Sign in to follow this  
pcmaster

DX11 DX11 Dynamic Linking compilation warnings

Recommended Posts

Hi everyone!

We're experimenting with DX11 dynamic linking and ran into some weird warnings, leading to errors.
Has anyone any explanation for these? The internal error, for example, isn't very helpful :( When we inline the code from GetBias, some of the warnings disappear.

See below.


// WARNING X3578 HERE, line 246
float GetBias(const float2 depthGrad, const float2 offset) {
return dot(depthGrad, offset);
}

interface iShadowType {
float getShadow(const float2 depthGrad, const float2 uv);
};

class cShadowTypeNone : iShadowType {
// WARNING X3578, line 258
float getShadow(const float2 depthGrad, const float2 uv) {
return 1;
}
};

class cShadowTypePCF : iShadowType {
float getShadow(const float2 depthGrad, const float2 uv) {
float offset = 1;
float sum = 0;
if (uv.x == 1) {
float bias = GetBias(depthGrad, offset);
float shadow = shadowMap.SampleCmpLevelZero(sampCmpShadowMap, uv + offset, bias);
sum += shadow;
}
else
sum += 1;
return sum;
}
};

iShadowType shadowType;

cbuffer cbShadowType {
cShadowTypeNone shadowTypeNoneInstance;
cShadowTypePCF shadowTypePCFInstance;
};


interface iShadowShader {
float getShadow(const float2 depthGrad, const float2 uv);
};

class cShadowNone : iShadowShader {
float getShadow(const float2 depthGrad, const float2 uv) {
return 1;
}
};

class cShadowNoPCSS : iShadowShader {
float getShadow(const float2 depthGrad, const float2 uv) {
return shadowType.getShadow(depthGrad, uv);
}
};

iShadowShader shadowShader;

cbuffer cbShadowShader {
cShadowNone shadowNoneInstance;
cShadowNoPCSS shadowNoPCSSInstance;
};


The compilation log:

dynamicShadow.fxh(246,7): warning X3578: Output value 'GetBias' is not completely initialized
dynamicShadow.fxh(246,7): warning X3578: Output value 'GetBias' is not completely initialized
internal error: no storage type for block output
dynamicShadow.fxh(246,7): warning X3578: Output value 'GetBias' is not completely initialized
dynamicShadow.fxh(258,8): warning X3578: Output value 'cShadowTypeNone::getShadow' is not completely initialized
shading.fx(310,19): There was an error compiling expression

Share this post


Link to post
Share on other sites
OK, here we go. We fabricated this small sample, the errors are there.

Texture2D shadowMap;

SamplerComparisonState sampCmpShadowMap
{
Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
AddressU = Border;
AddressV = Border;
BorderColor = float4(1.0, 1.0, 1.0, 1.0);
ComparisonFunc = LESS;
};

float GetBias(const float2 depthGrad, const float2 offset)
{
return dot(depthGrad, offset);
}

interface iShadowType
{
float getShadow(const float2 depthGrad, const float2 uv);
};

class cShadowTypeNone : iShadowType
{
float getShadow(const float2 depthGrad, const float2 uv)
{
return 1;
}
};

class cShadowTypePCF : iShadowType
{
float getShadow(const float2 depthGrad, const float2 uv)
{
float offset = 1;
float sum = 0;
if (uv.x == 1)
{
float bias = GetBias(depthGrad, offset);
float shadow = shadowMap.SampleCmpLevelZero(sampCmpShadowMap, uv + offset, bias);
sum += shadow;
}
else
sum += 1;
return sum;
}
};

iShadowType shadowType;

cbuffer cbShadowType
{
cShadowTypeNone shadowTypeNoneInstance;
cShadowTypePCF shadowTypePCFInstance;
};


interface iShadowShader
{
float getShadow(const float2 depthGrad, const float2 uv);
};

class cShadowNone : iShadowShader
{
float getShadow(const float2 depthGrad, const float2 uv)
{
return 1;
}
};

class cShadowNoPCSS : iShadowShader
{
float getShadow(const float2 depthGrad, const float2 uv)
{
return shadowType.getShadow(depthGrad, uv);
}
};

iShadowShader shadowShader;

cbuffer cbShadowShader
{
cShadowNone shadowNoneInstance;
cShadowNoPCSS shadowNoPCSSInstance;
};

float4 VS(float4 pos : SV_Position) : SV_Position
{
return pos;
}

float PS(float4 pos : SV_Position) : SV_Target
{
return shadowShader.getShadow(pos.xy, pos.zw);
}

technique10 Shading
{
pass P0
{
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( NULL, 0 );
SetRasterizerState( NULL );

SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_5_0, PS() ) );
}
}





And this is how you can compile it and what it'd say, to demonstrate the replicability.


c:\effects>"%DXSDK_DIR%/Utilities/Bin/x64/fxc.exe" /Ges /O3 /T fx_5_0 /nologo /Fo "compiled/Sample.fxo" Sample.fx
c:\effects\Sample.fx(12,7): warning X3578: Output value 'GetBias' is not completely initialized
c:\effects\Sample.fx(12,7): warning X3578: Output value 'GetBias' is not completely initialized
internal error: no storage type for block output
c:\effects\Sample.fx(12,7): warning X3578: Output value 'GetBias' is not completely initialized
c:\effects\Sample.fx(24,8): warning X3578: Output value 'cShadowTypeNone::getShadow' is not completely initialized
c:\effects\Sample.fx(106,19): There was an error compiling expression

compilation failed; no code produced



Share this post


Link to post
Share on other sites
MS does know about it now :) It is a compiler bug (possibly more than one) and so you'll have to work around it for the time being. There may be some recommendations later once someone has looked at the issue.

