Sign in to follow this  
Gama_Quant

DX11 ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(...)

Recommended Posts

Gama_Quant    134
Hi,

I'm trying to implement Order Independent Transparency in DX11 as described [url="http://www4.atword.jp/cathy39/category/direct3d11/oit-direct3d11/"]here[/url] , but I've got stuck with following problem: It seems that my app is unable to bind UnorderedAccessView to proper slot of the pixel shader. (I'm using DX11 Effect framework for shaders...)
Although I think I bind them correctly, I'm getting this debug message:
[quote]
D3D11: INFO: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects an Unordered Access View at Slot 0, but none is bound. This is OK, as reads of an unbound Unordered Access View are defined to return 0 and writes are ignored. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Unordered Access View here. [ EXECUTION INFO #2097374: DEVICE_UNORDEREDACCESSVIEW_NOT_SET ]
[/quote]

relevant pixel shader part (just write value of 5 to every affected pixel...), compiled under ps_5_0:
[CODE]
...
RWByteAddressBuffer OIT_StartOffsetBuffer : register( u0 );
[earlydepthstencil]
void PS_StoreFragments( PS_INPUT input)
{
uint x = input.position.x;
uint y = input.position.y;

// Read and update Start Offset Buffer.
uint uIndex = y * iScreenWidth + x; // get offset from position
uint uStartOffsetAddress = 4 * uIndex;
uint uOldStartOffset;
OIT_StartOffsetBuffer.InterlockedExchange( uStartOffsetAddress, 5, uOldStartOffset );
return;
}
...
[/CODE]

Here is how my app is trying to bind the UAVs:
[CODE]
ID3D11RenderTargetView* pViewNULL[ 1 ] = { NULL };
ID3D11DepthStencilView* pDSVNULL = NULL;
m_pDevCon->OMSetRenderTargets( 1, pViewNULL, pDSVNULL );
ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV };

// Initialize UAV counters
UINT initCounters[] = { 0 };
// bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters);
[/CODE]

Here is how I create m_pDX_UAV:
[CODE]
bool CreateUAV(UINT uiWidth, UINT uiHeight, UINT uiItemByteSize)
{
uiWidth = max(1,uiWidth);
uiHeight = max(1,uiHeight);
lx_uint32 itemCount = uiWidth * uiHeight;
uiByteSize = itemCount * uiItemByteSize;

// create buffer
D3D11_BUFFER_DESC descBuf;
memset( &descBuf, 0, sizeof( descBuf ) );
descBuf.StructureByteStride = uiItemByteSize;
descBuf.ByteWidth = uiByteSize;
descBuf.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
descBuf.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
if (FAILED( m_pDev->CreateBuffer( &descBuf, NULL, &m_pDX_Buffer ) ))
{
return false;
}
// create UAV
D3D11_UNORDERED_ACCESS_VIEW_DESC descUAV;
memset( &descUAV, 0, sizeof( descUAV ) );
descUAV.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
descUAV.Buffer.FirstElement = 0;
descUAV.Format = DXGI_FORMAT_R32_TYPELESS;
descUAV.Buffer.NumElements = itemCount;
descUAV.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
if (FAILED( m_pDev->CreateUnorderedAccessView( m_pDX_Buffer, &descUAV, &m_pDX_UAV ) ))
{
return false;
}
// create SRV
D3D11_SHADER_RESOURCE_VIEW_DESC descSRV;
descSRV.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
descSRV.Buffer.FirstElement = 0;
descSRV.Buffer.NumElements = itemCount;
descSRV.Format = DXGI_FORMAT_R32_UINT;
descSRV.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
descSRV.BufferEx.FirstElement =0;
descSRV.BufferEx.NumElements = itemCount;
if (FAILED( m_pDev->CreateShaderResourceView( m_pDX_Buffer, &descSRV, &m_pDX_SRV ) ))
{
return false;
}
return true;
}
[/CODE]

Does anybody have any idea, why is this happening? Is the binding of UAVs to shader and applying shader pass via: ID3DX11EffectPass::Apply(...) order sensitive? (now I first bind UAVs and then ::Apply() shader.). Do I need to bind DepthStencilView?

Thanks for any suggestion.

Share this post


Link to post
Share on other sites
MJP    19791
As far as I know the effects framework won't touch render targets, but I could be wrong. I would just capture the frame in PIX, and look at the API calls + device state leading up to your draw call.

Share this post


Link to post
Share on other sites
Hornsj3    195
[quote]
ID3D11RenderTargetView* pViewNULL[ 1 ] = { NULL };
ID3D11DepthStencilView* pDSVNULL = NULL;
m_pDevCon->OMSetRenderTargets( 1, pViewNULL, pDSVNULL );
ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV };

// Initialize UAV counters
UINT initCounters[] = { 0 };
// bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters);
[/quote]

FYI - Looking at the documentation it is redundant to OMSetRenderTargets to NULL as the call to OMSetRenderTargetsAndUnorderedAccessViews should clear any conflicting render and depth stencil views. Edited by Hornsj3

Share this post


Link to post
Share on other sites
Gama_Quant    134
Oh, it's just a bad copy&paste... Of course in the code the call is uncommented like this:
[CODE]
ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV };
// Initialize UAV counters
UINT initCounters[] = { 0 };
// bind render targets & UAVs
m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters);
[/CODE]

The previous setting of render targets to NULL is really redundant. Thanks. But it doesn't solve the binding problem.

