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    • By cozzie
      Hi all,
      As a part of the debug drawing system in my engine,  I want to add support for rendering simple text on screen  (aka HUD/ HUD style). From what I've read there are a few options, in short:
      1. Write your own font sprite renderer
      2. Using Direct2D/Directwrite, combine with DX11 rendertarget/ backbuffer
      3. Use an external library, like the directx toolkit etc.
      I want to go for number 2, but articles/ documentation confused me a bit. Some say you need to create a DX10 device, to be able to do this, because it doesn't directly work with the DX11 device.  But other articles tell that this was 'patched' later on and should work now.
      Can someone shed some light on this and ideally provide me an example or article on  how to set this up?
      All input is appreciated.
    • By stale
      I've just started learning about tessellation from Frank Luna's DX11 book. I'm getting some very weird behavior when I try to render a tessellated quad patch if I also render a mesh in the same frame. The tessellated quad patch renders just fine if it's the only thing I'm rendering. This is pictured below:
      However, when I attempt to render the same tessellated quad patch along with the other entities in the scene (which are simple triangle-lists), I get the following error:

      I have no idea why this is happening, and google searches have given me no leads at all. I use the following code to render the tessellated quad patch:
      ID3D11DeviceContext* dc = GetGFXDeviceContext(); dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); dc->IASetInputLayout(ShaderManager::GetInstance()->m_JQuadTess->m_InputLayout); float blendFactors[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // only used with D3D11_BLEND_BLEND_FACTOR dc->RSSetState(m_rasterizerStates[RSWIREFRAME]); dc->OMSetBlendState(m_blendStates[BSNOBLEND], blendFactors, 0xffffffff); dc->OMSetDepthStencilState(m_depthStencilStates[DSDEFAULT], 0); ID3DX11EffectTechnique* activeTech = ShaderManager::GetInstance()->m_JQuadTess->Tech; D3DX11_TECHNIQUE_DESC techDesc; activeTech->GetDesc(&techDesc); for (unsigned int p = 0; p < techDesc.Passes; p++) { TerrainVisual* terrainVisual = (TerrainVisual*)entity->m_VisualComponent; UINT stride = sizeof(TerrainVertex); UINT offset = 0; GetGFXDeviceContext()->IASetVertexBuffers(0, 1, &terrainVisual->m_VB, &stride, &offset); Vector3 eyePos = Vector3(cam->m_position); Matrix rotation = Matrix::CreateFromYawPitchRoll(entity->m_rotationEuler.x, entity->m_rotationEuler.y, entity->m_rotationEuler.z); Matrix model = rotation * Matrix::CreateTranslation(entity->m_position); Matrix view = cam->GetLookAtMatrix(); Matrix MVP = model * view * m_ProjectionMatrix; ShaderManager::GetInstance()->m_JQuadTess->SetEyePosW(eyePos); ShaderManager::GetInstance()->m_JQuadTess->SetWorld(model); ShaderManager::GetInstance()->m_JQuadTess->SetWorldViewProj(MVP); activeTech->GetPassByIndex(p)->Apply(0, GetGFXDeviceContext()); GetGFXDeviceContext()->Draw(4, 0); } dc->RSSetState(0); dc->OMSetBlendState(0, blendFactors, 0xffffffff); dc->OMSetDepthStencilState(0, 0); I draw my scene by looping through the list of entities and calling the associated draw method depending on the entity's "visual type":
      for (unsigned int i = 0; i < scene->GetEntityList()->size(); i++) { Entity* entity = scene->GetEntityList()->at(i); if (entity->m_VisualComponent->m_visualType == VisualType::MESH) DrawMeshEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::BILLBOARD) DrawBillboardEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::TERRAIN) DrawTerrainEntity(entity, cam); } HR(m_swapChain->Present(0, 0)); Any help/advice would be much appreciated!
    • By KaiserJohan
      Am trying a basebones tessellation shader and getting unexpected result when increasing the tessellation factor. Am rendering a group of quads and trying to apply tessellation to them.
      OutsideTess = (1,1,1,1), InsideTess= (1,1)

      OutsideTess = (1,1,1,1), InsideTess= (2,1)