Share this post


Link to post
Share on other sites
Well, the feature isn't useless, it's just that you've tripped a bug. I'm not sure yet what the exact issue is since the current bits here don't repro the issue - so it seems that it was fixed at some point. You can however use functions and and interfaces together. It may just be an issue with types or perhaps with placement within the shader so a slight reorganization or perhaps an alternate method of doing the same thing will result in a working shader. It may also work fine on a different optimization level.

Share this post


Link to post
Share on other sites
I'm running into this problem right now with the June 2010 DirectX SDK. Did you find a good workaround for this problem? If so, what did you do? I think we're overdue for a new SDK release.

Share this post


Link to post
Share on other sites
Hi, for now can help using:

[code]void functionName(out outValue, otherParams...)[/code]
except

[code]outValue functionName(otherParams...)[/code]
It's not optimal solution, but works ;)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627702
    • Total Posts
      2978712
  • Similar Content

    • By Baemz
      Hello,
      I've been working on some culling-techniques for a project. We've built our own engine so pretty much everything is built from scratch. I've set up a frustum with the following code, assuming that the FOV is 90 degrees.
      float angle = CU::ToRadians(45.f); Plane<float> nearPlane(Vector3<float>(0, 0, aNear), Vector3<float>(0, 0, -1)); Plane<float> farPlane(Vector3<float>(0, 0, aFar), Vector3<float>(0, 0, 1)); Plane<float> right(Vector3<float>(0, 0, 0), Vector3<float>(angle, 0, -angle)); Plane<float> left(Vector3<float>(0, 0, 0), Vector3<float>(-angle, 0, -angle)); Plane<float> up(Vector3<float>(0, 0, 0), Vector3<float>(0, angle, -angle)); Plane<float> down(Vector3<float>(0, 0, 0), Vector3<float>(0, -angle, -angle)); myVolume.AddPlane(nearPlane); myVolume.AddPlane(farPlane); myVolume.AddPlane(right); myVolume.AddPlane(left); myVolume.AddPlane(up); myVolume.AddPlane(down); When checking the intersections I am using a BoundingSphere of my models, which is calculated by taking the average position of all vertices and then choosing the furthest distance to a vertex for radius. The actual intersection test looks like this, where the "myFrustum90" is the actual frustum described above.
      The orientationInverse is the viewMatrix in this case.
      bool CFrustum::Intersects(const SFrustumCollider& aCollider) { CU::Vector4<float> position = CU::Vector4<float>(aCollider.myCenter.x, aCollider.myCenter.y, aCollider.myCenter.z, 1.f) * myOrientationInverse; return myFrustum90.Inside({ position.x, position.y, position.z }, aCollider.myRadius); } The Inside() function looks like this.
      template <typename T> bool PlaneVolume<T>::Inside(Vector3<T> aPosition, T aRadius) const { for (unsigned short i = 0; i < myPlaneList.size(); ++i) { if (myPlaneList[i].ClassifySpherePlane(aPosition, aRadius) > 0) { return false; } } return true; } And this is the ClassifySpherePlane() function. (The plane is defined as a Vector4 called myABCD, where ABC is the normal)
      template <typename T> inline int Plane<T>::ClassifySpherePlane(Vector3<T> aSpherePosition, float aSphereRadius) const { float distance = (aSpherePosition.Dot(myNormal)) - myABCD.w; // completely on the front side if (distance >= aSphereRadius) { return 1; } // completely on the backside (aka "inside") if (distance <= -aSphereRadius) { return -1; } //sphere intersects the plane return 0; }  
      Please bare in mind that this code is not optimized nor well-written by any means. I am just looking to get it working.
      The result of this culling is that the models seem to be culled a bit "too early", so that the culling is visible and the models pops away.
      How do I get the culling to work properly?
      I have tried different techniques but haven't gotten any of them to work.
      If you need more code or explanations feel free to ask for it.

      Thanks.
       
    • By evelyn4you
      hi,
      i have read very much about the binding of a constantbuffer to a shader but something is still unclear to me.
      e.g. when performing :   vertexshader.setConstantbuffer ( buffer,  slot )
       is the buffer bound
      a.  to the VertexShaderStage
      or
      b. to the VertexShader that is currently set as the active VertexShader
      Is it possible to bind a constantBuffer to a VertexShader e.g. VS_A and keep this binding even after the active VertexShader has changed ?
      I mean i want to bind constantbuffer_A  to VS_A, an Constantbuffer_B to VS_B  and  only use updateSubresource without using setConstantBuffer command every time.

