• Advertisement
Sign in to follow this  

DX11 Render problem (depth?)

This topic is 1981 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I started with C# and SlimDX (again) recently and use the dx11 tutorials at Rastertek as a guide for learning it.

Now that I am at tutorial 8 - loading an obj model - I have encountered my first serious problem. Everything looks fine when it is just a box, but anything more complex than that and parts of the model that should be obscured by parts that are in front of it a are shown. I have attached a screenshot where you can see this and a second one where you can see that a small part of the object (it's rotating) does not have that problem.

Below is my code, excluding the model loading. I do not think the problem is in there, but if anyone wants the full version let me know. I have googled around (mostly for depth problems and render problems in both SlimDX and DX11) and tried playing around with variables/parameters, but nothing so far. Also searched for depth buffer problems and what I could do about those, but creating one specifically either makes my object disappear (comparison.less) or I still have the same problem (comparison.all). Other options also did not seem to solve my problem.
[source lang="csharp"]namespace Dx11Playground
{
static class Program
{
static void Main()
{
var form = new RenderForm("Dx11 Playground");

var description = new SwapChainDescription()
{
BufferCount = 2, //BufferCount = 1,
Usage = Usage.RenderTargetOutput,
OutputHandle = form.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};

Device dx11Device;
SwapChain swapChain;
ShaderSignature shaderSignature;
VertexShader vertexShader;
PixelShader pixelShader;

Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out dx11Device, out swapChain);

RenderTargetView renderTarget;
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(dx11Device, resource);

var context = dx11Device.ImmediateContext;
var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
context.OutputMerger.SetTargets(renderTarget);
context.Rasterizer.SetViewports(viewport);

ShaderBytecode effectByteCode = ShaderBytecode.CompileFromFile("../../render.fx", "fx_5_0");
Effect effect = new Effect(dx11Device, effectByteCode);

SamplerDescription sampleDesc = new SamplerDescription();
sampleDesc.AddressU = TextureAddressMode.Wrap;
sampleDesc.AddressV = TextureAddressMode.Wrap;
sampleDesc.AddressW = TextureAddressMode.Wrap;
sampleDesc.Filter = Filter.MinPointMagMipLinear;

SamplerState sampleState = SamplerState.FromDescription(dx11Device, sampleDesc);

Texture2D texture = Texture2D.FromFile(dx11Device, "../../testtex.jpg");
ShaderResourceView textureResource = new ShaderResourceView(dx11Device, texture);
context.PixelShader.SetShaderResource(textureResource, 0);

effect.GetVariableByName("DiffuseTex").AsResource().SetResource(textureResource);
effect.GetVariableByName("TextureSampler").AsSampler().SetSamplerState(0, sampleState);

float fieldOfView = (float)Math.PI / 4.0f;
float aspectRatio = (float)form.ClientSize.Width / form.ClientSize.Height;

Matrix view = Matrix.LookAtLH(new Vector3(0.0f, 15.0f, -40.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
Matrix projection = Matrix.PerspectiveFovLH(fieldOfView, aspectRatio, 1.0f, 250.0f);

Matrix world = Matrix.Identity;

matrixBuffer mBuf = new matrixBuffer();
mBuf.world = Matrix.Transpose(world);
mBuf.view = Matrix.Transpose(view);
mBuf.projection = Matrix.Transpose(projection);

var buf = new Buffer(dx11Device, new BufferDescription
{
Usage = ResourceUsage.Default,
SizeInBytes = Marshal.SizeOf(typeof(matrixBuffer)),
BindFlags = BindFlags.ConstantBuffer
});

var mBufData = new DataStream(Marshal.SizeOf(typeof(matrixBuffer)), true, true);
mBufData.Write(mBuf);
mBufData.Position = 0;

context.UpdateSubresource(new DataBox(0, 0, mBufData), buf, 0);
context.VertexShader.SetConstantBuffer(buf, 0);

using (var bytecode = ShaderBytecode.CompileFromFile("../../render.fx", "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None))
{
shaderSignature = ShaderSignature.GetInputSignature(bytecode);
vertexShader = new VertexShader(dx11Device, bytecode);
}

using (var bytecode = ShaderBytecode.CompileFromFile("../../render.fx", "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None))
pixelShader = new PixelShader(dx11Device, bytecode);

var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0),
new InputElement("NORMAL", 0, Format.R32G32B32_Float, 20, 0)};
var layout = new InputLayout(dx11Device, shaderSignature, elements);
var vertexBuffer = new Buffer(dx11Device, vertexStream,
Marshal.SizeOf(typeof(Vertex)) * vertexCount,
ResourceUsage.Default, BindFlags.VertexBuffer,
CpuAccessFlags.None, ResourceOptionFlags.None, 0);

context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 32, 0));

context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);

float triangleRotation = 0.0f;

