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safiullahhussaini

Disappearing Data in Structured Buffers

4 posts in this topic

Hi I am new here so I dont know if this is a common n00b problem.
So I am creating my structured buffer like this

[source lang="cpp"]HRESULT CRenderer::CreateStructuredBuffer ( unsigned int arg_dElementCount, unsigned int arg_dElementSize, void * arg_pData )
{
HRESULT status = S_OK;

D3D11_BUFFER_DESC objBufferDesc;
D3D11_SUBRESOURCE_DATA objInitData;
D3D11_SHADER_RESOURCE_VIEW_DESC objResViewDesc;
ZeroMemory(&objBufferDesc, sizeof(objBufferDesc));
ZeroMemory(&objInitData, sizeof(objInitData));
ZeroMemory(&objResViewDesc, sizeof(objResViewDesc));

objBufferDesc.ByteWidth = arg_dElementCount * arg_dElementSize;
objBufferDesc.StructureByteStride = arg_dElementSize;
objBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;

objBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
objBufferDesc.Usage = D3D11_USAGE_DEFAULT;
objBufferDesc.CPUAccessFlags = 0;

objInitData.pSysMem = arg_pData;

this->m_dxStructuredBufferArray.push_back ( NULL );

status = this->m_dxDevice->CreateBuffer (
&objBufferDesc,
&objInitData,
&(this->m_dxStructuredBufferArray[this->m_dNumOfStructuredBuffers++])
);
if (FAILED(status))
{
return status;
}

objResViewDesc.Format = DXGI_FORMAT_UNKNOWN;
objResViewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
objResViewDesc.Buffer.ElementOffset = 0;
objResViewDesc.Buffer.ElementWidth = arg_dElementSize;
objResViewDesc.Buffer.FirstElement = 0;
objResViewDesc.Buffer.NumElements = arg_dElementCount;

this->m_dxResourceViews.push_back ( NULL );

status = this->m_dxDevice->CreateShaderResourceView (
this->m_dxStructuredBufferArray[this->m_dNumOfStructuredBuffers-1],
&objResViewDesc,
&(this->m_dxResourceViews[this->m_dNumOfStructuredBuffers-1])
);
if (FAILED(status))
{
return status;
}

return status;
}[/source]

And I am calling it like this

[source lang="cpp"] status = objRenderer.CreateStructuredBuffer ( objWorldReader.GetInstanceCount ( ), sizeof(SInstance), objWorldReader.GetInstances ( ) );
if ( FAILED(status) )
return 1;
[/source]

But it seems when I view the buffer in PIX in a simple passthrough Shader, I just see zeros. Now I know the structure may need to be 16 byte aligned since I encountered a similar problem before, so I have declared my structure like this.

[source lang="cpp"]struct SInstance
{
__declspec(align(16)) XMMATRIX matLocation;
int dTemplateType;
};
[/source]
But now I really dont know what's going on and I am really out of my depth. Please Help!!!!
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This is the PIX report on my vertex shader, seems like the Buffer is binding correctly (At least the strides match).

[source lang="java"]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions:
//
// Resource bind info for VertexBuffer
// {
//
// struct
// {
//
// float4 position; // Offset: 0
// float4 color; // Offset: 16
//
// } $Element; // Offset: 0 Size: 32
//
// }
//
// Resource bind info for InstanceBuffer
// {
//
// struct
// {
//
// float4x4 matLocation; // Offset: 0
// int strTemplateType; // Offset: 64
//
// } $Element; // Offset: 0 Size: 68
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// VertexBuffer texture struct r/o 0 1
// InstanceBuffer texture struct r/o 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_VERTEXID 0 x 0 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
//
vs_4_0
dcl_globalFlags refactoringAllowed | enableRawAndStructuredBuffers
dcl_resource_structured t0, 32
dcl_resource_structured t1, 68
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw

#line 82 "C:\Users\Safiullah\Documents\Visual Studio 2010\Projects\RayTracingAttempt\Debug\RTShaders.fx"
ld_structured o0.xyzw, v0.x, l(0), t0.xyzw // VS<0,1,2,3>
ld_structured o1.x, l(0), l(0), t1.xxxx // VS<4>
ld_structured o1.y, l(0), l(20), t1.xxxx // VS<5>
ld_structured o1.z, l(0), l(40), t1.xxxx // VS<6>
ld_structured o1.w, l(0), l(60), t1.xxxx // VS<7>

#line 105
ret
// Approximately 6 instruction slots used
[/source]
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Problem fixed, it was a rokkie mistake I suppose, I was not properly setting the Resources to the Shader... or something like that.

Thanks a bunch MJP... BTW your book is AWESOME!!!
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