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DX11 D3D11DepthStencil doesn't work properly

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Hello, guys, recently I 've got my hand on D3D11, so my question maybe a little Idiotic,but I am going to ask anyway :P
This program renders two cubes, one of them rotates around the central one, you know, basic stuff.
It's works fine except a depth problem which is when the rotating cube should not be rendered when it is "behind" the central cube, however, it was rendered.
I've double checked the depthstencil buffer code, but haven't seen where is gone wrong.
So maybe some nice person can help me out?

Any answer would be greatly appreciated. And here is my code
[source lang="cpp"] #include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>

// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")

#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define PI 3.14f

struct VERTEX{

//new type, updating constant buffer in shader in runtime
struct cbPerObject
cbPerObject cbPerObj;

// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context

ID3D11RenderTargetView *backbuffer; //globel declaration *2
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void CleanD3D(void); // closes Direct3D and releases memory
void RenderFrame(void);
void InitPipeline(void); // Initialize the rendering pipeline
void InitGraphics(void);//Initialize the graphic stuff
void InitDepthStencil(void);//Initialize the depth stencil buffer
void InitCamera(void);// Initialize camera
void Update(void);// The scene update function

//Using Shader
ID3D11VertexShader *pVS;
ID3D11PixelShader *pPS;

//Shader buffer
ID3D11Buffer *pVertexBuffer;
//Indices buffer
ID3D11Buffer *pIndexBuffer;

//Input Layout
ID3D11InputLayout *pLayout;

ID3D11DepthStencilView* pDepthStencilView;
ID3D11Texture2D* pDepthStencilBuffer;

//Camera stuff
ID3D11Buffer* cbPerObjectBuffer;

XMMATRIX Projection;

XMVECTOR CameraPosition;
XMVECTOR CameraTarget;

//Transformation stuff

XMMATRIX Translate;

float rot = 0.01f;

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
HWND hWnd;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX); = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
//wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";


RECT wr = {0, 0,800, 600};

hWnd = CreateWindowEx(NULL,
wr.right - wr.left,
wr.bottom -,

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D


// enter the main loop:

MSG msg;

if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))

if(msg.message == WM_QUIT)
// Run game code here
// ...
// ...

// clean up DirectX and COM

return msg.wParam;

// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
return 0;
} break;

return DefWindowProc (hWnd, message, wParam, lParam);

// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
// create a struct to hold information about the swap chain

// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
//Tell dx the screen resolution
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
//Set DirectX to automatically switch when Alt-Enter is used.
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching

scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode

// create a device, device context and swap chain using the information in the scd struct

//get the address of backbuffer
ID3D11Texture2D *pBackBuffer;

//use the backbuffer to create the render target

//--Set the Viewport
D3D11_VIEWPORT viewport;

viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.Height = SCREEN_HEIGHT;
viewport.Width = SCREEN_WIDTH;




void InitPipeline(void)
//Load and compile shaders from file
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile(L"shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile(L"shaders.hlsl", 0, 0,"PShader","ps_5_0", 0 , 0, 0, &PS, 0, 0);
//Encapsulate shader into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(),VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(),PS->GetBufferSize(), NULL, &pPS);

//Set shader to be active
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);

//Create the inputlayout


void InitGraphics(void)
VERTEX CrossVertices[] =
{ -1.0f, -1.0f, -1.0f , D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},{ -1.0f, 1.0f, -1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f) },{ 1.0f, 1.0f, -1.0f , D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},//ABC
{1.0f, -1.0f, -1.0f , D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},{-1.0f, -1.0f, 1.0f , D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)}, { -1.0f, 1.0f, 1.0f, D3DXCOLOR(0.0f, 0.5f, 0.0f, 1.0f)},//DEF
{ 1.0f, 1.0f, 1.0f,D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f) },{+1.0f, -1.0f, 1.0f,D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)},//GH


// create the vertex buffer
ZeroMemory(&bd, sizeof(bd));

bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 36; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer

dev->CreateBuffer(&bd, NULL, &pVertexBuffer); // create the buffer

// copy the vertices into the buffer
devcon->Map(pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, CrossVertices, sizeof(CrossVertices)); // copy the data
devcon->Unmap(pVertexBuffer, NULL); // unmap the buffer

DWORD indices[ ] = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) );

indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 36;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;


iinitData.pSysMem = indices;
dev->CreateBuffer(&indexBufferDesc, &iinitData, &pIndexBuffer);

devcon->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);


void InitDepthStencil(void)
D3D11_TEXTURE2D_DESC DepthStencilDesc;
DepthStencilDesc.Width = SCREEN_WIDTH;
DepthStencilDesc.Height = SCREEN_HEIGHT;
DepthStencilDesc.MipLevels = 1;
DepthStencilDesc.ArraySize = 1;
DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStencilDesc.SampleDesc.Count = 1;
DepthStencilDesc.SampleDesc.Quality = 0;
DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStencilDesc.CPUAccessFlags = 0;
DepthStencilDesc.MiscFlags = 0;

