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Tordin

DX11 [DX11] - Compute Shader questions.

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Hey! im doing some Compute shaderstuff and got lost and since the lack of (in my opinion) good tutorials, i need some answers.

Q1 :

//C++
csDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
csDesc.CPUAccessFlags = 0;
csDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
csDesc.StructureByteStride = sizeof(data);
csDesc.ByteWidth = sizeof(data) * t_Size_X * t_Size_Y;
csDesc.Usage = D3D11_USAGE_DEFAULT;



this code aboves creates a buffer, and that is starightforward.
But the only parameter value i find odd is the ByteWidth.

Data in this case is an float4.
why do i do the sizeof(data)*size_X*size_Y?
To specifi that i whant to make an 2d array of floats?

Q2 :
In the hlsl code, where should i put the eoutput?

Q3 :
(this question is related to question one)
If i specify to make a 2d array out of floats.
How do i know in wich element i am calculating right now?
my toughts where that the SV_GroupThreadID semantic would have the eye for that.

Q4 :
How do i read the output values in my cpp code?
(is this possible?)


If you have any good tutorials or any good booktips, let me know!
And thanks for all help.


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I'll try to give some insight on these topics:

Q1: The ByteWidth is the size of the buffer in bytes. So you say the size of the element, multiplied by the number of elements.

Q2: The output from the compute shader is done through an unordered access view (UAV). This is a big difference from the other stages - the compute shader handles its own output, allowing for fairly flexible setups.

Q3: That's right, but only if you have only a single thread group. If you are using a 2D grid represented by the 1D buffer, then you need to create a 1D index to use from your 2D ID information. If you have more than one group, then use the dispatch thread ID. If you only have one group, you can use either the dispatch or group thread ID's. The Water Simulation demo in my engine (link is in my signature) has just such a setup to hold the state of the water if you are looking for an example.

Q4: You need to create a staging buffer (a secondary buffer with staging usage) then copy the results to it, and then map that buffer and read the data out on the CPU side.

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Q1 :
so there is no need to have a sizeof*x*y.
i could just go and create a array instead and size that?
Or i could make a real nig struct with diffrent kinds (if i would only whant to make one caluclation) of data types?

What i understood it from the tutorial (and hes purpose), was that he wanted to created a buffer big enough for a 16x16 float4 array, so he later could use it as an image.
and since images make most sence in 2d, he used the sizeX*sizeY.

Q2 :

That i know, to specify the question more, where do i output it in the hlsl code?

RWStructuredBuffer<BufferStruct> g_OutBuff;
[numthreads( 4, 4, 1 )]
void mainCS( uint3 threadIDInGroup : SV_GroupThreadID, uint3 groupID : SV_GroupID )
{
float4 color = threadIDInGroup.x * threadIDInGroup.y * threadIDInGroup.z;
g_OutBuff[ 0 ].color = color;
}



Here i am send the data to the g_OutBuff[0].color?
I just took this plain and simpel from the tutorial and i think i understand it so that the gOutbuff is the pixelshaders answer for "return color;".

Q3 :
Well, that was close to what i tought.
So the buffer is never ever a "2d buffer" it is allways a 1d buffer?
and there for i have to divide the size of (xNum*xElemntSize)/(yNum*yElementSize)?
and that index i allso use for the g_OutBuff[index]? instead of putting 0 there?
And i will have a look on your stuff!

Q4 :
Ah, so when i mapp the buffer, instead of writing to it, just read from it.
That make sense!

Thanks alot Jason!

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Quote:
Original post by Tordin
Q2 :

That i know, to specify the question more, where do i output it in the hlsl code?
*** Source Snippet Removed ***

Here i am send the data to the g_OutBuff[0].color?
I just took this plain and simpel from the tutorial and i think i understand it so that the gOutbuff is the pixelshaders answer for "return color;".


Compute shaders don't really "return" anything; you declare one or more ouput buffers and you can write to them at any point during the execution of the shader, much like a normal C/C++ function writing to an array.

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phantom : Precisly, i understand that, and that is why i wrote "Return color". it dose the similar thing in another way just.

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Quote:
Original post by Tordin
Q1 :
so there is no need to have a sizeof*x*y.
i could just go and create a array instead and size that?
Or i could make a real nig struct with diffrent kinds (if i would only whant to make one caluclation) of data types?

