# DX11 i'm confusing with with dx11 shader

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[font="Consolas"][size="2"][font="Consolas"][size="2"]
does all width of a register is 4 floats lang? how can a martix aligned with one register?

i thought a register is 128bit, matrix is 128bit x 4.
cbuffer cbChangeOnResize : register( b1 )

{

matrix Projection;

};

cbuffer cbNeverChanges : register( b0 )

{

matrix View;

};

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A float is 32 bits wide and 4x32 == 128, so you thought correctly.

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[quote name='Hodgman' timestamp='1302507188' post='4796980']
A float is 32 bits wide and 4x32 == 128, so you thought correctly.
[/quote]

but a Matrix could be 128*4 , am i right?
so how can you set a container which only can hold 4 floats to store a matrix which cap is 4X4 floats?

plz~

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[float]\
[float] \ b
[float] / 0 <----- [font="Consolas"]matrix View 4[float]x4[float][/font]
[float]/
[float]\
[float] \ b
[float] / 1
[float]/
[float]\
[float] \ b
[float] / 2
[float]/

look the pic, if i use view to fill b0, obviously it even occupy not b0 and b1,b2, the space still not enough...

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As you said in your first post, a matrix is 128bit x 4.

Each row of the matrix occupies one register.

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I think you are confusing constant buffers with constant registers from the older API levels. A constant buffer holds a bunch of data, which can consist of some combination of floats, ints and bools (and structs of them as well). These data are used to fill 4 component vector registers.

Each complete constant buffer is bound to a single buffer slot with the ID3D11DeviceContext::xSSetConstantBuffers(...). These buffer slots are not the same as a register - they are only used to reference a complete constant buffer. So it can appear that each matrix is only taking up a single four component register when in reality it is taking up one constant buffer slot.

However, to the best of my knowledge the constant buffers are referenced with the cb0, cb1, ..., cb[n] syntax instead of just a "b[n]" syntax. I don't normally track the slots that each buffer uses, so I'm not 100% sure about that point though... It would probably be easy to check if you produce a code listing from your shader with the FXC.exe tool (which can be found in the SDK).

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Dispatch(32, 24, 1)

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DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); scd.BufferCount = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_UNORDERED_ACCESS; scd.OutputWindow = wndHandle; scd.SampleDesc.Count = 1; scd.Windowed = TRUE; HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &gSwapChain, &gDevice, NULL, &gDeviceContext); // get the address of the back buffer ID3D11Texture2D* pBackBuffer = nullptr; gSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // use the back buffer address to create the render target gDevice->CreateRenderTargetView(pBackBuffer, NULL, &gBackbufferRTV); // set the render target as the back buffer CreateDepthStencilBuffer(); gDeviceContext->OMSetRenderTargets(1, &gBackbufferRTV, depthStencilView); //UAV for compute shader D3D11_UNORDERED_ACCESS_VIEW_DESC uavd; ZeroMemory(&uavd, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; uavd.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; uavd.Texture2D.MipSlice = 1; gDevice->CreateUnorderedAccessView(pBackBuffer, &uavd, &gUAV); pBackBuffer->Release();
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P.S I excluded the .hlsl since I cant imagine that being the issue, but if you think you need it to help me just ask

P:P:S. As you can see this is my first post however I do have another account, but I can't log in with it because gamedev.net just keeps asking me to accept terms and then logs me out when I do over and over

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