      Look at this example:
      SetVertexShader ( VS_A )
      updateSubresource(buffer_A)
      vertexshader.setConstantbuffer ( buffer_A,  slot_A )
      perform drawcall       ( buffer_A is used )

      SetVertexShader ( VS_B )
      updateSubresource(buffer_B)
      vertexshader.setConstantbuffer ( buffer_B,  slot_A )
      perform drawcall   ( buffer_B is used )
      SetVertexShader ( VS_A )
      perform drawcall   (now which buffer is used ??? )
       
      I ask this question because i have made a custom render engine an want to optimize to
      the minimum  updateSubresource, and setConstantbuffer  calls
       
       
       
       
       
    • By noodleBowl
      I got a quick question about buffers when it comes to DirectX 11. If I bind a buffer using a command like:
      IASetVertexBuffers IASetIndexBuffer VSSetConstantBuffers PSSetConstantBuffers  and then later on I update that bound buffer's data using commands like Map/Unmap or any of the other update commands.
      Do I need to rebind the buffer again in order for my update to take effect? If I dont rebind is that really bad as in I get a performance hit? My thought process behind this is that if the buffer is already bound why do I need to rebind it? I'm using that same buffer it is just different data
       
    • By Rockmover
      I am really stuck with something that should be very simple in DirectX 11. 
      1. I can draw lines using a PC (position, colored) vertices and a simple shader just fine.
      2. I can draw 3D triangles using PCN (position, colored, normal) vertices just fine (even transparency and SpecularBlinnPhong shaders).
       
      However, if I'm using my 3D shader, and I want to draw my PC lines in the same scene how can I do that?
       
      If I change my lines to PCN and pass them to the 3D shader with my triangles, then the lighting screws them all up.  I only want the lighting for the 3D triangles, but no SpecularBlinnPhong/Lighting for the lines (just PC). 
      I am sure this is because if I change the lines to PNC there is not really a correct "normal" for the lines.  
      I assume I somehow need to draw the 3D triangles using one shader, and then "switch" to another shader and draw the lines?  But I have no clue how to use two different shaders in the same scene.  And then are the lines just drawn on top of the triangles, or vice versa (maybe draw order dependent)?  
      I must be missing something really basic, so if anyone can just point me in the right direction (or link to an example showing the implementation of multiple shaders) that would be REALLY appreciated.
       
      I'm also more than happy to post my simple test code if that helps as well!
       
      THANKS SO MUCH IN ADVANCE!!!
    • By Reitano
      Hi,
      I am writing a linear allocator of per-frame constants using the DirectX 11.1 API. My plan is to replace the traditional constant allocation strategy, where most of the work is done by the driver behind my back, with a manual one inspired by the DirectX 12 and Vulkan APIs.
      In brief, the allocator maintains a list of 64K pages, each page owns a constant buffer managed as a ring buffer. Each page has a history of the N previous frames. At the beginning of a new frame, the allocator retires the frames that have been processed by the GPU and frees up the corresponding space in each page. I use DirectX 11 queries for detecting when a frame is complete and the ID3D11DeviceContext1::VS/PSSetConstantBuffers1 methods for binding constant buffers with an offset.
      The new allocator appears to be working but I am not 100% confident it is actually correct. In particular:
      1) it relies on queries which I am not too familiar with. Are they 100% reliable ?
      2) it maps/unmaps the constant buffer of each page at the beginning of a new frame and then writes the mapped memory as the frame is built. In pseudo code:
      BeginFrame:
          page.data = device.Map(page.buffer)
          device.Unmap(page.buffer)
      RenderFrame
          Alloc(size, initData)
              ...
              memcpy(page.data + page.start, initData, size)
          Alloc(size, initData)
              ...
              memcpy(page.data + page.start, initData, size)
      (Note: calling Unmap at the end of a frame prevents binding the mapped constant buffers and triggers an error in the debug layer)
      Is this valid ? 
      3) I don't fully understand how many frames I should keep in the history. My intuition says it should be equal to the maximum latency reported by IDXGIDevice1::GetMaximumFrameLatency, which is 3 on my machine. But, this value works fine in an unit test while on a more complex demo I need to manually set it to 5, otherwise the allocator starts overwriting previous frames that have not completed yet. Shouldn't the swap chain Present method block the CPU in this case ?
      4) Should I expect this approach to be more efficient than the one managed by the driver ? I don't have meaningful profile data yet.
      Is anybody familiar with the approach described above and can answer my questions and discuss the pros and cons of this technique based on his experience ? 
      For reference, I've uploaded the (WIP) allocator code at https://paste.ofcode.org/Bq98ujP6zaAuKyjv4X7HSv.  Feel free to adapt it in your engine and please let me know if you spot any mistakes
      Thanks
      Stefano Lanza
       
  • Popular Now