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    • By ucfchuck
      I am feeding in 16 bit unsigned integer data to process in a compute shader and i need to get a standard deviation.
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      float vals1[9], vals2[9], vals3[9], vals4[9]; int x = 0,y=0; for ( x = 0; x < 3; x++) { for (y = 0; y < 3; y++) { vals1[3 * x + y] = (float) (asuint(Input1[threadID.xy + int2(x - 1, y - 1)].x)); vals2[3 * x + y] = (float) (asuint(Input2[threadID.xy + int2(x - 1, y - 1)].x)); vals3[3 * x + y] = (float) (asuint(Input3[threadID.xy + int2(x - 1, y - 1)].x)); vals4[3 * x + y] = (float) (asuint(Input4[threadID.xy + int2(x - 1, y - 1)].x)); } } I can send these values out directly and the data is as expected

                             
      Output1[threadID.xy] = (uint) (vals1[4] ); Output2[threadID.xy] = (uint) (vals2[4] ); Output3[threadID.xy] = (uint) (vals3[4] ); Output4[threadID.xy] = (uint) (vals4[4] ); however if i do anything to that data it is destroyed.
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    • By fs1
      I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
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    • By stale
      I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white. 

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    • By evelyn4you
      Hello,
      i try to implement voxel cone tracing in my game engine.
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      Voxel GI lighting
      In priciple we want to do the same thing with our voxel structure.
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      Saving time for weighted summing up of colors of each voxel
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      Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
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      After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
      Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
      Cone tracing, howto ??
      Here my understanding is confus ?? How is the voxel structure efficiently traced.
      I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
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      e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
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      best regards evelyn
       
       
    • By Endemoniada

      Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:
       
      // get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;  
      That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
      If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
      I had this working in the past but I can't find my old code
      Please help. Thank you.
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DX11 about "register" in hlsl

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hi smarts. hows goin.
i am reading DetailTessallation11 sample in SDK sample for Dx11..

there is followiong code.(DetailTessallation11.hlsl line 30)
Buffer<float4> g_DensityBuffer : register( t0 ); // Density vertex buffer ?

well,i have 2 question about this.

1. in my knowledge "t#" is for a texture or texture buffer.
however, g_DensityBuffer is just a array of D3DXVECTOR4 element.(if my reading is correct)
i think this should be "t3" or somethin.(but if i change so ,wont work)

2. "t0" is already used in another hlsl file(Shader_include.hlsl).
normaly another hlsl file is ok but this hlsl file "include" then another hlsl file.
So, it means "t0" is used twice in the same hlsl file.

how come this works?

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The t# registers are for shader resource views, which can contain either buffers or textures - as long as they have a valid shader resource view.

As far as two objects using the same register, are they referring to the same resource? I would suggest to take a frame capture with PIX and inspect the status of the pipeline stage in question during the use of this shader, and that will tell you what is actually in the register.

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The t# registers are for shader resource views, which can contain either buffers or textures - as long as they have a valid shader resource view.

As far as two objects using the same register, are they referring to the same resource? I would suggest to take a frame capture with PIX and inspect the status of the pipeline stage in question during the use of this shader, and that will tell you what is actually in the register.

i have tried PIX before this problem,PIX no work for the program that contain Hull shader or/and Domain shader.i guess. for me it crashes PIX.

i read again the SDK document carefully and found that "Buffer" can be everything include just an array of simple data set.

still have quietion #2.

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[quote name='Jason Z' timestamp='1305456435' post='4811021']
The t# registers are for shader resource views, which can contain either buffers or textures - as long as they have a valid shader resource view.

As far as two objects using the same register, are they referring to the same resource? I would suggest to take a frame capture with PIX and inspect the status of the pipeline stage in question during the use of this shader, and that will tell you what is actually in the register.

i have tried PIX before this problem,PIX no work for the program that contain Hull shader or/and Domain shader.i guess. for me it crashes PIX.

i read again the SDK document carefully and found that "Buffer" can be everything include just an array of simple data set.

still have quietion #2.
[/quote]
Can you post the two declarations? If they refer to the same type of variable, then I don't think it would cause any problems. Another option is to compile the shader offline with the FXC.exe tool and check out the resulting assembly listing. This will show you what type of variable is being used in t0, and then you could work backward from there to see which listing is valid (if not both of them).

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oh FXC.exe looks fun.thank you. i will invest with FXC later.

here is two declarations.
[media]http://www.northbrain.org/t0.jpg[/media]

its strange for me.

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oh FXC.exe looks fun.thank you. i will invest with FXC later.

here is two declarations.
[media]http://www.northbrain.org/t0.jpg[/media]

its strange for me.


The two resources are not compatible with one another, so only one of them is occupying t0. Are you sure that both of the resources (g_BaseTexture and g_DensityBuffer) are both used in the body of your shader somewhere? I still would suggest using FXC to compile the shader and get a listing. This will show you exactly what you want to know - what is t0 being used for. That would be the easiest way to figure it out...

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