Sign in to follow this  
DgekGD

Texture UnorderedAccessView problem (compute shader)

Recommended Posts

Hi, guys!

I'm trying to implement Gaussian Filter using compute shader.
I have two texture resources. Firstly, I render entire scene to the first texture. Then I apply gaussian filter for this texture using compute shader( which writes results to the second texture). And finally, i use shader resource view of the second texture in final render pass (pixel shader just executes texture.Sample). But as result i just get black screen:(

Initialize textures and their resource views:
[CODE]
//Texture used for rendering
ID3D11Texture2D* renderTargetTexture;
ID3D11RenderTargetView* renderTargetTextureView;
ID3D11ShaderResourceView* shaderRenderTextureView;

//texture to which result of gaussian filter will be applied

ID3D11Texture2D* gaussTexture;
ID3D11UnorderedAccessView* gaussTextureUAView;
ID3D11ShaderResourceView* gaussTextureSRView;
ID3D11RenderTargetView* gaussTextureRTView;

/***** Create Texture Render Target View *****/
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;


//create render texture
ZeroMemory(&textureDesc, sizeof(D3D11_TEXTURE2D_DESC));
textureDesc.Width = textureWidth;
textureDesc.Height = textureHeight;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
hr = d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTexture);
if (FAILED(hr))
return false;


//create render target view
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
hr = d3d11Device->CreateRenderTargetView(renderTargetTexture, &renderTargetViewDesc, &renderTargetTextureView);
if (FAILED(hr))
return false;


//create shader resource view
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
hr = d3d11Device->CreateShaderResourceView(renderTargetTexture, &shaderResourceViewDesc, &shaderRenderTextureView);
if (FAILED(hr))
return false;

/*** GAUSSIAN TEXTURE ***/

D3D11_TEXTURE2D_DESC gtDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC srView;
D3D11_UNORDERED_ACCESS_VIEW_DESC uaDesc;
D3D11_RENDER_TARGET_VIEW_DESC rtDesc;
//create gauss texture
ZeroMemory(&gtDesc, sizeof(gtDesc));
gtDesc.Width = textureWidth;
gtDesc.Height = textureHeight;
gtDesc.MipLevels = 1;
gtDesc.ArraySize = 1;
gtDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
gtDesc.SampleDesc.Count = 1;
gtDesc.Usage = D3D11_USAGE_DEFAULT;
gtDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
gtDesc.CPUAccessFlags = 0;
gtDesc.MiscFlags = 0;
hr = d3d11Device->CreateTexture2D(&gtDesc, NULL, &gaussTexture);
if (FAILED(hr))
return false;

//create render target view
rtDesc.Format = gtDesc.Format;
rtDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtDesc.Texture2D.MipSlice = 0;
hr = d3d11Device->CreateRenderTargetView(gaussTexture, &rtDesc, &gaussTextureRTView);
if (FAILED(hr))
return false;

//create shader resource view
srView.Format = gtDesc.Format;
srView.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srView.Texture2D.MostDetailedMip = 0;
srView.Texture2D.MipLevels = 1;
hr = d3d11Device->CreateShaderResourceView(gaussTexture, &srView, &gaussTextureSRView);
if (FAILED(hr))
return false;

//create unordered access view
uaDesc.Format = gtDesc.Format;
uaDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uaDesc.Texture2D.MipSlice = 0;
hr = d3d11Device->CreateUnorderedAccessView(gaussTexture, &uaDesc, &gaussTextureUAView);
if (FAILED(hr))
return false;
[/CODE]

Now render entire scene to the first texture:
[CODE]
float bgTexColor[4] = {(1.0f, 0.0f, 0.0f, 1.0f)}; //default color is red!


d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);

d3d11DevCon->RSSetViewports(1, &texViewport);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetTextureView, NULL);

d3d11DevCon->ClearRenderTargetView(renderTargetTextureView, bgTexColor);
d3d11DevCon->Draw(36, 0); //draw the cube
[/CODE]

Apply gaussian filter:
[CODE]
d3d11DevCon->CSSetShader(CS, 0, 0);
d3d11DevCon->CSSetShaderResources(0, 1, &shaderRenderTextureView); //bind out rendered scene as shader resource view
d3d11DevCon->CSSetUnorderedAccessViews(0, 1, &gaussTextureUAView, NULL); //unordered access for resulting texture!
UINT x = (UINT)( ceil( textureWidth / 32.0f ) );
UINT y = (UINT)( ceil( textureHeight / 32.0f ) );

d3d11DevCon->Dispatch(x, y, 1);
[/CODE]

Finally, render our final texture to the screen (in pixel shader i just use texture.Sample) :
[CODE]
d3d11DevCon->VSSetShader(textureVS, 0, 0);
d3d11DevCon->PSSetShader(texturePS, 0, 0);

d3d11DevCon->RSSetViewports(1, &viewport);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL); //back buffer now is render target

d3d11DevCon->PSSetShaderResources(0, 1, &gaussTextureSRView);
d3d11DevCon->Draw(6, 0);
[/CODE]