      I expected 4 triangles in the quad, not two. Any idea of whats wrong?
      struct PatchTess { float mEdgeTess[4] : SV_TessFactor; float mInsideTess[2] : SV_InsideTessFactor; }; struct VertexOut { float4 mWorldPosition : POSITION; float mTessFactor : TESS; }; struct DomainOut { float4 mWorldPosition : SV_POSITION; }; struct HullOut { float4 mWorldPosition : POSITION; }; Hull shader:
      PatchTess PatchHS(InputPatch<VertexOut, 3> inputVertices) { PatchTess patch; patch.mEdgeTess[ 0 ] = 1; patch.mEdgeTess[ 1 ] = 1; patch.mEdgeTess[ 2 ] = 1; patch.mEdgeTess[ 3 ] = 1; patch.mInsideTess[ 0 ] = 2; patch.mInsideTess[ 1 ] = 1; return patch; } [domain("quad")] [partitioning("fractional_odd")] [outputtopology("triangle_ccw")] [outputcontrolpoints(4)] [patchconstantfunc("PatchHS")] [maxtessfactor( 64.0 )] HullOut hull_main(InputPatch<VertexOut, 3> verticeData, uint index : SV_OutputControlPointID) { HullOut ret; ret.mWorldPosition = verticeData[index].mWorldPosition; return ret; }  
      Domain shader:
      [domain("quad")] DomainOut domain_main(PatchTess patchTess, float2 uv : SV_DomainLocation, const OutputPatch<HullOut, 4> quad) { DomainOut ret; const float MipInterval = 20.0f; ret.mWorldPosition.xz = quad[ 0 ].mWorldPosition.xz * ( 1.0f - uv.x ) * ( 1.0f - uv.y ) + quad[ 1 ].mWorldPosition.xz * uv.x * ( 1.0f - uv.y ) + quad[ 2 ].mWorldPosition.xz * ( 1.0f - uv.x ) * uv.y + quad[ 3 ].mWorldPosition.xz * uv.x * uv.y ; ret.mWorldPosition.y = quad[ 0 ].mWorldPosition.y; ret.mWorldPosition.w = 1; ret.mWorldPosition = mul( gFrameViewProj, ret.mWorldPosition ); return ret; }  
      Any ideas what could be wrong with these shaders?
    • By simco50
      I've stumbled upon Urho3D engine and found that it has a really nice and easy to read code structure.
      I think the graphics abstraction looks really interesting and I like the idea of how it defers pipeline state changes until just before the draw call to resolve redundant state changes.
      This is done by saving the state changes (blendEnabled/SRV changes/RTV changes) in member variables and just before the draw, apply the actual state changes using the graphics context.
      It looks something like this (pseudo):
      void PrepareDraw() { if(renderTargetsDirty) { pD3D11DeviceContext->OMSetRenderTarget(mCurrentRenderTargets); renderTargetsDirty = false } if(texturesDirty) { pD3D11DeviceContext->PSSetShaderResourceView(..., mCurrentSRVs); texturesDirty = false } .... //Some more state changes } This all looked like a great design at first but I've found that there is one big issue with this which I don't really understand how it is solved in their case and how I would tackle it.
      I'll explain it by example, imagine I have two rendertargets: my backbuffer RT and an offscreen RT.
      Say I want to render my backbuffer to the offscreen RT and then back to the backbuffer (Just for the sake of the example).
      You would do something like this:
      //Render to the offscreen RT pGraphics->SetRenderTarget(pOffscreenRT->GetRTV()); pGraphics->SetTexture(diffuseSlot, pDefaultRT->GetSRV()) pGraphics->DrawQuad() pGraphics->SetTexture(diffuseSlot, nullptr); //Remove the default RT from input //Render to the default (screen) RT pGraphics->SetRenderTarget(nullptr); //Default RT pGraphics->SetTexture(diffuseSlot, pOffscreenRT->GetSRV()) pGraphics->DrawQuad(); The problem here is that the second time the application loop comes around, the offscreen rendertarget is still bound as input ShaderResourceView when it gets set as a RenderTargetView because in Urho3D, the state of the RenderTargetView will always be changed before the ShaderResourceViews (see top code snippet) even when I set the SRV to nullptr before using it as a RTV like above causing errors because a resource can't be bound to both input and rendertarget.
      What is usually the solution to this?
    • By MehdiUBP
      I wrote a MatCap shader following this idea:
      Given the image representing the texture, we compute the sample point by taking the dot product of the vertex normal and the camera position and remapping this to [0,1].
      This seems to work well when I look straight at an object with this shader. However, in cases where the camera points slightly on the side, I can see the texture stretch a lot.
      Could anyone give me a hint as how to get a nice matcap shader ?
      Here's what I wrote:
      Shader "Unlit/Matcap"
              _MainTex ("Texture", 2D) = "white" {}
              Tags { "RenderType"="Opaque" }
              LOD 100
                  #pragma vertex vert
                  #pragma fragment frag
                  // make fog work
                  #include "UnityCG.cginc"
                  struct appdata
                      float4 vertex : POSITION;
                      float3 normal : NORMAL;
                  struct v2f
                      float2 worldNormal : TEXCOORD0;
                      float4 vertex : SV_POSITION;
                  sampler2D _MainTex;            
                  v2f vert (appdata v)
                      v2f o;
                      o.vertex = UnityObjectToClipPos(v.vertex);
                      o.worldNormal = mul((float3x3)UNITY_MATRIX_V, UnityObjectToWorldNormal(v.normal)).xy*0.3 + 0.5;  //UnityObjectToClipPos(v.normal)*0.5 + 0.5;
                      return o;
                  fixed4 frag (v2f i) : SV_Target
                      // sample the texture
                      fixed4 col = tex2D(_MainTex, i.worldNormal);
                      // apply fog
                      return col;
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DX11 Draw call failing to draw

