Sign in to follow this  

DX11 [DX11] CreateShaderResourceViewFromMemory

Recommended Posts


I've got a question about the function D3DX11CreateShaderResourceViewFromMemory()

I tried to combine it with a live camera image, and wasn't able to upload the images coming from the camera to the ShaderResource.

What I tried:

pLoadInfo.Width = 640; pLoadInfo.Height = 480; pLoadInfo.Depth = 1; pLoadInfo.FirstMipLevel = 0;
pLoadInfo.Usage = D3D11_USAGE_DYNAMIC;
pLoadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
pLoadInfo.CpuAcessFlags = D3D11_CPU_ACCESS_WRITE;
pLoadInfo.MiscFlags = 0;
pLoadInfo.Format = DXGI_FORMAT_R8_UINT; // Monochrome, 8bit per pixel bitmap data
pLoadInfo.Filter = D3DX11_FILTER_NONE;
pLoadInfo.MipFilter = D3DX11_FILTER_NONE;
pLoadInfo.pSrcInfo = 0;

D3DX11CreateShaderResourceViewFromMemory(pd3dDevice, (LPCVOID) image.GetData(), size, &pLoadInfo, NULL, &g_Target, &result);

When I tried this, I would result = E_FAIL;
So my suspect would be the pSrcInfo, but I have no idea what it should, or if it is something totally different. I was searching for samples showing the ResourceViewFromMemory, but this seems to be a hardly used function.

Thanks for any feedback!

Edit: fixed the pixelformat, wrote R8G8 by accident

Share this post

Link to post
Share on other sites
D3DX11CreateShaderResourceViewFrom* functions are intended for loading an [i]image file[/i] and creating a texture from it, not for taking a raw block of data and filling a texture from it. In the case of D3DX11CreateShaderResourceViewFromMemory, it expects an array containing raw data from an image file such as .PNG, or .BMP.

For what you're attempting to do, you shouldn't need this helper function at all. Simply use ID3D11Device::CreateTexture2D and fill the D3D11_TEXTURE2D_DESC with your desired settings. If you have initial data you want to fill the texture with, pass the pointer to that data by filling out the D3D11_SUBRESOURCE_DATA structure and passing it as the pInitialData parameter. Then when you want to change the contents of that texture at runtime, you call ID3D11DeviceContext::Map.

To use the texture as a shader resource, you just create a shader resource view. If you just need to access the whole texture and don't need to do anything fancy, you can just pass NULL as the pDesc parameter.

Share this post

Link to post
Share on other sites
Okay, I've got one more question.

The data I want to display is an unsigned 8bit monochrome image. Now I set the data, but it tells me .Sample() doesn't work for DXGI_FORMAT_R8_UINT. I tested pd3dDevice->CheckFormatSuppor(), and R8_UINT should be supported by Texture2D.

So what I tried instead of sample is getting the integer value from the texture via load()
Something like int r = g_txDiffuse.load( int3 ( asint(In.TextureUV.x), asint(In.TextureUV.y), 1));

This is wrong, I get an error when trying to load that into the pixel shader, but how am I supposed to get the int value from there?

The other issue I am having seems to be the fact that pd3dImmediateContext->Map() is not blocking, and when Draw() is called, the mapping hasn't finished yet. Can I make this call block until the upload is done somehow?
Also, I am unable to debug this in the first place, when running PIX the code fails at
D3DX11CompileFromFile( str, NULL, NULL, "RenderScenePS", "ps_4_0_level_9_3", dwShaderFlags, 0, NULL, &pPixelShaderBuffer, NULL, NULL )

which is expected since the pixel shader is still wrong, but how can I debug the shader aside from that?

Edit: okay, noticed that the asint() is failing, so I rewrote it to

int3 loc;
loc.x = (int)(In.TextureUV.x * 640);
loc.y = (int)(In.TextureUV.y * 480);
loc.z = 1;
unsigned int r = g_txDiffuse.load(loc);

Texture2D <unsigned int> g_txDiffuse : register( t0 );

but it's still failing to load.