What i understood it from the tutorial (and hes purpose), was that he wanted to created a buffer big enough for a 16x16 float4 array, so he later could use it as an image.
and since images make most sence in 2d, he used the sizeX*sizeY.

The sizeof*x*y is just to select enough memory to hold his 2D grid of points (I assume). Buffers are always 1D, while texture resources can be 1D, 2D, or 3D. Technically you can use a Texture2D to achieve the same result, so you just need to choose the resource type that allows for the most coherent memory access with a minimal amount of address calculations.
Quote:
Original post by Tordin
Q2 :

That i know, to specify the question more, where do i output it in the hlsl code?
*** Source Snippet Removed ***

Here i am send the data to the g_OutBuff[0].color?
I just took this plain and simpel from the tutorial and i think i understand it so that the gOutbuff is the pixelshaders answer for "return color;".

This depends on the type of 'resource object' you declare in your shader, which is the interface that you work with your resource through. When you bind a resource to the compute shader through either an SRV or a UAV, on the HLSL side you must declare an object that represents it. In your case, it is a RWStructuredBuffer<BufferStruct> (which is a clever name by the way :P ). This object allows for array like access to its contents (which are again only 1D). Other objects like an append/consume buffer have different access mechanisms.
Quote:
Original post by Tordin
Q3 :
Well, that was close to what i tought.
So the buffer is never ever a "2d buffer" it is allways a 1d buffer?
and there for i have to divide the size of (xNum*xElemntSize)/(yNum*yElementSize)?
and that index i allso use for the g_OutBuff[index]? instead of putting 0 there?
And i will have a look on your stuff!

I don't clearly understand the equation you show above, but in general if you have the 2D location in the grid that you want, you can find the index by using the following: index = location.x + size_x * location.y You are just making a linear index out of a 2D one like you would in the same situation in C++.
Quote:
Original post by Tordin
Q4 :
Ah, so when i mapp the buffer, instead of writing to it, just read from it.
That make sense!

Thanks alot Jason!

Keep in mind that you have to provide the correct arguments to the map function in order to be able to read the data, and that it must be created with the proper access flags as well!

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Q1 :
Yes well now i understand it perfect :)

Q2 :
Hmm alright... This was a bit confusing thoe so i think i have to read up on that subject!
(and i couldent find a way to see your water shader demo)

Q3 :
haha, no that equation was wrong, but what i was trying to say is what you just said :P

Q4 :
What bindflags should i use for the mapp buffer?
I just started to test this with the following code, but since i dident know wich bindflag to use i just used the "Shader_Resource" one.
like this

cbDesc.Usage = D3D11_USAGE_STAGING;
cbDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;


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Since you won't be binding the staging resource to the pipeline at all, it doesn't matter what bind flag you use (and you should probably set it to 0). The key is in the ID3D11DeviceContext::Map() function - you need to pass the D3D11_MAP_READ flag for reading the contents of the buffer.

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I managed to create the buffer and all that, but that brings me to another question, how do i know what in the buffer i am looking for?

this is my shader so far

struct BufferStruct
{
float4 color;
};
RWStructuredBuffer<BufferStruct> g_OutBuff;
[numthreads( 4, 1, 1 )]
void mainCS( uint3 threadID : SV_GroupThreadID, uint3 groupID : SV_GroupID )
{
g_OutBuff[threadID.x].color = float4(10+10,0.0f,0.0f,0.0f);
}


im just trying to experiment with one calculation of a float4, so i specifed the numthreads to x4,y1,z1 since i only what 4 threads in xdim and none more since there is only one float. ( i think i got that correct )

Now i am outputting the value to the G_OutBuffer[at the threads x value];

And in my map function i am just pointing in the buffer i converted from the mapped resource.
like this

m_pD3DContex->CopyResource(MapBuffer,m_pComputeShaderBuffer);

hr = m_pD3DContex->Map(MapBuffer,0,D3D11_MAP_READ,0,&cbMapped);
if(ChekReturnError(hr))
return false;
Buffer = (MORN_VARIABLE_BUFFER_COMPUTE*)cbMapped.pData;
m_pD3DContex->Unmap(MapBuffer,0);



in my head this is correct, but my values are not.
please point me in the right direction for this.

cheers!

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I just did slove it, i did managed to create the destination buffer a bit to small :)

! Thanks alot guys for all the help, this has been very intressting and learning in all ways :)



(this post might even gets sticked becuase it contain lost of questions about ComputeShaders)

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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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