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I am trying to learn DX11 but so far I am not having a lot of luck, I currently have a few simple draw calls that should display a quad and a debug axis at the origin.

However nothing is drawn and when I look at the drawcalls in PIX i see that the vertices get transformed fine but the viewport stays empty, here is a PIX screenshot showing what I mean.

Now I can't seem to find what I am doing wrong in the D3D11 initialisation steps so here they are:

void RenderSystem::initialise()
m_appName = "Demo app";
m_windowName = "Demo app";
if (m_window.createWindow(m_appName, m_windowName))
//Enumerate which devices we can create and which ones we want to create.
HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&m_dxgiFactory);
if (FAILED(hr))
std::cout << "Failed to create a dxgi factory, can't enumerate adapaters, with error: " << hr << std::endl;
std::cout << "Setting up a Render Device" << std::endl;
UINT i = 0;
IDXGIAdapter * pAdapter;
std::vector <IDXGIAdapter*> vAdapters;
while(m_dxgiFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND)
//release the factory here we need to get the factory the device is created with later on otherwise swapchain creation fails
DeviceManager& deviceManager = DeviceManager::getInstance();
if (!deviceManager.createDevice(vAdapters))
ID3D11Device* device = deviceManager.getDevice();
//Patch up the factory
int windowWidth = 1280;
int windowHeight = 720;
const ISetting<int>* widthSetting = SettingsManager::getInstance().getSetting<int>("WindowWidth");
if (widthSetting)
windowWidth = widthSetting->getData();
const ISetting<int>* heightSetting = SettingsManager::getInstance().getSetting<int>("WindowHeight");
if (heightSetting)
windowHeight = heightSetting->getData();
createSwapChain(device, windowWidth, windowHeight);
setupSwapChainForRendering(device, deviceManager.getDeviceContext(), windowWidth, windowHeight);
//Everything is in GL format so turn off culling
D3D11_RASTERIZER_DESC rasterizerStateDesc;
rasterizerStateDesc.CullMode = D3D11_CULL_NONE;
rasterizerStateDesc.FillMode = D3D11_FILL_SOLID;
rasterizerStateDesc.AntialiasedLineEnable = false;
rasterizerStateDesc.DepthBias = 0;
rasterizerStateDesc.DepthBiasClamp = 0.0f;
rasterizerStateDesc.FrontCounterClockwise = false;
rasterizerStateDesc.MultisampleEnable = false;
rasterizerStateDesc.ScissorEnable = false;
rasterizerStateDesc.SlopeScaledDepthBias = 0.0f;
rasterizerStateDesc.DepthClipEnable = true;
hr = device->CreateRasterizerState(&rasterizerStateDesc, &m_rasteriserState);

#ifdef _DEBUG
m_face.initialise(0.5f, false, false, true);
Matrix44 world;
//! @brief TODO enter a description
//! @remark
void RenderSystem::update( float elapsedTime, double time )
m_window.update(elapsedTime, time);
float clearColor[4] = {0.9f, 0.5f, 0.5f, 1.0f};
ID3D11DeviceContext* deviceContext = DeviceManager::getInstance().getDeviceContext();
deviceContext->ClearRenderTargetView(m_renderTargetView, clearColor);
deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