MessagePump.Run(form, () =>
{
context.ClearRenderTargetView(renderTarget, new Color4(0.2f, 0.4f, 0.8f));

mBuf.world = Matrix.RotationY(triangleRotation);
mBuf.world = Matrix.Transpose(mBuf.world);

triangleRotation += 0.0015f;

mBufData = new DataStream(Marshal.SizeOf(typeof(matrixBuffer)), true, true);
mBufData.Write(mBuf);
mBufData.Position = 0;

context.UpdateSubresource(new DataBox(0, 0, mBufData), buf, 0);

if (triangleRotation > 360.0f)
triangleRotation = 0.0f;

context.Draw(vertexCount, 0);
swapChain.Present(0, PresentFlags.None);
});

texture.Dispose();

vertexStream.Close();
vertexBuffer.Dispose();
layout.Dispose();

shaderSignature.Dispose();
vertexShader.Dispose();
pixelShader.Dispose();

renderTarget.Dispose();
swapChain.Dispose();
dx11Device.Dispose();
}
}
}
[/source]
[source lang="csharp"]Texture2D <float4> DiffuseTex;
sampler TextureSampler;

cbuffer matrixBuffer : register( b0 )
{
matrix world;
matrix view;
matrix projection;
}


struct VS_IN
{
float4 position : POSITION;
float2 texCoord : TEXCOORD;
float3 normal : NORMAL;
};

struct PS_IN
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
float3 normal : NORMAL;
};

PS_IN VShader(VS_IN input)
{
PS_IN output = (PS_IN)0;

input.position.w = 1.0f;

output.position = mul(input.position, world);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);

output.texCoord = input.texCoord;

output.normal = mul(input.normal, (float3x3)world);
output.normal = normalize(output.normal);

return output;
}

float4 PShader(PS_IN input) : SV_TARGET
{
float4 lightColour = float4(1.0f, 0.0f, 1.0f, 1.0f);
float3 lightDirection = float3(1.0f, -2.0f, 1.0f);
lightDirection = normalize(lightDirection);

lightDirection = -lightDirection;

float lightIntensity = saturate(dot(input.normal, lightDirection));
float4 colour = lightColour * lightIntensity;

return colour;
}[/source]

I hope I have given enough information, if more is required please let me know.

Share this post


Link to post
Share on other sites
Advertisement
This definitely looks like a depth buffer problem. You need two things to use depth buffering:

1. An appropriately-sized depth-stencil buffer (it should be the same width and height as the render target you're using)
2. A depth-stencil state with depth buffering enabled (IsDepthEnabled = true, DepthWriteMask = All, DepthComparison = Less or LessEqual)

If you bind both of these before rendering, you should get the correct result.

Share this post


Link to post
Share on other sites
I made a depth buffer (see code below) and checked if it is the same size as the render target. Unless I'm making a huge mistake somewhere it is. The result of adding in the depth buffer like this is that I do not see any model at all.

The code for creating the buffer is straight below the part where I create the render target. It's probably something simple, but I cannot see what it is. When I have some more time and still cannot fix the problem I might try remaking the project from step 1.
[source lang="csharp"] Texture2DDescription depthBufferDes = new Texture2DDescription()
{
ArraySize = 1,
BindFlags = BindFlags.DepthStencil,
Format = Format.D32_Float,
Height = form.ClientSize.Height,
Width = form.ClientSize.Width,
CpuAccessFlags = CpuAccessFlags.None,
MipLevels = 1,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default
};

var depthBuffer = new Texture2D(dx11Device, depthBufferDes);

DepthStencilViewDescription dsViewDes = new DepthStencilViewDescription()
{
ArraySize = 0,
FirstArraySlice = 0,
Dimension = DepthStencilViewDimension.Texture2D,
Flags = DepthStencilViewFlags.None,
Format = Format.D32_Float,
MipSlice = 0
};

var depthView = new DepthStencilView(dx11Device, depthBuffer, dsViewDes);

