { //gin[0].Age = Time; if ( StartPart == 1.0f ) { //if (gin[0].Age < 100.0f) //{ for (int i = 0; i < 6; i++) { float3 VelRandom; //= 5.0f * RandomPosition((float)i / 5.0f); VelRandom.y = 10.0f+i; VelRandom.x = 35 * i* RandomPosition((float)i / 5.0f);//+ offse; VelRandom.z = 10.0f;//35*i * RandomPosition((float)i / 5.0f); Particle p; p.InitPos = VelRandom;//float3(0.0f, 5.0f, 0.0f); //+ VelRandom; p.InitVel = float3(10.0f, 10.0f, 10.0f); p.Age = 0.0f;//VelRandom.y; //p.Type = PT_FLARE; Output.Append(p); } Output.Append(gin[0]); } else if (StartPart == 0.0f) { if (gin[0].Age >= 0) { Output.Append(gin[0]); } } } If I change Age in geometry with so: for example Age += Time from const buffer In geometry shader its fine once but in draw shader it is 0 and next time if it is reading in geometry with so it is 0 too. Vertex shader to draw struct VertexOut { float3 Pos : POSITION; float4 Colour : COLOR; //uint Type : TYPE; }; struct Particle { float3 InitPos : POSITION; float3 InitVel : VELOCITY; float Age : AGE; // uint Type : TYPE; }; VertexOut main(Particle vin) { VertexOut vout; float3 gAccelW = float3(0.0f, -0.98f, 0.0f); float t = vin.Age; //float b = Time/10000; // constant Acceleration equation vout.Pos = vin.InitVel+ (0.7f * gAccelW)*Time/100; //vout.Pos.x = t; vout.Colour = float4(1.0f, 0.0f, 0.0f, 1.0f); //vout.Age = vout.Pos.y; //vout.Type = vin.Type; return vout; } Geometry shader to change point into line struct VertexOut { float3 Pos : POSITION; float4 Colour : COLOR; //uint Type : TYPE; }; struct GSOutput { float4 Pos : SV_POSITION; float4 Colour : COLOR; //float2 Tex : TEXCOORD; }; [maxvertexcount(2)] void main( point VertexOut gin[1], inout LineStream< GSOutput > Output ) { float3 gAccelW = float3(0.0f, -0.98f, 0.0f); //if (gin[0].Type != PT_EMITTER) { float4 v[2]; v[0] = float4(gin[0].Pos, 1.0f); v[1] = float4((gin[0].Pos + gAccelW), 1.0f); GSOutput gout; [unroll] for (int i = 0; i < 2; ++i) { gout.Pos = mul(v[i], WVP);// mul(v[i], gViewProj); gout.Colour = gin[0].Colour; Output.Append(gout); } } } And pixel Shader struct GSOutput { float4 Pos : SV_POSITION; float4 Colour : COLOR; }; float4 main(GSOutput pin) : SV_TARGET { return pin.Colour; }  
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