Oh, by the way, here is my compute shader:
[CODE]
//Resources
Texture2D<float4> InputTex : register( t0 );
RWTexture2D<float4> OutputTex : register( u0 );



//filter kernel coefficients
static const float kernel[7][7] = {
0.000904706, 0.003157733, 0.00668492, 0.008583607, 0.00668492, 0.003157733, 0.000904706,
0.003157733, 0.01102157, 0.023332663, 0.029959733, 0.023332663, 0.01102157, 0.003157733,
0.00668492, 0.023332663, 0.049395249, 0.063424755, 0.049395249, 0.023332663, 0.00668492,
0.008583607, 0.029959733, 0.063424755, 0.081438997, 0.063424755, 0.029959733, 0.008583607,
0.00668492, 0.023332663, 0.049395249, 0.063424755, 0.049395249, 0.023332663, 0.00668492,
0.003157733, 0.01102157, 0.023332663, 0.029959733, 0.023332663, 0.01102157, 0.003157733,
0.000904706, 0.003157733, 0.00668492, 0.008583607, 0.00668492, 0.003157733, 0.000904706
};


[numthreads(32, 32, 1)]
void CS(uint3 DispatchThreadId : SV_DispatchThreadID)
{
//get coordinates of top left corner
int3 textureCoords = DispatchThreadId - int3(3, 3, 0);

//initialize final color
float4 finalColor = (float4)0.0f;


//loop through filter kernel getting final color
for (int i = 0; i < 7; i++)
for (int j = 0; j < 7; j++)
finalColor += InputTex.Load(textureCoords + int3(i, j, 0) ) * kernel[i][j];

//assign new color value to the output image
OutputTex[DispatchThreadId.xy] = finalColor;
//OutputTex[DispatchThreadId.xy] = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
[/CODE]

Why I think that the problem is with Unordered Access View? I tried to clear gaussTexture with red color after the compute shader has executed:
[CODE]
float bgTexColor[4] = {(1.0f, 0.0f, 0.0f, 1.0f)};
d3d11DevCon->ClearRenderTargetView(gaussTextureRTView, bgTexColor);
[/CODE]

And i still get the black screen. But if I comment binding the unordered access to the compute shader I get what I should get - the red screen:
[CODE]
//d3d11DevCon->CSSetUnorderedAccessViews(0, 1, &amp;gaussTextureUAView, NULL); //unordered access for resulting texture!
[/CODE]

I'm pretty sure that compute shader itself works correctly as commenting Dispatch call without commenting CSSetUnorderedAccessViews still suffers the problem and I get only black screen.

Where the problem can be?

I would appreciate any help! Thanks in advance! Edited by DgekGD

Share this post


Link to post
Share on other sites
Yep, I heard that to read and write simultaneously I need to cast format to D3D11_FORMAT_R32_UINT for UAV... But I don't read and write to the resource at the same time.

1)For the first render pass i don't use the second texture at all.
2)Than in Compute Shader I use the first texture for reading (shader resource view) and the second one for writing (unordered access view).
3)Final pass: I use the second texture for reading as shader resource view

Or maybe i misunderstand something ... Edited by DgekGD

Share this post


Link to post
Share on other sites
Argh, sorry, I really wasn't looking/reading carefully. It's really strange. Dont' you get any hints from the debug layer ?

Edit: Try setting the compute shaders UAV explicitly to NULL [i]before[/i] setting the pixel shaders SRV. Edited by unbird

Share this post


Link to post
Share on other sites
Setting NULL UAV for the place of UAV of my texture helped! Before that, i tried to set the compute shader itself to NULL, it didn't help me.

My gaussian filter still does't worked corretly, but I think I can handle it as the main problem solved:)

Thanks for your help!

Share this post


Link to post
Share on other sites
You're welcome. I hope you find your other problem, too, I don't see anything suspicious yet.

Anyway: I want to show the usefulness of the debug layer. This will show up when you have the same resource bound for input and output:
[code]
[3636] D3D11: WARNING: ID3D11DeviceContext::CSSetUnorderedAccessViews: Resource being set to CS UnorderedAccessView slot 0 is still bound on input! [ STATE_SETTING WARNING #2097355: DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD ]
[3636] D3D11: WARNING: ID3D11DeviceContext::CSSetUnorderedAccessViews: Forcing CS shader resource slot 0 to NULL. [ STATE_SETTING WARNING #2097317: DEVICE_CSSETSHADERRESOURCES_HAZARD ]
[/code]

Probably something like this happened in your setup:
[code]
[4388] D3D11: WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]
[/code]

So the pipeline automatically resets illegal combinations, but it also tells you.

Share this post


Link to post
Share on other sites
Indeed, it would have helped to find error in my program faster. Now, i create device with debug layer enabled in debug mode;) I appreciate your explanation.

By the way, i managed to rapair my shader to work correctly. It suffered the same problem, I didn't unbound first texture's RTV before binding resource as SRV in the Compute Shader :)

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