DepthStencilStateDescription dsStateDes = new DepthStencilStateDescription()
{
IsDepthEnabled = true,
DepthWriteMask = DepthWriteMask.All,
DepthComparison = Comparison.LessEqual,
//IsStencilEnabled = false,
/*FrontFace = new DepthStencilOperationDescription(){FailOperation = StencilOperation.Keep,
Comparison = Comparison.Always,
DepthFailOperation = StencilOperation.Increment,
PassOperation = StencilOperation.Keep},
BackFace = new DepthStencilOperationDescription(){FailOperation = StencilOperation.Keep,
Comparison = Comparison.Always,
DepthFailOperation = StencilOperation.Decrement,
PassOperation = StencilOperation.Keep}*/
//FrontFace = StencilOperation StencilFailOp/DepthFailOp/PassOp/Func
};

var depthState = DepthStencilState.FromDescription(dx11Device, dsStateDes);
context.OutputMerger.DepthStencilState = depthState;

context.OutputMerger.SetTargets(depthView, renderTarget);[/source]

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By AxeGuywithanAxe
      I wanted to see how others are currently handling descriptor heap updates and management.
      I've read a few articles and there tends to be three major strategies :
      1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
      2) You have one descriptor heap for an entire pipeline
      3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
      The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
      The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
    • By evelyn4you
      hi,
      until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight.
      Now i have implemented realtime environment  probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap.
      For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7
      My Graphic Card is Directx 12 compatible NVidia GTX 960
      the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
      https://turanszkij.wordpress.com/2017/09/09/skinning-in-compute-shader/
      Now my questions
       is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ?
        the same question is about the constant buffer of the matrixes
       my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal
      for example i could use 2 vertexbuffer bindings
      1 containing only the uv coordinates
      2.containing position and normal
      How do i copy from the RWByteAddressBuffers to the vertexbuffer ?
       
      (Code from turanszkij )
      Here is my shader implementation for skinning a mesh in a compute shader:
      1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 struct Bone { float4x4 pose; }; StructuredBuffer<Bone> boneBuffer;   ByteAddressBuffer vertexBuffer_POS; // T-Pose pos ByteAddressBuffer vertexBuffer_NOR; // T-Pose normal ByteAddressBuffer vertexBuffer_WEI; // bone weights ByteAddressBuffer vertexBuffer_BON; // bone indices   RWByteAddressBuffer streamoutBuffer_POS; // skinned pos RWByteAddressBuffer streamoutBuffer_NOR; // skinned normal RWByteAddressBuffer streamoutBuffer_PRE; // previous frame skinned pos   inline void Skinning(inout float4 pos, inout float4 nor, in float4 inBon, in float4 inWei) {  float4 p = 0, pp = 0;  float3 n = 0;  float4x4 m;  float3x3 m3;  float weisum = 0;   // force loop to reduce register pressure  // though this way we can not interleave TEX - ALU operations  [loop]  for (uint i = 0; ((i &lt; 4) &amp;&amp; (weisum&lt;1.0f)); ++i)  {  m = boneBuffer[(uint)inBon].pose;  m3 = (float3x3)m;   p += mul(float4(pos.xyz, 1), m)*inWei;  n += mul(nor.xyz, m3)*inWei;   weisum += inWei;  }   bool w = any(inWei);  pos.xyz = w ? p.xyz : pos.xyz;  nor.xyz = w ? n : nor.xyz; }   [numthreads(1024, 1, 1)] void main( uint3 DTid : SV_DispatchThreadID ) {  const uint fetchAddress = DTid.x * 16; // stride is 16 bytes for each vertex buffer now...   uint4 pos_u = vertexBuffer_POS.Load4(fetchAddress);  uint4 nor_u = vertexBuffer_NOR.Load4(fetchAddress);  uint4 wei_u = vertexBuffer_WEI.Load4(fetchAddress);  uint4 bon_u = vertexBuffer_BON.Load4(fetchAddress);   float4 pos = asfloat(pos_u);  float4 nor = asfloat(nor_u);  float4 wei = asfloat(wei_u);  float4 bon = asfloat(bon_u);   Skinning(pos, nor, bon, wei);   pos_u = asuint(pos);  nor_u = asuint(nor);   // copy prev frame current pos to current frame prev pos streamoutBuffer_PRE.Store4(fetchAddress, streamoutBuffer_POS.Load4(fetchAddress)); // write out skinned props:  streamoutBuffer_POS.Store4(fetchAddress, pos_u);  streamoutBuffer_NOR.Store4(fetchAddress, nor_u); }  
    • By mister345
      Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?
       
      _lightBufferVS->viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&_lightBufferVS->position), XMLoadFloat3(&_lookAt), XMLoadFloat3(&up));
      It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions.
          m_viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookAt), XMLoadFloat3(&up)); Here is the repo for the broken code (See LightClass) https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/LightClass.cpp
      and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter.
      https://github.com/mister51213/DX11Port_SoftShadows/blob/master/Engine/lightclass.cpp
    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
  • Advertisement