Share this post

Link to post
Share on other sites
Yeah you don't want asint. It takes the raw data and interprets it as integer, similiar if you were to this in c++:
float fval = 1.0f;
int ival = *((int*)(&fval));
You just want to cast to int, like you did in your revised code.

If compiliation fails to a shader compilation error, then you'll get the errors back in the buffer set for the ppErrorMsgs parameter. Pass it an ID3D10Blob, and then call GetBufferPointer on the blob and vast the void pointer to char* to get a string containing the shader compilation errors. This is the function I use:
ID3D10Blob* CompileShader(LPCWSTR path,
LPCSTR functionName,
LPCSTR profile,
ID3D10Include* includes)
// Loop until we succeed, or an exception is thrown
while (true)

UINT flags = 0;
#ifdef _DEBUG

ID3D10Blob* compiledShader;
ID3D10BlobPtr errorMessages;
HRESULT hr = D3DX11CompileFromFileW(path, defines, includes, functionName, profile,
flags, 0, NULL, &compiledShader, &errorMessages, NULL);

if (FAILED(hr))
if (errorMessages)
WCHAR message[1024];
message[0] = NULL;
char* blobdata = reinterpret_cast<char*>(errorMessages->GetBufferPointer());

MultiByteToWideChar(CP_ACP, 0, blobdata, static_cast<int>(errorMessages->GetBufferSize()), message, 1024);
std::wstring fullMessage = L"Error compiling shader file \"";
fullMessage += path;
fullMessage += L"\" - ";
fullMessage += message;

#ifdef _DEBUG
// Pop up a message box allowing user to retry compilation
int retVal = MessageBoxW(NULL, fullMessage.c_str(), L"Shader Compilation Error", MB_RETRYCANCEL);
if(retVal != IDRETRY)
throw DXException(hr, fullMessage.c_str());
throw DXException(hr, fullMessage.c_str());
throw DXException(hr);
return compiledShader;

You can obviously take out the exception stuff if you want, and if you're not using wstrings you can skip that MultiByteToWideChar stuff. If you're looking to debug shaders in PIX you'll definitely want to add in those debug flags like I did.

Share this post

Link to post
Share on other sites
Awesome, thanks a lot. This helps a lot, turns out, it didn't load, because I used
Texture.load, instead of Texture.Load, so it failed on capitalization!

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
    • Total Posts
  • Similar Content

    • By schneckerstein
      I manged so far to implement NVIDIA's NDF-Filtering at a basic level (the paper can be found here). Here is my code so far:
      //... // project the half vector on the normal (?) float3 hppWS = halfVector / dot(halfVector, geometricNormal) float2 hpp = float2(dot(hppWS, wTangent), dot(hppWS, wBitangent)); // compute the pixel footprint float2x2 dhduv = float2x2(ddx(hpp), ddy(hpp)); // compute the rectangular area of the pixel footprint float2 rectFp = min((abs(dhduv[0]) + abs(dhduv[1])) * 0.5, 0.3); // map the area to ggx roughness float2 covMx = rectFp * rectFp * 2; roughness = sqrt(roughness * roughness + covMx); //... Now I want combine this with LEAN mapping as state in Chapter 5.5 of the NDF paper.
      But I struggle to understand what theses sections actually means in Code: 
      I suppose the first-order moments are the B coefficent of the LEAN map, however things like
      float3 hppWS = halfVector / dot(halfVector, float3(lean_B, 0)); doesn't bring up anything usefull.
      Next theres:
      This simply means:
      // M and B are the coefficents from the LEAN map float2x2 sigma_mat = float2x2( M.x - B.x * B.x, M.z - B.x * B.y, M.z - B.x * B.y, M.y - B.y * B.y); does it?
      This is the part confuses me the most: how am I suppose to convolute two matrices? I know the concept of convolution in terms of functions, not matrices. Should I multiple them? That didn't make any usefully output.
      I hope someone can help with this maybe too specific question, I'm really despaired to make this work and i've spend too many hours of trial & error...
    • By Baemz
      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.

    • By evelyn4you
      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
      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 )
      vertexshader.setConstantbuffer ( buffer_A,  slot_A )
      perform drawcall       ( buffer_A is used )

      SetVertexShader ( VS_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!
  • Popular Now