//Create Depth Stencil View
dev->CreateDepthStencilView(pDepthStencilBuffer, NULL, &pDepthStencilView);

void InitCamera(void)
ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));
cbbd.Usage = D3D11_USAGE_DEFAULT;
cbbd.ByteWidth = sizeof(cbPerObject);
cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbbd.CPUAccessFlags = 0;
cbbd.MiscFlags = 0;

CameraPosition = XMVectorSet(0.0f,0.0f,-5.0f,0.0f);
CameraTarget = XMVectorSet(0.0f,0.0f,0.0f,0.0f);
CameraUp = XMVectorSet(0.0f,1.0f,0.0f,0.0f);

View = XMMatrixLookAtLH(CameraPosition, CameraTarget,CameraUp);
//Set the Projection Matrix
Projection = XMMatrixPerspectiveFovLH(0.4f*PI, (float)SCREEN_WIDTH/SCREEN_HEIGHT,1.0f,1000.0f);


// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
//Release shader
//Release VertexBuffer
//Release Depthstencil
//Release contant buffer


void RenderFrame(void)
//clear the back buffer
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f,0.2f,0.5f,1.0f));

//Do other 3D rendering here
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset);
devcon->ClearDepthStencilView(pDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
// select which primtive type we are using

WVP = CubeTwo * View * Projection;
cbPerObj.WVP = XMMatrixTranspose(WVP);

WVP = CubeOne * View * Projection;
cbPerObj.WVP = XMMatrixTranspose(WVP);

//Switch thee backbuffer and the front buffer

void Update()

//Only rotates 2PI
rot = 0.0f;
//Reset the cube one world matrix
CubeOne = XMMatrixIdentity();
XMVECTOR rotaxis = XMVectorSet(0.0f,1.0f,0.0f,0.0f);
Rotate = XMMatrixRotationAxis(rotaxis,rot);
Translate = XMMatrixTranslation(0.0f,0.0f,8.0f);
Scale = XMMatrixScaling(0.2f,0.2f,0.2f);
CubeOne = Translate * Rotate * Scale;
//Reset Cube two world matrix
CubeTwo = XMMatrixIdentity();
Rotate = XMMatrixRotationAxis(rotaxis,-rot);
Scale = XMMatrixScaling(0.5f,0.5f,0.5f);
CubeTwo = Rotate * Scale;

[source lang="cpp"]cbuffer cbPerObject
float4x4 WVP;
struct VOut
float4 position : SV_POSITION;
float4 color : COLOR;

VOut VShader(float4 position : POSITION, float4 color : COLOR)
VOut output;

output.position = mul(position,WVP);
output.color = color;

return output;

float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
return color;

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Progress: I initialised the d3device in a wrond order:

It should be: InitWindow-SwapChain->renderTargetView->DepthStencil->ViewPort->CompileShader->Vertex and Indices->Camera

my wrong order: InitWindow-SwapChain->renderTargetView->ViewPort->->DepthStencil->CompileShader->Vertex and Indices->Camera

So the renderTargetView doesn't have the Depthstencil info and...Change the place where InitDepthStencil() is called

Ok...this time my cubes are gone......

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After I change[source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);[/source]
to [source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,NULL);[/source]

The cubes came back(ofc) which means there are something wrond with my pDepthStencilView.

I have checked my code and DXSampleTutorial5 code, Still can't find a difference in the stencil part.

The only Difference is I keep Depthstencil Init in a single function and Call it after I created the RenderTargetView
[source lang="cpp"]void InitDepthStencil(void)
D3D11_TEXTURE2D_DESC DepthStencilDesc;
ZeroMemory( &DepthStencilDesc, sizeof(DepthStencilDesc) );
DepthStencilDesc.Width = SCREEN_WIDTH;
DepthStencilDesc.Height = SCREEN_HEIGHT;
DepthStencilDesc.MipLevels = 1;
DepthStencilDesc.ArraySize = 1;
DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStencilDesc.SampleDesc.Count = 1;
DepthStencilDesc.SampleDesc.Quality = 0;
DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStencilDesc.CPUAccessFlags = 0;
DepthStencilDesc.MiscFlags = 0;
//Create Depth Stencil View

ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = DepthStencilDesc.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;

dev->CreateDepthStencilView(pDepthStencilBuffer, &descDSV, &pDepthStencilView);


and call it Here

[source lang="java"]Init3D()
ID3D11Texture2D *pBackBuffer;

//use the backbuffer to create the render target

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I'd also advise checking the values of SCREEN_WIDTH and SCREEN_HEIGHT - they may not be correct. Generally I GetDesc on the swap chain then use the values returned from that for setting up these views, which helps ensure that everything is absolutely consistent.

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      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] =  {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader ); Creating the Pipeline State Object
      To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
      // This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
      // Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
      m_pDev->CreatePipelineState(PSODesc, &m_pPSO); Binding Shader Resources
      Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new object called Shader Resource Binding (SRB), which is created by the pipeline state:
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
      Setting the Pipeline State and Invoking Draw Command
      Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
      // Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); Build Instructions
      Please visit this page for detailed build instructions.
      The engine contains two graphics samples that demonstrate how the API can be used.
      AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface. It can also be thought of as Diligent Engine’s “Hello World” example.

      Atmospheric scattering sample is a more advanced one. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc. 

      The engine also includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures. 

      Integration with Unity
      Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.

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