#ifdef _DEBUG
//! @brief TODO enter a description
//! @remark
bool RenderSystem::createSwapChain(ID3D11Device* device, int windowWidth, int windowHeight)
DXGI_MODE_DESC bufferDescription;
ZeroMemory(&bufferDescription, sizeof(DXGI_MODE_DESC));
bufferDescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
bufferDescription.Height = windowHeight;
bufferDescription.Width = windowWidth;
bufferDescription.RefreshRate.Numerator = 60;
bufferDescription.RefreshRate.Denominator = 1;
m_swapChainDescriptor.BufferCount = 1;
m_swapChainDescriptor.BufferDesc = bufferDescription;
m_swapChainDescriptor.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
m_swapChainDescriptor.OutputWindow = m_window.getWindowHandle();
m_swapChainDescriptor.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
m_swapChainDescriptor.SampleDesc.Count = 1;
m_swapChainDescriptor.SampleDesc.Quality = 0;
m_swapChainDescriptor.Windowed = true;
if (FAILED(m_dxgiFactory->CreateSwapChain((IUnknown*)device, &m_swapChainDescriptor, &m_swapChain)))
std::cout << "Failed to create a swapchain" << std::endl;
return false;
return true;

//! @brief TODO enter a description
//! @remark
void RenderSystem::setupSwapChainForRendering( ID3D11Device* device, ID3D11DeviceContext* deviceContext, int windowWidth, int windowHeight )
// Create a render target view
if( FAILED( m_swapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&m_backBuffer ) ) )
std::cout << "Failed to acquire the back buffer pointer" << std::endl;
if( FAILED( device->CreateRenderTargetView( m_backBuffer, NULL, &m_renderTargetView ) ) )
std::cout << "Failed to Create the render target view" << std::endl;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC depthBufferDescriptor;
ZeroMemory( &depthBufferDescriptor, sizeof(D3D11_TEXTURE2D_DESC) );
depthBufferDescriptor.Width = windowWidth;
depthBufferDescriptor.Height = windowHeight;
depthBufferDescriptor.MipLevels = 1;
depthBufferDescriptor.ArraySize = 1;
depthBufferDescriptor.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDescriptor.SampleDesc.Count = 1;
depthBufferDescriptor.SampleDesc.Quality = 0;
depthBufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
depthBufferDescriptor.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDescriptor.CPUAccessFlags = 0;
depthBufferDescriptor.MiscFlags = 0;
if( FAILED( device->CreateTexture2D( &depthBufferDescriptor, NULL, &m_depthStencilBuffer ) ) )
std::cout << "Failed to create the back buffer" << std::endl;

// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDescriptor;
ZeroMemory( &depthStencilViewDescriptor, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC) );
depthStencilViewDescriptor.Format = depthBufferDescriptor.Format;
depthStencilViewDescriptor.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDescriptor.Texture2D.MipSlice = 0;
if( FAILED(device->CreateDepthStencilView( m_depthStencilBuffer, &depthStencilViewDescriptor, &m_depthStencilView )) )
std::cout << "Failed to create the depth stencil view" << std::endl;
deviceContext->OMSetRenderTargets( 1, &m_renderTargetView, m_depthStencilView );

//// Setup the viewport
vp.Width = (FLOAT)windowWidth;
vp.Height = (FLOAT)windowHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
deviceContext->RSSetViewports( 1, &vp );

Non of the calls seem to fail however I am not seeing a quad in the output target, so can anyone see what I am doing wrong here?

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If it's not showing up in the viewport window then it has to be something before the pixel shader kicks in. So either the viewport is wrong (although it looks right in your code), or your triangles are getting backface culled, or the triangles aren't on the screen to begin with.

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Sorry should have mentioned a few more things, RasteriserState is set to not back or front face cull so we should always see the quad. Quad is created around the origin (one of it's corners is on the origin) has an identity world matrix and then just a LH view and perspective matrix for transformation.

Camera is created with the following line, so should be looking at (0,0,0) and located in (0,0,2)

m_cameraSystem.createCamera("global", Vector3(0.0f, 0.0f, 2.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3::yAxis());

Pixel shader is only outputting a full alpha white color as I don't care about shading at the moment just want to see the object on screen.

I am just at a loss here, in DX9.0 I would have this rendering as I said before, but I can't see what I am missing in DX11. Also I am running with full debug information on and that is not giving me warnings or usefull info traces as to why it shouldn't be rendering.

So I think I found it:
When I turn rasterizerStateDesc.DepthClipEnable off I can actually see my quad so must be something to do with the depthstencilstate. Edited by NightCreature83

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