I used PIX to track the API calls and found out, that DX Effect framework is actually working with UAVs and binding them to shaders. Now I'm confused twice more, than I was before... [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It seems, that Effect framework completely overrides standard API calls. Oh my...

Does anybody have any experience with Effect framework and using UAVs?

When I used PIX, the app crashed. This is a part of log that proves, that UAVs are set by Effect framework, thus making apps UAV related calls redundant:

[source lang="cpp"]
...
PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0) // this is apps call
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0)
Frame 000001 ........PRE: <this=0x09fb13e0>ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C) D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x0872DBF4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ]
Frame 000001 ............PRE: AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4)
Frame 000001 ............POST: <TRUE> AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4)
Frame 000001 ........POST: <S_OK><this=0x09fb13e0> ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetInputLayout(0x09F49988)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetInputLayout(0x09F49988)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC)
Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC)
Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(-1, NULL, NULL, 0, 1, 0x2B0A4BF4, 0x0D1E3860) // this is Effect framework call
...
[/source]

Share this post


Link to post
Share on other sites
Gama_Quant    134
[quote name='xoofx' timestamp='1340095177' post='4950517']
You should setup the OIT_StartOffsetBuffer variable on the Effect (using AsUnorderedAccessView() on the variable) and not directly using OMSetRenderTargetsAndUnorderedAccessViews. (Check Effects11/EffectRuntime.cpp:205 in the DirectX SDK).
[/quote]

Yes, you're right, I've just started analyzing Effects11 and found it myself... I've also noticed, that Effects11 provide no supposrt for setting UAV Counter initial value. So I had to change it a bit... Now it seems to be working properly. :D
Thanks a lot to everyone.

To sum up this topic:
[quote]If you're using Effects11 framework and want to bind UnorderedAccessView to shader to write to,do NOT use OMSetRenderTargetsAndUnorderedAccessViews (has no effect), use ID3DX11EffectUnorderedAccessViewVariable::SetUnorderedAccessView(pUAV) instead. Beware that standard Effect11 framework does NOT provide any way to set UAVs counters initial values! (but can be quickly/easily coded)[/quote]

I

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  

  • Partner Spotlight

  • Similar Content

    • By RubenRS
      How do i open an image to use it as Texture2D information without D3DX11CreateShaderResourceViewFromFile? And how it works for different formats like (JPG, PNG, BMP, DDS,  etc.)?
      I have an (512 x 512) image with font letters, also i have the position and texcoord of every letter. The main idea is that i want to obtain the image pixel info, use the position and texcoords to create a new texture with one letter and render it. Or am I wrong in something?
    • By thmfrnk
      Hey,
      I found a very interesting blog post here: https://bartwronski.com/2017/04/13/cull-that-cone/
      However, I didn't really got how to use his "TestConeVsSphere" test in 3D (last piece of code on his post). I have the frustumCorners of a 2D Tile cell in ViewSpace and my 3D Cone Origin and Direction, so where to place the "testSphere"? I thought about to also move the Cone into viewspace and put the sphere to the Center of the Cell with the radius of half-cellsize, however what about depth? A sphere does not have inf depth?
      I am missing anything? Any Ideas?
      Thx, Thomas
    • By Modymek
      hi all
      I want to enable and disable shader in MPCH Media player Classic
      the MPCH have shader option using HLSL shaders
      I want the shader to read each file extension before it plays the file
      so if the video file name is video.GR.Mp4 it will play it in Grayscale shader 
      if it is not and standard file name Video.Mp4 without GR. unique extension so it plays standard without shader or end the shader
      here is the shader I have for grayscale
      // $MinimumShaderProfile: ps_2_0
      sampler s0 : register(s0);
      float4 main(float2 tex : TEXCOORD0) : COLOR {
          float c0 = dot(tex2D(s0, tex), float4(0.299, 0.587, 0.114, 0));
          return c0;
      }
       
      I want to add if or block stantement or bloean to detect file name before it call the shader in order to go to the procedure or disable it or goto end direct without it
       
      any thoughts or help
    • By noodleBowl
      I've gotten to part in my DirectX 11 project where I need to pass the MVP matrices to my vertex shader. And I'm a little lost when it comes to the use of the constant buffer with the vertex shader
      I understand I need to set up the constant buffer just like any other buffer:
      1. Create a buffer description with the D3D11_BIND_CONSTANT_BUFFER flag 2. Map my matrix data into the constant buffer 3. Use VSSetConstantBuffers to actually use the buffer But I get lost at the VertexShader part, how does my vertex shader know to use this constant buffer when we get to the shader side of things
      In the example I'm following I see they have this as their vertex shader, but I don't understand how the shader knows to use the MatrixBuffer cbuffer. They just use the members directly. What if there was multiple cbuffer declarations like the Microsoft documentation says you could have?
      //Inside vertex shader cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; }  
    • By gomidas
      I am trying to add normal map to my project I have an example of a cube: 
      I have normal in my shader I think. Then I set shader resource view for texture (NOT BUMP)
                  device.ImmediateContext.PixelShader.SetShaderResource(0, textureView);             device.ImmediateContext.Draw(VerticesCount,0); What should I do to set my normal map or how it is done in dx11 generally example c++?
  • Popular Now